Sid Meier's Civilization V

Sid Meier's Civilization V

SMAN's The World at War - Modern Terrain Improvements
41 Comments
Abcsam 31 Mar, 2023 @ 1:59pm 
Are the watch towers still a problem with the city states?
Dr. Bashir 24 Jan, 2023 @ 2:51am 
Is there any way to forbit AI from building them? They spam watchtowers like crazy, especially city-states.
Kraft 18 Mar, 2022 @ 3:32pm 
how would I code my own tile improvements? I wish there was a guide to this. becuase one ability I wanted to give a custom civ of mine is a tile improvement that improves a units AA defense/the range AA guns can intercept enemy aircraft and or +1 range for ranged units who occupy it or _2-4 movement for airship units starting their turn on its tile(that or armored units. Still deciding what I wanna do 100%)

But generally I thought +1 range or + movement when starting turn on this tile would be really cool.
Max 28 Oct, 2021 @ 10:15am 
I really like this mod! The airfield part is great because I dislike building cities all over the map just for airplanes. The only problem Ive noticed is that city states will build towers and have no military.
anothernick1996 23 Mar, 2020 @ 3:32pm 
Oh, and an interesting quirk with the watchtowers and the like occurs when a city flips to you through culture (not sure about conquest). They uh, stay. Under the original owner's control. It gives them vision on you and you can't put units on them or replace them with new improvements.
anothernick1996 23 Mar, 2020 @ 3:26pm 
Recently, I've had a bit of an issue with this mod. The game is letting me build guardtowers and watchtowers from the start. It does not always do this though, so I'm not sure why. Any suggestions?
Scottzi 23 Mar, 2020 @ 10:45am 
Direct download link?
S-Man  [author] 7 Mar, 2020 @ 2:11pm 
Hey, @Nappa8000 - I like the concept of "impacts to City efficiency" overall, but don't think it fits in the 'Modern Terrain Improvements' or the main 'WAW' mod concepts

Currently, I'm updating my "Lord Mayors" mod, which deals with automated City management. This concept seems like a better fit there:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1896366231

Or perhaps it begs the question about improving the VP compatibility in the main WAW mod. I was making some decent progress there, but my main collaborators (who know VP) dropped off the radar. Since I don't play VP, this stopped the efforts in that area.
Nappa8000 6 Mar, 2020 @ 6:09pm 
@S-Man it takes away a percentage of what is produced in the city, for example: corruption reduces gold, vandalism culture, etc. And once it becomes too much it makes a "organized crime" debuff in the city, which lower considerably the city's stats, i know it doesn't sound like it, but it is a super fun mod, it adds realism; and buildings like constabulary, police stations etc reduce crime.
S-Man  [author] 29 Feb, 2020 @ 11:57am 
@Nappa8000 - I'm not familiar with the crime mod in VP. What does it do?
S-Man  [author] 29 Feb, 2020 @ 11:57am 
Thanks, @anothernick1996 - glad it's working out for you. Getting rid of the future improvements should be fairly easy. You need to open Windows Explorer and navigate to this link:

C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\SMAN's The World at War - Terrain Improvements (v 1)\DATABASE\FutureImprovements

Where XXXX is the user account you installed the game under.

Simply delete the folder and/or the file "FutureImprovements.xml" inside the folder. This will generate an error in the XML log, but shouldn't impact gameplay.
Nappa8000 19 Jan, 2020 @ 12:34pm 
Also, unreleated note but, could you do a "crime" mod? like that component on Vox populi but standalone?

I know it doesnt have to do with ww1 but i think it would work great with your other mods
Nappa8000 19 Jan, 2020 @ 12:33pm 
Thanks man, i wanted a "Trench" improvement since 2014 but no one did it.

THANK YOU, really.
anothernick1996 16 Jan, 2020 @ 10:24am 
Any way to use all but the future improvements?
anothernick1996 16 Jan, 2020 @ 10:19am 
These airfields are exactly what I was looking for! Hopefully I don't have any mod conflicts or anything. Thanks!
S-Man  [author] 18 Nov, 2019 @ 10:30am 
Thanks, @sgtklink!

The mod doesn't impact any of the Airborne promotions, so you'll still be able to paradrop land units from any friendly tile. The Airbase improvements are only for air units.

I don't think you'll need to start a new game, but I'm not 100% sure about that.

BTW, I thought Klink was a Colonel... 😄
sgtklink 24 Oct, 2019 @ 12:17am 
This looks great. Will I be able to deploy airborne from the airbase improvements? Also, will I need to start a new game for this to work?
S-Man  [author] 11 Sep, 2019 @ 10:10am 
Thanks, @1400612 - The rebasing issue sounds like a mod conflict. What othere mods do you have enabled?

