Sid Meier's Civilization V

Sid Meier's Civilization V

SMAN's The World at War - Starting Armies
21 Comments
kensw 10 Apr, 2024 @ 5:12pm 
5 years later : Just rediscovered this mod.
Not fond of the entire map and everything on it being visible on first turn.
Maybe on a future era start but on La Belle Epoch I would like to explore.
KiwiSteve 7 Oct, 2019 @ 6:09pm 
Also, not you but you may be able to tweak something. Admirals have a movement speed of 4 yet embarked troops can move at 6.

Some of these things can affect more than one mod, so fixing it in one mod won't help elsewhere. Just to help you fill in the 24 hours in a day perhaps you could create a WAW mod that handles mods across your other mods, and rip them out of the other mods. E.g. in WWI it takes one turn to build a road/rail yet in WWII it takes two turns !!! It may make future mods easier as bits are already established.

Regards
Steve
KiwiSteve 7 Oct, 2019 @ 6:08pm 
I think the Citadel problem is a Civ5 thing. It's just annoying when the AI builds a citadel and then never bothers to keep it garrisoned. A cavalry or armour unit can rush through a gap and occupy it and get the surrounding hexes.

Generic Civ only lets you build citadels in your own territory, but in WAW WWI they can be built in enemy territory provided it is adjacent to friendly territory. Don't quote me on the generic as far as building on unclaimed land is concerned - I'd have to go and test it. Yep, there was a single hex adjacent to my territory that was still unclaimed and I could build a citadel there.


S-Man  [author] 7 Oct, 2019 @ 4:37pm 
Yes, I noticed that only Vanilla Bismarck was getting SS units, none of the other German alternates. I don't mind adding them to the other 2 German Civs (TarcisioCM and Zwei833's), but would hate to leave JFD's quite popular mod out completely. How about a much lower spawn rate for JFD's Germany?

I'm not sure I understood your comment about Citadels. I don't think this is from any of my mods. If you know of the mod that changes tile ownership, let me know and I'll take a look at it. It may not be too difficult to force a pillage adjustment on capture.

I also use the Irregular Mod when playing for fun, especially on my "Alternate WW2" games. There's a deep amount of texturing going on there, and it really feels historically valid - especially on maps with lots of tundra/snow tiles.

Appreciate the feedback. Keep 'em comin'!
KiwiSteve 7 Oct, 2019 @ 3:14pm 
Hi S-Man

Thanks for your replies.

Re Waffen SS. Previously I had been using JFD's Germany (Hitler) and hadn't been getting any SS. I'm now playing as Bismark and the first unit turned up as soon as I got to Modelling and ...

May I suggest you don't 'fix' this and let JFD get Waffen SS. Why? JFD's generals are able to convert to science at about the same value as scientists. I earn so many generals that by spending them for science I end up way ahead of the AI players.

Now though I have a heap of generals lying around just waiting for an opportunity to become a citadel. Speaking of which, by occupying an enemy citadel it and surrounding territory immediately flip to being yours. Can they be pillaged on capture and have to be repaired?

Regards
Steve

P.S. I like your Irregular Units in conjunction with this mod. Some of the militia units I'm occasionally given have interesting capabilities and are well worth promoting.
S-Man  [author] 6 Oct, 2019 @ 9:15am 
3. Nope. Blame the game's ridiculously faulty "JumpToNearestValidPlot" method. It is critical to use it, as it's very easy for this mod to place 1 too many units in a tile, causing an instant CTD. Unfortunately, this insurance policy ignores the "lake definitions" in the game's Defines tables. Best you can do is delete the ships, pocket the gold...

4. Same answer as #3. There are ways around "JumpToNearestValidPlot," but it involves writing a new spawn handler, which frankly, I don't have time to do properly. Since you don't need these units to do a lot of exploring early on, I figured the impact of this odd placement was fairly mitigated. Meaning, it looks worse than it plays.

