Sid Meier's Civilization V

Sid Meier's Civilization V

Friendly Waters
73 Comments
Tychons 14 Oct, 2019 @ 10:23am 
Like it a lot, but for some reason Navigation school appears, and then disappears before I can finish building it. Maybe it's the other mods?
Mk Z  [author] 15 May, 2019 @ 10:54am 
Evil Paragon, iirc its set in a lua script
Evil Paragon 15 May, 2019 @ 5:09am 
How did you get all units to get this upgrade? Like, even workers have it.
elotar 11 Dec, 2017 @ 1:09am 
It seems to me that this mod adds some delay at the end of each turn. Feels not so good.
opus.maius 5 Oct, 2017 @ 5:21pm 
Mk Z Thank you! Will test your mod as soon as I begin a new Civ V campaign. But you know work, D: OS 2, family - almost forgot about this ;) - etc. Take care!
Mk Z  [author] 16 Sep, 2017 @ 1:14pm 
慰安, thanks for reporting! bug fixed, please update the mod

elotar, should work for new units if loads last. I heard the order in which you check what mods to use determines the loading order.

xkPhoenix, opus.maius, atoll/reef bug fixed
Avo 6 Sep, 2017 @ 11:02am 
Hey! Absolutely love the mod, however, it doesn't allow me to build Navigation School. It just kinda sits at being finished in one turn, but never does (so I just used IGE) and the atolls also just stop working :\
elotar 28 Aug, 2017 @ 2:38pm 
Do this mod work with other mods which add naval units?
opus.maius 30 Jul, 2017 @ 12:57pm 
Mk Z Thank you for your help, glad to see you still polish your Civ V mods, still using "Emigration" with Vox Populi - plus the happiness balance tweak - and I really love this mod. Keep up the good work!
xkPhoenix 30 Jul, 2017 @ 8:27am 
Cool, appreciate it
Mk Z  [author] 30 Jul, 2017 @ 5:21am 
thanks for reporting the Reef bug, i'll check it
opus.maius 15 Apr, 2017 @ 5:54am 
Greetings and thank you for your awesome mod. Suscribed to it and your Emigration mod -no UI-two days ago and started a new campaign with Rome (I'm playing the Vox Populi version).
Managed to wipe out the Danes knowing they had the "Great Barrier Reef" wonder nearby their coast and when I naturally expanded my borders I discovered the wonder had simply vanished just like any kind of Atolls nearby like xkPhoenix mentionned . And even the In game Editor cannot restore this.
I cannot say if it's a Vox Populi conflict though cause I haven't played the "Vanilla" version for a while TBH, but I know CBP Vox Populi modifies atolls and wonders yields.
Thank you for your help.
xkPhoenix 19 Feb, 2017 @ 1:16am 
Jup Friendly Water override Atoll Terrain
xkPhoenix 19 Feb, 2017 @ 12:31am 
Awesome Mod. Can it be that this mod change the Production from Atoll to Gold? Seems like a bug
Mk Z  [author] 16 Sep, 2016 @ 9:31pm 
Friendly Waters version 2 is ready
axatoramus 16 Jul, 2015 @ 4:07pm 
Awsome!!!
Fossilsmart 28 Jan, 2015 @ 8:49am 
Can't wait to combo this with England's naval bonus!
jpberkland 22 Jan, 2015 @ 9:23am 
Great, thanks! I'm looking forward to giving it a try. The civilization mood community is a remarkable thing - so many people like yourself making tweaks and fixes to the game and shattering them with others. Consider me subscribed.
Mk Z  [author] 22 Jan, 2015 @ 7:13am 
jpberkland, i think it should be
jpberkland 21 Jan, 2015 @ 1:40pm 
Is this compatible with the Community Patch & Community Balance Patch mods? http://forums.civfanatics.com/showthread.php?t=528034
Mk Z  [author] 31 Aug, 2014 @ 4:10pm 
Lion of Orange, i know it but i'm too lazy to fix it )
lichen 31 Aug, 2014 @ 1:53pm 
The mod picture says 'Ligthouses.'
