Sid Meier's Civilization V

Sid Meier's Civilization V

SMAN's The World at War - Irregular Units
47 Comments
PostFireGamer 24 Jun, 2021 @ 5:29am 
It was so hearthwarming when my civilians formed a militia group to support my war effort
S-Man  [author] 27 Mar, 2021 @ 8:59am 
Am getting tired of the 1000 character limit. Since you're familiar with the collaboration site, I've place my latest comments on "qualitied units" there, in this post:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/974998487/2995417278826773385/#c3075369490075075378

See ya there!
S-Man  [author] 27 Mar, 2021 @ 8:36am 
With 2 promotions (actually 3 if we create a "Veteran Troops" promotion), we'd need 2-3 points where these promotions are replaced.

Personally, I think that the Provisional Troops replacement point should be Shock 2 or Drill 2. By the time a unit gets to Shock/Drill 3, they' quite experienced, having been through 5+ battles.

Going from Provisional to Proficient should probably be tied to the March or Siege or Medic or Cover 2 promotions.

Going from Proficient to Veteran/Elite should require about 8+ promotions of any kind. Maybe 10. There really shouldn't be a lot of these units on the map.
S-Man  [author] 27 Mar, 2021 @ 8:33am 
I believe you are right that all new units (Melee, Gun, Ranged, Mounted, Armor) would receive these series of promotions. I guess we'd leave out Recon (Scouts), Siege, and Helicopter units as well.

The only way to make the retreat chance variable is to have separate promotions, something like "New Recruits" (at 30%) and "Provisional Troops" (15%), or something to that effect.

The "0%" would represent a "normal" unit, so there either shouldn't be a promotion for it, or it would be a "Professional/Proficient/Skilled Troops" promotion with very little bonus to it (perhaps a small combat strength/healing bonus, but not as much as Shock 1 and Medic might do.
Inlogica 26 Mar, 2021 @ 3:47pm 
-Fresh Recruits/New Recruits
-I'd say after one unit mastered one promotion tree (drill 3 or cover 2) if this doesn't work i'd say after level 3
-Well i think they still get the New Recruit promotion since they dont have any "field-experience"
but you should decide
-Only land troops (no catapults)

-To make sure

-My idea was to decrease the chance of retreating with every new promotion : 30% 15% 0%
If that's not possible 33% should do the trick (like in your mod)

And again, thank you very much.

S-Man  [author] 26 Mar, 2021 @ 2:49pm 
There are probably more questions by the time I get it completed, but answering these should be enough to get started.
S-Man  [author] 26 Mar, 2021 @ 2:49pm 
Questions:

- With WAW-IR enabled, there's already a "Green Troops" promotion in the game. What would be the alternative name for the new promotion?

- When is the "Green Troops" promotion removed?

- Should units trained (created) with a lot of XP (perhaps to Level 4 or more) even get this promotion? (if we set the removal level to something like 5 or 6, this may not matter)

- What units does it apply to? Land? Sea? Or should it be more limited - Melee, Gun, Naval Melee? etc.

- I'd strongly recommend against human-only promotions. Withdrawing from combat is a great way for the AI to make it tougher on human players. Takes much more time to run them down, greatly interfering with campaign plans.
S-Man  [author] 26 Mar, 2021 @ 2:44pm 
Creating a separate "Green Troops" promotion mod is no problem, but I'd rather publish it to Civfanatics for downloading. I'm trying to keep my Steam Workshop focused on AWAW right now.

To make sure - here's what you want that promotion to do:
- Add 15% chance of withdrawal from melee combat
- Take additional damage if unable to retreat
- Promotion is applied only to human player units

What else should the promotion do?
Inlogica 26 Mar, 2021 @ 11:17am 
@S-Man

I would already enjoy the "green troops" alone, however is it possible to use your promotion as a standalone mod?Since im already using the Militia Defense mod with my own LUA & SQL adjustments. (Sorry i didn't know about your mod back then) I was hoping if i could use your promotion alongside the Militia Defense if that's possible. And again thank you for reading.
S-Man  [author] 26 Mar, 2021 @ 7:05am 
I can see an argument that units that are trained at Level 1 (meaning with no extra XP when built, as in a city with no Barracks, etc.) could be awarded a "Green Troops" promotion, and then when they reach a certain level, they would lose it and be a "normal" unit.

In a city with a Barracks and Armory, units are Level 3 when they are built.

In my Ancient World at War, I'm still toying with the idea of a "Green", "Trained/Skilled/Professional", and "Elite/Veteran" promotion that would work in a similar way. In that mod, the promotions were only intended for land-based Melee, Gun, and Mounted unit types. I could never quite decide at what level the Trained and Elite promotions would be awarded, though.
S-Man  [author] 26 Mar, 2021 @ 6:41am 
If the mod is loaded into the Promotions database (which this mod does), any other mod can use the promotion if Irregular Units is enabled. If this mod is not active, then the change to that database never happens. These changes are made when you press "NEXT" in the MODs menu, before you set up the actual game.

