Sid Meier's Civilization V

Sid Meier's Civilization V

Working Workboats
38 Comments
masternetra 1 Mar, 2018 @ 2:09pm 
Good mod, would like to see a version that works with "1 Turn Tile Improvements".
Valamas 22 May, 2015 @ 8:22pm 
i love this mod. thank you so much. However, part way through the game they stop working and begin to be consumed. Even new ones are consumed. I noticed this after loading the game the next day. I have a save game available. If you would like me to email it to you. Pls email me on valamas@gmail.com. I can then work with you in debugging.
RHundy17 10 Apr, 2015 @ 12:23pm 
maybe instead of them being consumed after one, maybe use the mechanic that they have multiple "uses" before they are depleted, much like prophets? that way you dont have a bunch of idle workboats when you have improved all available water tiles.
Mangles  [author] 24 Jan, 2015 @ 1:20am 
Sure, but I also think that a small mod like this doesn't unbalance the game and if it improves the enjoyment of it, then all the better. You can choose to be a Civ purist and just play it the way the developers built it, with no mods, if you like. I'll be trying out a bunch of mods, fixes, tweaks and other fun things that people have put effort into creating for my enjoyment.
Dynamite With A Laser Beam 24 Jan, 2015 @ 12:56am 
You ever think there was a reason the developers made it so that work boats were consumable? You don't even have that many things to improve in the water anyways. Just because it annoys you dosen't mean its a good idea. You're gonna end up with workboats that you use for 3-5 tasks, very small compared to workers. It's just simply better to have them be consumable.
RC 9 Dec, 2014 @ 10:02am 
ok thanks! I did not want to start a game, play 5-8 hours only to find fishing boats wont work.. :)
Mangles  [author] 9 Dec, 2014 @ 3:59am 
I haven't had any problems with it, but let me know if you do.
RC 8 Dec, 2014 @ 11:15pm 
Does this mod work?
Nexus Quasar 4 Nov, 2014 @ 10:03pm 
Mangles, thank you for this great idea! But realy my workboat doesn't do anything when i give a task to fish. It wastes action points and that's all. I have G&K and BNW. Please fix it if you can :Diplomat:
Broomie 29 Oct, 2014 @ 1:04pm 
Workboats should have been like this from the start. Great mod
Greasy 17 May, 2014 @ 10:40pm 
actualy i agree and thanks for this.
Mangles  [author] 9 Jan, 2014 @ 4:35am 
@Zmasher: Let me know what you think, and any ideas you may have for improvement.
Doge^7th 9 Jan, 2014 @ 1:41am 
love the idea of this
ill be testing it tomorrow
Mangles  [author] 11 Dec, 2013 @ 4:21am 
Do they disapear when you use them? or just not able to build at all?
chainwolf 8 Dec, 2013 @ 1:01am 
This mod doesn't do anything for me, as the working workboats don't work at all. Is there a recent update? I have G&K, if that matters.
Mangles  [author] 30 Jul, 2013 @ 11:10pm 
Which expansions do you have?
Anthony 30 Jul, 2013 @ 11:42am 
Now my work boats dont do anything when tell them to fish
SquishyScot 14 Apr, 2013 @ 5:33am 
mangles it works amasingly and it is lovely to use it makes my life so much easyer as i normal use water citys alot thank you
Mangles  [author] 14 Apr, 2013 @ 5:17am 
I have no idea if it works without G&K. I could see no reason why it wouldn't work but I haven't tested it. Let me know if you give it a go and it works for you.
MalcontentGerbil 13 Apr, 2013 @ 11:31am 
Just a quick question, does it require Gods & Kings, or is it for the original game?
SquishyScot 30 Mar, 2013 @ 4:05pm 
this is a great ideo and cant wait to play
Mangles  [author] 7 Feb, 2013 @ 1:44am 
That's the idea. Glad you liked it.
Hattori Hanzo 鬼の半蔵 7 Feb, 2013 @ 1:25am 
This is very good mod works boats act as workers but on water :) noneed to buy or produce antoher one
Lord Maximus 4 Jan, 2013 @ 7:33am 
All in all, I still like it.
Mangles  [author] 31 Dec, 2012 @ 3:18am 
The barbarians and other nations can pillage your improved water tiles as per notmal. The balance so far has been increasing the cost of the workboat to equal a worker and increasing the time it takes to build an improvement to match that of a worker. However you are correct that a few workboats if left unmolested can do the work for a nation. It is much easier to take workboats than workers however, as enemy boats have larger movement and no terrain costs to compete with. The computer AI also gets these same bonuses so there is no advantage to any one nation.
BayneRav 30 Dec, 2012 @ 4:22am 
Yet to fiddle around with this mod, yet if there is a sense of the word an enemy unit(barbarian for instance) were to land on that water square, would they inturn have the option to pilage the improvement? OR is it just a temperary drop as that space is unable to be worked on... yet with the current rules for vanilla hardcode they pillage, and theonce they move off it, its gone and need a workboat to remake a spot, SO with this mod u just take a stashed workboat to rebuild that structure...