Mk Z  [author] 25 May, 2014 @ 7:34pm 
mm3_al, thanks for your comment, i'll fix that subs issue. they sould get additional moves just like other ships.
mm3_al 25 May, 2014 @ 1:24pm 
I loved this mod up until I got submarines... the Submarines do not gain the movement advantage. Will this at least apply to the nuclear submarine (with SSNs keeping up with the carrier fleets)?
Raoul Duke Doctor of Lemonism 2 May, 2014 @ 8:58am 
Great idea! It works wonders!
Gumpy 13 Apr, 2014 @ 1:16pm 
Briliantly logical. A simple addon that just seems like it should have been added to the game by default. Goodwork!
Doctor G 9 Feb, 2014 @ 12:06pm 
you should make another one with x4 speed for larger maps. the travel by sea in this game in unrealist. I have sailed around the world myself in 18months solo.
Chairman Wang 31 Jan, 2014 @ 10:22am 
double movement on oceans sounds pretty game breaking already. The goal of navel combat is not actually fighting there but to support your land units. I like the friendly waters promo, but that navigation school means I'm gonna be camping battleships all day. You should take out the Navigation School or fork it.
buzzshiza 22 Nov, 2013 @ 10:31am 
Excellent addition, thanks for this mod!
shrederrob 7 Nov, 2013 @ 2:36am 
it works on b n w in mod mode
Conceivably 26 Oct, 2013 @ 5:18pm 
Hey I subscribed to this but I can't find it in my mod list. Any ideas?
RedShadowDart 18 Oct, 2013 @ 8:01pm 
very interesting, looking forward to using it
Mk Z  [author] 18 Oct, 2013 @ 3:49pm 
read from the bottom to the top :)
Mk Z  [author] 18 Oct, 2013 @ 3:49pm 
Anyways, with double move or without, you wont be able to 'surprise' more than 1 or 2 rival civs if they're close to each other, unless your technological superiority is too big, but game is virtually won in the latter case anyways. And speeding up the inevitable is good i think. Going for some backwards "last mohicans" on the other side of the world can take much time and to make it funny its not bad to speed up things a little.
Mk Z  [author] 18 Oct, 2013 @ 3:49pm 
Double move in ocean is handy when you need to send something across the ocean regularly, like settlers and workers, or reinforcements for overseas invasion. Another use is rebase of the fleet. You want to move from one ocean to another. Without double move you likely wont even bother and rather build a new fleet where its needed. Ships move rate is annoying at long distances. Not only because there are no roads in the ocean, but also because ships cant disembark and cross landmassese like land units do. Your ships have to sail 10+ turns around some lengthy crooked cape instead of just several turns to pass it across.
Mk Z  [author] 18 Oct, 2013 @ 3:48pm 
SuperGrover, it seems you overestimate the effect of double move. It takes a time to build Nav School, you would upgrade your galeases to frigates and sail across the ocean before it will be finished, so it doesnt have any impact before a second naval campaign (if you want to beeline Navigation and surprise a rival with your frigates). Sea battles last for several turns, many turns sometimes, where ships doesnt move much, they just stay and shoot. So movement rate doesnt play any role there, as ships cant move after attack. It does when you move from one target to another. When targets are nearby, double move doesnt play any major role. As most of the time you will be fighting not moving, and even more time will be spent on healing between battles.
SuperGrover 18 Oct, 2013 @ 12:00am 
Speed this forward though another 50 turns and with double ocean move you've effectively created intercontinental ballistic viking raiders that no other player can touch. It's a way of winning early without anybody being able to do anything about this. City States will be annhiliated. You would pick the Dutch everytime and raze everything you could. (or England). You wouldn't be able to have trade ships at all if the other player had double ocean move. I haven't built a decent size civ yet without these trade ships as the gold they generate is at least double that of land caravans.