So, if this mod is not enabled, then it won't be able to change anything.
Inlogica 26 Mar, 2021 @ 4:29am 
@S-Man

by "adding to the promotion database" does that mean i can use your promotions even when the mod is inactive?
Inlogica 26 Mar, 2021 @ 4:25am 
@S-Man

I don't know if it's a good idea but please, hear me out: what if ALL units get this
promotion right from the get-go and with every new promotion it reduces the probability
of retreating by 15%. I was thinking of ways to make the combat more dynamic and unpredictable.
And maybe your units take extra damage when theres no way to retreat? And to balance things out only human players have this promotion while the AI is spared. (optional)
Thank's for reading.
S-Man  [author] 25 Mar, 2021 @ 5:41am 
Thanks, @Inlogica, am glad you like the mod!

Once a promotion is added to the Promotions database, any other mod in the game can use it. What other units were you thinking about?
Inlogica 24 Mar, 2021 @ 4:49pm 
Your mods never cease to amaze me sir! I really appreciate the effort you put in your work. I'd like to know if it's possible to apply the same "irregular troops" promotion to other units? Any kind of feedback would be appreciated. Thank's for reading and keep up the amazing work!
S-Man  [author] 15 Oct, 2020 @ 9:49am 
Thanks!
[-ۣۜPıέяяє-] 14 Oct, 2020 @ 12:15pm 
I managed to fix it thank you for your help and for the immense amount of work you've put in i can't to see more of this i'm so happy to see this game keeps getting modded by wonderful people like you.
S-Man  [author] 14 Oct, 2020 @ 10:25am 
@[-ۣۜPıέяяє-] - Sounds like a Steam problem.

When I've seen this in the past, I've had to unsubscribe from the mod, then re-enter the "MODS" area in the game. This should delete the mod's folder from your computer. At that point, you'd want to find the "Get Mods" button at the bottom of the screen. Press that, then search for this mod on Steam from inside Civ5. Resubscribe to the mod, then return to the game.

This usually forces a fresh download of the mod.
[-ۣۜPıέяяє-] 14 Oct, 2020 @ 7:12am 
Why does it not appear in my mod list ?
Darklord Morius 9 Oct, 2019 @ 3:50pm 
Another thing i find annoying. Partisans are given to militaristic city states, as id they where unique units. Is this intentional? Apart form these two things, this mode is very good.
Darklord Morius 19 Aug, 2019 @ 8:29pm 
Terrific mod, my friend! May i offer a suggestion? Please, disalow barbarians on spawining militia! This unit is weaker by design, making barbarians even easier to defeat. What's worse is their ability to withdraw, making barbarian camp captures a peace of cake.

From the rest of it, i have only compliments. Keep doing your good work!
Đrλgonsdoom 31 Mar, 2019 @ 8:15am 
it sounds great. Being a huge nooblord, I'm currently playing on prince. I'm ready to try something harder though!
S-Man  [author] 31 Mar, 2019 @ 8:08am 
No worries. The WAW mods are basically balanced around the Immortal difficulty. Playing on less is sometimes too easy.

When I play for fun, I don't play on Deity very often - it is quite a challenge, especially in the tech race. It's hard to survive with Frigates, when most of the AI civs have Battleships....

About the most fun I've had on Deity is playing England on an Archipelago map. Investing heavily on beelining to Ships of the Line - using them to defend a few core island cities. Believe it or not, these wooden ships (heavily promoted by this point) can fend off even an advanced civ - while you're trying to catch up in the tech race.

Then, when you're ready, launching the big, extremely-capable naval task force to invade the world is quite a sight, even if you're invading civs that are an Era ahead of you in the tech race. Lots of Battleships and Destroyers, followed by a few infantry to capture/hold, is quite beautiful to behold....

When it works...

😀
Đrλgonsdoom 31 Mar, 2019 @ 7:43am 
After hearing how you have this set up, I apologize and retract my critique, i think you are doing a great job and I need to play on a harder difficulty. :)
S-Man  [author] 31 Mar, 2019 @ 7:36am 
The spawn amount is primarily a function of city size. The mod will spawn a random 1-2 units, adding 1 to the second number for every 8 population a city has. So a city with a population of 24, will have a random 1-5 units spawn (1 .. (2+(POP/3))).

AI civs get random 0-2 additional units, and on higher difficulties, an additional 1-2 units will spawn. Finally, if the city is a civ's original capital, the amount spawned will be doubled.

In WW2, both side's military planners made preparations to send Military Police units into captured cities after front-line troops moved on - to pacify the local population. There were well-established formulae on how many MPs would be required to control a city, based on population and other demographic data.