Ive had to weigh the pro/cons (overpowered)... and have to say this needs some fine tuning to make workboats abit less funtional, its nice they do not get consumed with agree they setup the improvement... so next best thing is THEY have to incure a higher then average maintenance cost to leave at sea, Even with just 1 work boat, can do the work of an entire nations coastal needs even into the farther reaches of the ocean exploration
Lord Maximus 29 Dec, 2012 @ 4:55am 
I had to start a new game for it to work and it has ran fine after that. THe first couple boats were consumed but then presto, all was well. As for the worker / workboat debate; I see both sides to it. But I play with enraged barbarians, on maps I build. So I see a lot of Barb ships and lose boats to them. So I do mind them. It boils down to your comfort level and style of play, which is why you can opt to either play or turn off mods. All in all I still like this mod, but hey that’s just me.
Mangles  [author] 28 Dec, 2012 @ 2:46pm 
@psycag83 This is the first problem I have had with the mod. Could you tell me if the cost of the workboats changed to match a worker when you used this mod. If the cost didn't change then most likely cause is the mod was not activated or downloaded properly. If the cost did change then please PM me and I will look into it.

@juha39 I understand the logic behind fishing boats, but as they still require a citizen of a city to work the tile, the cost compared to a worker is astronomical for the benefit. In many games with the vanilla work boats I have found myself not bothering to build workboats at all unless they will provide a luxury I don't already have. They simply weren't worth the time or effort.
Shades 28 Dec, 2012 @ 10:44am 
The logic behind fishing boats that are consumed is that a worker builds something, like a farm. The farm stays behind when the worker leaves, and the people in the city work the farm.
A workboat does not create anything, but is used to harvest the sea resources.
So:
a workboat = farm
not
a workboat = a worker.

This is even true in the case of an oil platform. The boats themselves are needed to transfer the oil, and resupply the platform. So there is logic in it.
Also, a workboat getting consumed is also realistic, as its much more expensive to build a fleet of ships, than it is to just order some people around, who may be slaves or convicts to begin with. Need to build multiple units reflects this.
psycag83 28 Dec, 2012 @ 6:57am 
I've tried manualy building with them, and setting them to automate, they are still being consumed. Pretty sure I have the mod enabled, I have the game and G&K, none of the add ons in between
Lord Maximus 27 Dec, 2012 @ 3:11pm 
I have used this Mod, IMHO its the best thing that has been put in the Workshop Mod thus far. Thank you for all the work you did to bring us this.
Mangles  [author] 23 Dec, 2012 @ 1:08pm 
To download this just hit the green Subscribe button. It will automatically update if there are any version changes made to this mod. To use the mod, just click on the mod menu when you are in Civilization and make sure you tick which mods you want to use.
lcvc2000 23 Dec, 2012 @ 10:22am 
I am new here. How do I download this?
Raszagal 23 Dec, 2012 @ 5:41am 
this should fix the unbalanced work boats of the 1st version so that it isn't giving a big advantage to those who have sea resources to work with, btw would ya try out my map that is under construction and comment on it so I can improve it
Mangles  [author] 23 Dec, 2012 @ 2:41am 
Your right. I didn't notice this until you pointed it out. An update has been made, when your civ next downloads it this exploit will be fixed.
Raszagal 22 Dec, 2012 @ 2:52am 
You should fiddle around with the construction times of the fishing boats and offshore oil platforms so that the fishing boats take just as long to build as farms and the oil platform as long as the oil well. As it is now the ones who start with a lot of resources in the sea will get an unparallelled advantage compared to those who don't have any. They still get build instantly and that is something that you must remove.
Mangles  [author] 21 Dec, 2012 @ 5:44pm 
Glad to hear it! Let me know if you have any troubles or suggestions for improvement.
Raszagal 21 Dec, 2012 @ 8:20am 
great one, I was always annoyed with that fact as well and spend lot's of money and turn to create fishing boats on my naval maps