Sid Meier's Civilization V

Sid Meier's Civilization V

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Water Tiles Enhanced
   
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23 Sep, 2014 @ 12:06pm
8 Nov, 2014 @ 12:23pm
8 Change Notes ( view )

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Water Tiles Enhanced

In 1 collection by TofuSojo
Immersion and Balance Mods
19 items
Description
I miss sea improvements from Alpha Centauri. I liked being able to invest in improving the sea as the land. I also hate how the bountiful ocean is represented in game as food deficient, plus that shallow ocean over continental shelves (the ocean's breadbaskets) yield so little food to start and as much as the deep ocean, which in real life is in comparison an "oceanic desert" (much lower biomass). Point is, Coasts should always yield more food than Oceans.

-Oceans don't give food at start
This represents that fishing would be limited to near the coast (spear fishing, etc) and results in Coasts always giving more food than Oceans.

-Lighthouse gets +1 maintenance

The Lighthouse got buffed by BNW exp (+1 prod to sea resources, moved from Harbor) making it overpowered so this helps to balance its power.

-Harbors add +1 food to all water tiles that do not contain a sea resource, +1 to maintenance for balance

Finally a reason to build Harbors in coastal cities other than to unlock Seaports. After all you only need one Harbor per continent to connect your national trade network. For logic's sake, city must already have a Lighthouse now.

-Harbors add +1 gold to Whales, Pearls, and Crab

These were some of the only resources that never got a building buff, like how Granary buffs Bananas, Lighthouse buffs Fish, etc. For balance these three add 1 instead of 2 to their tiles.

-Harbor requires Lighthouse

For logic's sake and to complete the three tiers of buildings that buff water tiles.

-Buff to trade routes moved from Harbor to Seaport

Since Harbors now get the above buff they don't need to do so much and it makes sense that a Seaport would be involved in trade.

-Seaports don't give +1 gold to Sea Resources

Unbalances this mod, see Sea Resource yield note below.

-Seaports add +1 production to all water tiles that do not contain a Sea Resource, rather than Sea Resources, +1 to maintenance for balance

Seaports now help improve all water tiles just like Lighthouses and Harbors do.

-New building, Aquamining Network: +2 production to Ocean tiles, 4 maintenance, requires 1 Aluminum, unlocked with Robotics

The Aquamining Station is an Information Age building which requires a strategic resource (inspired in part by the Hydro Plant). Probably only worth it if the city has several Ocean tiles. Mining operations make Ocean tiles unsuitable for large scale fishing.

-Offshore Platform no longer produces food and Robotics adds 2 gold to them

Why does this produce large quantities of food? To compensate they get +2 gold instead from Robotics, so oil is lucrative, as it should be.

-Compass no longer buffs Fishing Boats

Necessary to balance things out without interfering with other changes

------

Special thanks to Alex for helping with the code for the new building! It's my very first custom building. Since they are a bit more powerful, Harbors and Seaports are a tad more expensive to build.

Note on yields: Sea Resource yields normally total 9 at end game. Now they total 6 (the same as land resources), but they remain much better than empty water tiles, which total 3-4 points. I believe they were so powerful to balance the empty water tiles being so weak.

--Compatibility--
Probably requires BNW since I gave the Seaport the Harbors boost to trade routes ability, which didn't exist before BNW.

--Direct Download--
For direct download if Steam is acting up or you are a Mac user:
https://dl.dropboxusercontent.com/u/3597242/Water%20Tiles%20Enhanced.zip
Just open the zip file and copy/paste or move the folder inside to your Civ 5 Mods folder alongside your other mods and it should appear in your mod list in game.

--Alternate Mod--
Please check out the alternate of this mod Improvements in Water Tiles (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=322554338) which produces the exact same yields, but by letting you build Fishing Boats and my custom Mining Platforms in all water tiles (not just on Sea Resources).
52 Comments
Latex Santa 13 Jul, 2021 @ 10:13am 
Why the hell was I unsubbed from this? Also, many, MANY thanks for the mod.
WolfCrossing 27 Feb, 2021 @ 8:14pm 
As someone who loves ocean maps, this mod is great. It really makes coastal cities viable and even powerhouses in late game. I can't imagine playing without it.
marynowana.lasica 30 Jun, 2019 @ 5:20am 
no downloading via steam, is there direct link?
8792879287928792 15 Oct, 2018 @ 12:44am 
Ooh, I am very interested in this. Thanks.
My man boobs are better 19 Feb, 2017 @ 5:26pm 
This does in fact require BNW to work :(
Scorvetta Prime 13 Sep, 2016 @ 10:19am 
Ok, Thanks alot and keep up the hard work! :)
TofuSojo  [author] 13 Sep, 2016 @ 6:45am 
@Scorvetta It's a different mod that achieves basically the same thing in a different way, ie by buffing the water buidlings, therefore the AI using this since they already build those buildings.
Scorvetta Prime 4 Sep, 2016 @ 5:05pm 
I am a little confused sorry... Ok some of your post make me wonder, is this the same mod that allows water improvments and lets the ai build them as well. or is this somthing totally different from your other mod that told me to try this mod? Thanks & let me know....
BU77_MuNcH3R>:( 2 Aug, 2016 @ 9:12am 
Good idea
TofuSojo  [author] 17 Apr, 2015 @ 1:24pm 
@manumontero Depends on the mod, but it prolly gives them a 2nd harbor. Only one way to find out...