Are you saying the range of unit spawn should be more extensive? In our example about, a city with 24 population in a standard difficulty game: the range should be perhaps 0 to XX units? What about a city population of 10? Or 1?
Đrλgonsdoom 31 Mar, 2019 @ 6:52am 
I like the 'partisan spawn on city capture' thing that this brings, plus the other improvements. My only critique is that the spawn routine seems to be pretty predictable.. I can assume the partisans will spawn at a certain intensity that I can reliably estimate and counter before they spawn. Perhaps if there was some variance in the partisan strength it would add some depth?
Era 27 Feb, 2019 @ 8:41am 
Perhaps a good compromise would be if it would respect the game setting, as in if complete kills is on the partisans spawn else not,

perhaps it would be nice that partisans spawn gradualy doing a city conqurt, e.g increased spawning if city health is under 50% or something
S-Man  [author] 24 Feb, 2019 @ 9:42am 
Thanks, @Era - IIRC, I went back and forth on whether to leave the last city partisan spawn in or not. There must have been a good reason for leaving them in, but at the moment I have no idea what it was... 😆 I think it had something to do with how I remembered Berlin in 1945 - how so many old men and boys, even women as well, were eagerly volunteering right up to the end (and beyond) to stand up and get one last punch into their enemy's nose.

One thing I'd like to point out - if you're using the main WAW mod, you don't need to use the 'SOD This Mod' - as all of the features of the second mod were incorporated into the first. In fact, it might be hazardous to game health to use both at the same time.

So - do you think the "Complete Kill" feature of this mod should be turned off?
Era 24 Feb, 2019 @ 1:52am 
Hello, it was enjoyable to play with this mod, nevertheless i have some critique to offer, i am not entirely certain whether this is because of severall mods interatng with each other or just this one (was playing with many jfd civs the community patch and your world of war and more stackable units per tile)

Anyway, city states and civs would upon getting their last city captured recieve new partisans which would effectively bring them back into the game after beeing conquerd (just without the war status now)
S-Man  [author] 15 Feb, 2019 @ 9:18am 
Couldn't agree more, @Nix - I think this mod makes invasions harder, and even the AI seems pretty good at "following through' in keeping units in the area after it takes a city - which is built into its normal behavior.

What I'm trying to say is that while this mod makes invasions harder, it doesn't represent a human player advantage.

And I really like the fact that no more "destroyer only" rushes will work.
NixWarumIsSo! 15 Feb, 2019 @ 1:12am 
Sure thing @ S-Man.
Tried it since yesterday and I find it marvellous :DDDDD
Perfect thing, if different Civ's try rushing each other, they will fight for a longer time and not just like two rounds and then hand over a city or such! Great work, nice job indeed! Highly recommend it
S-Man  [author] 14 Feb, 2019 @ 4:44am 
Thanks @NixWarumIsSo! for passing this on. I added it to a Discussion in the main WAW mod. Now, when someone asks for a solution, I can simply paste in this link:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1562440077/3658515990042706945/

Appreciate the feedback!
NixWarumIsSo! 14 Feb, 2019 @ 2:45am 
"1. Close the game if running and open your Steam install directory
In my case this is C:\Program Files (x86)\Steam\

2. Look for the "userdata" folder, open it, and there should be a folder for which the name is a long number (probably your steam user id number or something). Open that. This folder will contain all cached/downloaded user content for all installed games.

3. Look for the "ugc" folder, and open it. There should be a "referenced" folder. Open that. There will be a number of folders, with long numbers equal to the number of mods you have subscribed to on Steam.

4. Open each of those and copy the *.civ5mod files there to: Documents\My Games\Sid Meier's Civilization 5\MODS

5. Launch the game and click on Mods. At first it will show none installed, but after a second or so it will start showing progress bars filling and emptying for each mod you copied. After that (should take only a few seconds or a minute or so) you will have your list of mods back."
NixWarumIsSo! 14 Feb, 2019 @ 2:43am 
S-Man, solved the problem. Now I will also enjoy it :D
Found a useful solution, it's from kurinkton, so consider it a quotation, but it's a bit hard to find, so I will repost it afterwards.
S-Man  [author] 13 Feb, 2019 @ 10:45am 
I probably picked the wrong scenario to build the library with - as the WW2 is a massive project and pushes Civ5 game engine to its limits (and possibly beyond).

I'm still working on resolving these issues, and if you want to follow along, there is a collaboration space at Civfanatics:

https://forums.civfanatics.com/threads/smans-the-world-at-war-scenarion-the-war-in-europe-ww2.641927/
S-Man  [author] 13 Feb, 2019 @ 10:43am 
Thanks, @Nix - appreciate the kind words.

