Sid Meier's Civilization V

Sid Meier's Civilization V

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SMAN's The World at War - Starting Armies
   
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26 Sep, 2019 @ 11:03am
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SMAN's The World at War - Starting Armies

Description
SMAN's "World at War - Starting Armies Companion Mod" adds a large number of Units (combat and civilian), Culture, Gold, free Buildings, and free Technologies to games starting in any of WAW's Eras (from La Belle Époque/Industrial through the Future War Era). The mod has no effect on games starting in earlier Eras. The later the Era game start, the larger the Culture/Gold bonuses are.

The goal of the mod is to provide a war-focused head start in setting up your empire and preparing it for the onslaught that usually accompanies latter-Era game starts. The extra Culture and Gold allow you to completely configure your jump-started Civ in a way the compliments your playstyle. You'll have your economy rolling in just a few turns, even on Marathon game speeds.

The mod will also spawn naval melee and ranged Units, as well as Great Admirals, on maps with a large enough number of Ocean Tiles. On largely land-locked maps, these naval units will not spawn.

While the large boosts are quite helpful to human players, the AI gets an even larger boost.

In addition to free Culture/Gold/Units, the mod gives a "free tech" at the start of the game. These techs correspond to the main infantry unit of that Era. For example, this free Tech will allow you to build WW2 Infantry immediately in games starting in the WW2 Era.

All players start the game with "free" Strategic Resources appropriate to the game start Era. In La Belle Époque, you receive a small amount of Horse and Iron (somewhere between 3 and 10). In the Great War Era, you also receive Coal (6 to 14). In WW2 Era, you receive Oil (10 to 20). In the Cold War Era, you receive both Aluminum (2 to 6) and Uranium (1 to 3). As with other bonuses, AI Civs will receive larger random amounts of these resources.

Many buildings are now "free" in new Cities, based on the latter Era start. For example, Walls are free in the La Belle Époque Era, while Armories, Castles, Harbors, and Telegraph Offices are free in the Great War Era game starts. For the WW2 Era, Arsenals, Constabularies, Electrical Grids, Public Houses, Seaports, and Sewer Systems are free. Finally, in the Cold War Era, Airports, Civil Defenses, Coastal Defenses, Grocers, Police Stations, and Railway Stations will be free for new Cities.

In addition to all of these benefits, the cost of all Units is reduced by 50%, Buildings are 25% cheaper.

The mod also sets the entire map as "visible," meaning you'll know where the continents/islands, resources, and enemy Cities are. You won't see enemy Units, but you'll have a pretty good idea how to build a strategy to conquer the territory that has the resources you require. You AI opponents will, as well…


"Starting Armies" provides a significant bonus at the game's start, it is, however, balanced to work well with any of the "End at XXX Era" mods. It can provide a very long game starting and ending in the same Era – allowing a player to fully experience a complete game on slower game speeds.

For example, using WAW "main mod" + "Unique Units" Companion Mod + "End at WW2 Era" mod + "Starting Armies" Companion Mod, you could start the game in the Great War/Modern Era, and select America, Austria, China, England, France, Germany, Greece, Japan, Netherlands, Ottomans, Poland, Rome, Russia, and Spain – and create a quite realistic reenactment of the World War period of Earth history – all on a completely random map! You could also use any of the Alternative Custom Civs available in the "Unique Units" Companion Mod to provide an even richer gaming experience.



Discussion Thread: https://forums.civfanatics.com/threads/smans-the-world-at-war.638328/


Direct Download: https://forums.civfanatics.com/resources/smans-the-world-at-war-starting-armies.27797/



NOTES:

This mod is in ALPHA status. This is not due to the mod's stability – it is quite stable, in fact. The reason for such a preliminary status is my uncertainty about how balanced the bonuses are.

I'm really hoping that player feedback can help me get the bonus numbers in a better place.



The mod should work OK with a similar mod of mine, "Legendary Headstart." (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1371724041) That mod is focused on many bonus types, not necessarily military. It might be quite interesting, however, if a player using that mod gets the "WAR Focus" Bonus (which spawns up to 9 new units) while using this bonus, they will have quite a military steamroller at their disposal.


Both "Brave New World" and "SMAN's World at War" are required for this mod to work.
Popular Discussions View All (1)
4
4 Jun, 2021 @ 1:12pm
Bug Reports - Suggestions
S-Man
21 Comments
kensw 10 Apr, 2024 @ 5:12pm 
5 years later : Just rediscovered this mod.
Not fond of the entire map and everything on it being visible on first turn.
Maybe on a future era start but on La Belle Epoch I would like to explore.
KiwiSteve 7 Oct, 2019 @ 6:09pm 
Also, not you but you may be able to tweak something. Admirals have a movement speed of 4 yet embarked troops can move at 6.

Some of these things can affect more than one mod, so fixing it in one mod won't help elsewhere. Just to help you fill in the 24 hours in a day perhaps you could create a WAW mod that handles mods across your other mods, and rip them out of the other mods. E.g. in WWI it takes one turn to build a road/rail yet in WWII it takes two turns !!! It may make future mods easier as bits are already established.

Regards
Steve
KiwiSteve 7 Oct, 2019 @ 6:08pm 
I think the Citadel problem is a Civ5 thing. It's just annoying when the AI builds a citadel and then never bothers to keep it garrisoned. A cavalry or armour unit can rush through a gap and occupy it and get the surrounding hexes.