TBH, I'm a bit surprise the mod works at all on a Mac! 😁
1400612 11 Sep, 2019 @ 4:40am 
The mod is great and i'm lovng the coastal defences the most. One issue I have is, I don't seem to be able to rebase air units to any airstrip unit/improvement, would this be a mod conflict issue? I'm playing on a Mac
S-Man  [author] 2 Aug, 2019 @ 9:01am 
Many of the odd usages for the new TI's are related to the bogus yields I had to assign to the new TI. The amount the add are low, so the AI should still chose normal TI's in most cases for most tiles.

Earlier, I experimented with not letting the AI build improvements at all. There was an LUA routine that periodically added these features to AI cities. AI workers routinely destroyed these new TI's almost as soon as they were built.

I know this needs some work, but I haven't quite figured out how I'm going to fix it with the tools I have available.
S-Man  [author] 2 Aug, 2019 @ 8:56am 
Thanks, everyone, for the comments.

There is an table called 'Improvements_Flavors' - this would allow you to design a "defensive" TI and the game would understand how to use it (e.g. City Defense, Anti-Air, etc.). Flavors are used throughout the game design to help the AI how to use various features.

Unfortunately, with BNW, the game engine now ignores this table. It simplified how the AI chooses to add TI's based exclusively on yields. This means that the only decision the AI uses to place TI's is what it's ECONOMIC requirements are.

So, I have to tie a new TI to some kind of yield (e.g. Gold, Food, Culture, Faith, Science, or Production). If there is no yield tied to the new TI, the AI will never build it. Without this bogus linkage, the entire mod is a human-player-only unfair advantage.

My choices are have the AI use the new TI's poorly or not at all. If not at all, then this mod has no real purpose, except to make the game even easier for human players.
Solling 23 May, 2019 @ 10:38am 
Suggestion:
- the Builders NEVER build any of these automatcly. They cost a lot of maintance and just doesnt fit at their places like that
- the builders NEVER remove them automaticly, like the one from great persons
Now everyone can decide how they like the strategic improvements :)
Đrλgonsdoom 31 Mar, 2019 @ 7:22am 
Suggestions:
s1) make airstrips cost more to maintain - you can just throw them up anywhere
s2) make cyber redoubts like mini citadels, but more expensive
s3) make listening posts reveal subs
s4) I had a mod once that allowed you to put an improvement on a resource outside of your cultural limit, but it was super expensive to build and maintain. I would like to see that as a futuretech improvement, but I think it would be hard to do / balance. Being able to break access to it would be a tactically cool thing too.
Đrλgonsdoom 31 Mar, 2019 @ 7:22am 
I really like playing with these improvements! I have experienced a couple of bugs though..
I'm playing with the following modlist:
-World at War
-World at War Irregular Units
-World at War Modern Terrain Improvements
-World at War Unique Units
-Legendary Headstart
-Covert Operations
-Perfect World 3
-Quick Turns

Bug Reports:
1) Sometimes I build a tower or airstrip, and it builds two of them instead.
2) Trenches and Cyber Redoubts don't seem to provide defensive bonuses
3) The research and culture bonuses from airstrips and towers mean that the AI sometimes builds sort of silly structures, like airstrips on every possible surface. This seems to be especially the case with city states.
4) Certain civs, policies, structures, and ideology tenents add output to resources, like the trading post gold yield. These bonuses are not applied to the future improvements in this mod, so a trading post might give more gold than a EcoCommune.
S-Man  [author] 4 Mar, 2019 @ 3:59pm 
@tmo - thanks, but the trench improvement is here, too. I changed the graphics so it looked a little more "trenchy" but other than that, it should be about the same as in the WW1 Scenario mod.
Tmo 4 Mar, 2019 @ 3:30pm 
I think that this is a really cool mod and if expanded has tons of potental my only suggestion is a trench improvent so that you could have trench warfare like WWI
Era 27 Feb, 2019 @ 8:47am 
No, the action to delete it was unavailable (since the unit was out of my territory bounds :D)
i generally dislike global limits, for me it makes much more sense to base them on some other value in the game, for example requiring some strategic ressource or something (and then again, there already is a concept of supply in the game which server as an upper limit, perhaps the unit could just count towards a greater "unit remaining" count?)

on another note i wouldn't let the military engineer build any normal improvements
S-Man  [author] 25 Feb, 2019 @ 9:04am 
The point about towers in CS territory is a good one. I can't remember if that came up during testing. I can't remember, but did you try to delete the tower's internal unit? I know at one time that was my fix for all inconveniently located TIs. But, I may have taken that back out for what might have been a good reason...
S-Man  [author] 25 Feb, 2019 @ 9:02am 
@Era - you bring up some great points - pointing out some of the shortfalls of the design.