The problem of not appearing in the mod list is a Steam failure. You can google something like:

"Civ5 steam mods not appearing"

and get a lot of results to try - especially in the Civfanatics.com forums.

I'm currently working on the WW2 scenario - using the same map as the Great War scenario. It has 17 playable civs and a lot of custom units (that were also added into the Unique Units mod).

I'm experimenting with a library of code that should greatly cut down the time needed to build a new scenario in the future. Unfortunately, the code isn't working well enough to publish yet. Some very odd crashes that just can't happen but somehow do...
S-Man  [author] 13 Feb, 2019 @ 10:39am 
@Blitz - I truly believe this could be helped by altering the "load order" of the mods.

Basically, Civ5 loads mods in the "oldest mod loads first" fashion. So, any changes the older mod makes might be overwritten by younger mods.

The best (and most painful) way of changing this is to unsubscribe from the RED mod, the enter the MODS area of the game (so it will delete RED from your computer), then resubscribe to force a fresh (and suddenly younger) version of RED. When you load all the mods again later - this will mean that RED should load last, and making all its changes to this mod as well.

At least in theory that's how it's supposed to work... 😁
S-Man  [author] 13 Feb, 2019 @ 10:36am 
Thanks, @Gwizzz - I'm in complete agreement with you on the value of having to make a civ work to take and keep a city. Sounds like you had a pretty cool interaction with the mod. I was pretty happy with how the partizan spawning worked out, actually.
NixWarumIsSo! 13 Feb, 2019 @ 10:30am 
@S-Man: As I am a really great fan of your work and have enjoyed all of your mods of WAW, I found myself pretty sad, when I couldn't manage to load this mod...

But one by one, what do I mean: After downloading the mod, it doesn't appear in my mod list ingame. I reloaded the mod and also deinstalled and reinstalled the whole game in order to fix it, but it didn't work, which makes me totally sad, as I love the textures and would like to find some Partisans...

Do you have any clue? Because I don't..

PS: loved your "The war to end all wars" - scenario, are you supposed to do more of such scenarios?
Blitz11263 30 Jan, 2019 @ 10:28pm 
@S-Man I'd just like to say thanks for such a wonderful series of mods!
Anyway, the mod is compatible, but the newer units retain their large size, which doesnt bother me much. The Newer units also have no attack animations with the units affected by RED mod as they simply slide into the RED mod affected units and then dead soldiers simply disappear. Not sure if it is just on my end however
Gwizzz 30 Jan, 2019 @ 1:10pm 
S-Man, I just have to add this is another awesome mod. I started a new game and got into a land war dispute with America. I ended up having to attack Washington as they wouldn't stop sending settlers into an already cramped area even after asking them not to. Anyway, when I attacked.. four Medieval Era partisan units spawned around the city to help the lone warrior that was remaining. These were not low level cannon fodder as they had as much combat strength as some of my warriors. I took the city and they took it back! If I didn't have a decent offensive force I would not have won the battle. I also love how this mechanic will prevent ships from sniping cities along the coast.. theirs or mine. Well done once again!
S-Man  [author] 29 Jan, 2019 @ 8:25pm 
@Mr. Higgins - I've never seen any issues with the Partisan models. I've renamed all of them from the downloaded versions on Civfanatics, so there wouldn't be any conflicts with other mods. The really "should" be fine.

I've just retested the mod, and the units are looking like they're supposed to on my computer.

Maybe the next time you clear game cache, you could start a new game, Industrial Era or later, then try to spawn some Partisans (by making sure Russia is in the game), then take one of their cities? I don't see how the proper unit wouldn't appear.

But, as always, would really appreciate any feedback as to what you're seeing. If there's an issue here, I want to find it and beat it into submission... ;)
S-Man  [author] 29 Jan, 2019 @ 8:21pm 
@Blitz - the main WAW is supposed to be compatible, and this mod closely follows WAW's design. So, I'm "hopeful" this mod will work acceptably with RED Modpack. If you try it, please let me know how it looks to you. Thanks!
John_boy 24 Jan, 2019 @ 6:04pm 
Nice mod, I really like the south american partisan skin. But the texture for the tundra partisan appears to be missing, I don't know if it's the mod or my game. Otherwise, great mod
Blitz11263 24 Jan, 2019 @ 12:53pm 
are these unit mods compatible with RED Modpack at all?
S-Man  [author] 20 Jan, 2019 @ 7:41pm 
Thanks! One of the things I like is you can't just send ships to take over a Civ. If you do, the Partisans will spawn and retake their city and destroy your destroyers in the process.

"Mopping up" operations are now required, as it was historically. So, I think the mod really helps historical accuracy.
Leovigild 20 Jan, 2019 @ 4:43pm 
This is a really cool idea. Sure to make conquests a bit more dramatic, which I love.