Generic Civ only lets you build citadels in your own territory, but in WAW WWI they can be built in enemy territory provided it is adjacent to friendly territory. Don't quote me on the generic as far as building on unclaimed land is concerned - I'd have to go and test it. Yep, there was a single hex adjacent to my territory that was still unclaimed and I could build a citadel there.


S-Man  [author] 7 Oct, 2019 @ 4:37pm 
Yes, I noticed that only Vanilla Bismarck was getting SS units, none of the other German alternates. I don't mind adding them to the other 2 German Civs (TarcisioCM and Zwei833's), but would hate to leave JFD's quite popular mod out completely. How about a much lower spawn rate for JFD's Germany?

I'm not sure I understood your comment about Citadels. I don't think this is from any of my mods. If you know of the mod that changes tile ownership, let me know and I'll take a look at it. It may not be too difficult to force a pillage adjustment on capture.

I also use the Irregular Mod when playing for fun, especially on my "Alternate WW2" games. There's a deep amount of texturing going on there, and it really feels historically valid - especially on maps with lots of tundra/snow tiles.

Appreciate the feedback. Keep 'em comin'!
KiwiSteve 7 Oct, 2019 @ 3:14pm 
Hi S-Man

Thanks for your replies.

Re Waffen SS. Previously I had been using JFD's Germany (Hitler) and hadn't been getting any SS. I'm now playing as Bismark and the first unit turned up as soon as I got to Modelling and ...

May I suggest you don't 'fix' this and let JFD get Waffen SS. Why? JFD's generals are able to convert to science at about the same value as scientists. I earn so many generals that by spending them for science I end up way ahead of the AI players.

Now though I have a heap of generals lying around just waiting for an opportunity to become a citadel. Speaking of which, by occupying an enemy citadel it and surrounding territory immediately flip to being yours. Can they be pillaged on capture and have to be repaired?

Regards
Steve

P.S. I like your Irregular Units in conjunction with this mod. Some of the militia units I'm occasionally given have interesting capabilities and are well worth promoting.
S-Man  [author] 6 Oct, 2019 @ 9:15am 
3. Nope. Blame the game's ridiculously faulty "JumpToNearestValidPlot" method. It is critical to use it, as it's very easy for this mod to place 1 too many units in a tile, causing an instant CTD. Unfortunately, this insurance policy ignores the "lake definitions" in the game's Defines tables. Best you can do is delete the ships, pocket the gold...

4. Same answer as #3. There are ways around "JumpToNearestValidPlot," but it involves writing a new spawn handler, which frankly, I don't have time to do properly. Since you don't need these units to do a lot of exploring early on, I figured the impact of this odd placement was fairly mitigated. Meaning, it looks worse than it plays.

In the future, I'll take a new look at this problem and see if I can't get the inimitable LeeS' UnitSpawwnHandler to work better than it did in testing. His function is my "go to" handler, but it suffered more than a few crashes during testing.
S-Man  [author] 6 Oct, 2019 @ 9:05am 
2. This worries me. I actually made the changes to get SS Units working correctly. They tested great. Will look at Unique Units Companion mod again and may have to hotifx that. I prefer to avoid hotfixes for stylistic kinds of repairs, but no SS units for Germany is one of the main reasons for having a Unique Units mod in the first place. 😖

Quick question: Were you playing Civ's normal Germany or one of the alternates?

BTW, the SS units never show up as buildable, only as a freebee. Originally, they were supposed to be "faith purchase" only. But, I couldn't use the game's normal Faith-purchase, because there was no way to restrict the unit to Germany only. I'd need to add a completely different UI to purchase or modify the CityView UI (which really kills compatibility with almost all the major mods).
S-Man  [author] 6 Oct, 2019 @ 8:52am 
Thanks for the update, @KiwiSteve - always appreciate your feedback! My thoughts:

1. Yes, the good unit placement is intentional. I envisioned them as the "regular army" a Civ would have at the start of the war. Once you have a DoW, you start training new forces, but they won't be as advanced as your cadre of regulars. I almost left the "free tech" out while still awarding the Era's normal units at mod start. This would mean you'd have a few WW2 Infantry, but only be able to train Great War Infantry for quite a few turns.

Unfortunately, while satisfyingly accurate in an historical sense, it broke the mod's core sine qua non : to get your Civ up and running on a wartime-economy basis in only a handful of turns.
KiwiSteve 4 Oct, 2019 @ 9:44pm 
Hi S-Man
I've been thrashing this mod for the past week. When I play I use this mod plus WAW, Irregular Units, Unique Units and some small mods by other people.
A few notes / questions.
1. When I start in La Belle Epoque the starting units are technologically advanced (e.g. I get Field Guns but can only build Cannon). Is this deliberate?
2.The Waffen SS don't turn up either as "free" units a'la WAW WWII or as buildable units.
3. When I start in an inland location sometimes the naval units appear in an inland lake if there is one. Can this be stopped?
4. The cavalry / armoured car and artillery units always appear to the South-West. Is it possible to randomise their location, or is this the result of the sequence which units are created?

Otherwise a great mod; thanks

Regards
Steve
S-Man  [author] 4 Oct, 2019 @ 7:47am 
The XCOM are the same model, but the unit flag was adjusted to fit into the overall "World at War" mod design. There are several similar late-Era infantry units that have similar unit flag. But other than that, the XCOM unit didn't change.