SuperGrover 18 Oct, 2013 @ 12:00am 
Followup: I assume the map type is continents, fractal or similar and not archipelago. I also assume the speed of the trade caravans/ships is unchanged by this mod.
Ok, so let's assume you are on a different continent to your worst enemy, in say turn 150 to 200. You would largely ignore them and concentrate on the situation on your own continent including barbarians, city states and their ships. Having double move along the coast definately makes establishing and maintaining cities along the coast more attractive at this stage as the biggest problem usually is barbarians.
Mk Z  [author] 15 Oct, 2013 @ 9:00pm 
small update:
ironclad moves increased to 5 and no "steam powered" promotion.
also, one bug fixed.
Steelgrave 15 Oct, 2013 @ 12:48pm 
I think it is a mod that makes a lot of sense! Reading naval literature, like the Aubrey novels, sea captains were always more comfortable in known waters. I'm adding it and giving it a shot in my next game. Thanks, Peter.
King Of Space 15 Oct, 2013 @ 6:54am 
This could make Ironclads particularly lulzy, you know?
CrazyBikerBear 15 Oct, 2013 @ 12:13am 
The most annoying part about lat game invasions is gathering your navy.
Mk Z  [author] 13 Oct, 2013 @ 9:32pm 
Slut Puppy, overseas expansion is still a challenge, you typically wont have Nav School until the Industrial Era (if you even will), unless you beeline to it, as it requires some investment. And i think this is balanced and fun. As i said, i dont think anything is broken with the mod. You get airlift in Atomic era, is it broken? No. Its just naval movement is crippled in the game without any real reason. If the game was ideal it was no need in any modding. And it seems critics are just used to slow movement as no real argument was stated.
inb4tehlulz 13 Oct, 2013 @ 1:58pm 
As far as balance is concerned, the intention was to make colonizing a new continent slow and difficult. If you're playing purely against the AI, it most likely will never be a bothersome issue. However I wouldn't use this mod at all in multiplayer as I want that kind of migration to be a difficult choice to make. Civ has always been a game that plays slowly. It's not meant to speed along like an RTS. As far as the historically accuracy comment goes, it was more of a general statement that you can't use historically accuracy as a reason for changes in Civ5, unless your plan is to unbalance and break the mechanics. Besides, how accurate is it that it takes me 100 years to walk down the road anyhow?
Mk Z  [author] 13 Oct, 2013 @ 11:31am 
Slut Puppy, you arent quite right, passage times were comparable. Ships covered ~100-150 km per day whereas a wheeled transport only 25 on average and 15-20 km for a foot army at best, by twisted roads so really even less than that. So, crossing Atlantic actually could take less time than crossing Europe. Gameplaywise, how does faster ocean movement unbalance the game? I dont get it. Players used to complain that fleet is useless, overseas expansion is hardly possible etc. So really balance is improved with this mod. And for the last, faster movement is boring? How? Whats boring is waiting 200 years for your units to cross the ocean.
inb4tehlulz 13 Oct, 2013 @ 10:09am 
Peter, historically you're right, it was faster to cross a mile of ocean than a mile of land, but in Civ 5 we are faced with two issues. One the ratio of land to water is much different, there's far more land than water compared to real life. It was still faster to cross most of europe faster than the atlantic ocean throughout much of history. Two, the game has to be balanced from a game play perspective more than a historical perspective. A purely historically balanced game would be pretty boring to play.
Mk Z  [author] 13 Oct, 2013 @ 7:19am 
kooncds, i'm pretty sure it is
Mk Z  [author] 13 Oct, 2013 @ 7:15am 
double move in ocean is good!
LordBaka 13 Oct, 2013 @ 2:57am 
double move on ocean is bad
Moonbeam 13 Oct, 2013 @ 1:28am 
If you are England & have the Great Lighthouse this is overpowered.