I will admit this mod is a little "underbaked..." I pulled a couple of pieces together from different mods to expand the capabilities. I do like the idea of maintenance for the Bunkers, and will add that in the next version.

At one point, I was experimenting with "Combat Engineers" - a civilian worker unit that can build anything a worker can build, but also would be the only ones who could build these improvements. There was a build limit (about 5-10) and they cost a fortune. I had hoped it would better balance out some of these issues. Unfortunately, I could never get the AI to actually use them. This meant that all of these improvements represented a huge human player advantage - when I'd prefer to design in the other direction...
Era 24 Feb, 2019 @ 2:00am 
Oh, also watchtowers can be build in neutral territory which is later claimed by city states, the tower wont go away but will count towards beeing a unit in their territory (and hence give you trespassing maluses) i havent found any obvious way to remove them from the city state territory either (except for maybe going to war and hoping the problem clears itself)
Era 24 Feb, 2019 @ 1:58am 
Hello, it was enjoyable to play this mod, however in some cases it was quite exploitable,
for instance one can build airfields on enemy strategic ressources,
also because the bunker connected strategis ressources ai would frequently send their workedrs to re-improve those, perhaps it could be balanced a bit with a mandatory maintenance for bunkers?
on another note adding a military engineer that works like the worker might be a good idea, it would make the workers building menu less cluttered and you can add some specific movememtn modifiers based on war status and territory and what not

Thryden 21 Jan, 2019 @ 12:46pm 
Thanks! The suggestion to copy the files worked. There were actually about 7 or so others that also weren't showing up that I forgot about (I subscribed to several mods, mostly new civs, at once).
Thryden 21 Jan, 2019 @ 6:40am 
I subscribed to this mod but I don't see it in my list. This is the first mod I've ever had an issue with.
Conconn11 19 Jan, 2019 @ 12:14pm 
I am currently playing with this mod and I really enjoy it. It brings a lot more options into the game which makes it fun.
Nova☆ 12 Jan, 2019 @ 1:42pm 
@S-Man
I'm sorry to hear that. For what it's worth, I really enjoy your mod, and I think that it works really well with VP. The things that VP adds are mostly economic, happiness, religion, etc. while your mod adds a lot of military depth that I think that VP didn't quite do justice to.

Some people are just petty. :steamsalty: Please don't let it get under your skin. :steamhappy:
Shane 9 Jan, 2019 @ 3:30pm 
@S-Man - Thanks for the quick reply. Are you essentially saying that the workers are building the towers because it is probably the best improvement for that tile at the given point in time? If so, that's fine with me. I was worried that they were building these and causing less yield than could be gotten otherwise.
S-Man  [author] 9 Jan, 2019 @ 6:59am 
@Shane - I'll look into this, but unfortunately the BNW expansion did away with workers paying any attention to TI "flavors" when deciding what to build.

What they decide to build is entirely determined by yields now. I started earlier versions of this mod with each TI having a single yield set to 1. The workers NEVER built them. So, I experimented with buffing the yields and seeing how often they were built. That's how the numbers got to where they are.

If the Towers are the only TI causing a problem, I'll nerf the crap out of them, since they represent the least amount of "human player advantage" - which gives more power to human players.

The Renaissance Tower only has a +1 to Culture yield, but I think if I change it to Faith, it will be less valuable to the AI. Will have to experiment with the later towers to see how to get the numbers in a better place.

May be a couple of weeks, but I'll make some changes that will hopefully improve this.

Thanks for letting me know!
S-Man  [author] 9 Jan, 2019 @ 6:50am 
@Silverlite_Sword - I think they might be compatible, but TBH I've stopped caring about VP compatibility after one of its developers waylaid me, giving the VP compatible version of my WAW mod a 1 star rating simply because I had the temerity to reuse 3 icons from a VP mod - even though they're all in the public domain.

After putting in about 400 hours on the WAW mod, and about another 30 on the VP compatibility scripts, a 1 start rating felt like a stab in the back to me. And ridiculously petty.

So, at this point, if a mod is VP compatible, fine, but I'm not investing any time in trying to figure out if it is compatible, and am even less interested in expending any effort in trying to make it so.
Shane 9 Jan, 2019 @ 5:41am 
I'm currently enjoying your World At War mods, and for my newest playthrough, tried out this addition. My only concern is that automated workers (I don't have patience to mess with them all day), is that they tend to build a lot of watchtowers. Many times they are built where they are not needed or wanted. Perhaps you could make it so certain improvements from this mod have to be manually built? Thanks, and keep up the good work!
Nova☆ 1 Jan, 2019 @ 7:51pm 
Hey, I'm currently experimenting with your World at War with Vox Populi mod. Are the companion mods (After the Revolution, Terrain Improvements, etc.) compatible?