In the future, I'll take a new look at this problem and see if I can't get the inimitable LeeS' UnitSpawwnHandler to work better than it did in testing. His function is my "go to" handler, but it suffered more than a few crashes during testing.
S-Man  [author] 6 Oct, 2019 @ 9:05am 
2. This worries me. I actually made the changes to get SS Units working correctly. They tested great. Will look at Unique Units Companion mod again and may have to hotifx that. I prefer to avoid hotfixes for stylistic kinds of repairs, but no SS units for Germany is one of the main reasons for having a Unique Units mod in the first place. 😖

Quick question: Were you playing Civ's normal Germany or one of the alternates?

BTW, the SS units never show up as buildable, only as a freebee. Originally, they were supposed to be "faith purchase" only. But, I couldn't use the game's normal Faith-purchase, because there was no way to restrict the unit to Germany only. I'd need to add a completely different UI to purchase or modify the CityView UI (which really kills compatibility with almost all the major mods).
S-Man  [author] 6 Oct, 2019 @ 8:52am 
Thanks for the update, @KiwiSteve - always appreciate your feedback! My thoughts:

1. Yes, the good unit placement is intentional. I envisioned them as the "regular army" a Civ would have at the start of the war. Once you have a DoW, you start training new forces, but they won't be as advanced as your cadre of regulars. I almost left the "free tech" out while still awarding the Era's normal units at mod start. This would mean you'd have a few WW2 Infantry, but only be able to train Great War Infantry for quite a few turns.

Unfortunately, while satisfyingly accurate in an historical sense, it broke the mod's core sine qua non : to get your Civ up and running on a wartime-economy basis in only a handful of turns.
KiwiSteve 4 Oct, 2019 @ 9:44pm 
Hi S-Man
I've been thrashing this mod for the past week. When I play I use this mod plus WAW, Irregular Units, Unique Units and some small mods by other people.
A few notes / questions.
1. When I start in La Belle Epoque the starting units are technologically advanced (e.g. I get Field Guns but can only build Cannon). Is this deliberate?
2.The Waffen SS don't turn up either as "free" units a'la WAW WWII or as buildable units.
3. When I start in an inland location sometimes the naval units appear in an inland lake if there is one. Can this be stopped?
4. The cavalry / armoured car and artillery units always appear to the South-West. Is it possible to randomise their location, or is this the result of the sequence which units are created?

Otherwise a great mod; thanks

Regards
Steve
S-Man  [author] 4 Oct, 2019 @ 7:47am 
The XCOM are the same model, but the unit flag was adjusted to fit into the overall "World at War" mod design. There are several similar late-Era infantry units that have similar unit flag. But other than that, the XCOM unit didn't change.
S-Man  [author] 2 Oct, 2019 @ 3:04pm 
I'd also recommend clearing the game's cache:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1562440077/1744478429696414681/

It helps to start with a fresh set of databases in the game.

I'm not sure about how well the mods work with Ethnic Diversity, as I've not used that mod. In fact, the "Unique Units" is kind of a mini-version of that mod, focused on WAW.
S-Man  [author] 2 Oct, 2019 @ 3:02pm 
I saw a few crashes when I was using the Advanced Setup. Generally speaking, to get the right maps size and mix of Civs in the game, I'd often have to try the same setup 2-3-4 times until it made it all the way through to start the game.

OTOH, I have the same problem using Advanced Start without my mods - when I try to get a certain mix of Civs. You just have to keep trying, but before too long, it will work.

The good thing was, that Advanced Setup remembered most of the changes I'd made in the previous crashed attempt.
paulparadis1969 2 Oct, 2019 @ 8:11am 
I am getting crashes too which makes me sad because the mod is great.
Hatemonger 1 Oct, 2019 @ 3:06pm 
S-Man - I keep getting random crashes during civ turns with your mods, what seems to be the problem to this? The only mod that I use with your ones is ethnic diversity mod.
S-Man  [author] 1 Oct, 2019 @ 6:52am 
@kiwisteve - if you're getting 6, the AI is getting 9... 😁
S-Man  [author] 1 Oct, 2019 @ 6:51am 
Thanks, @noob! I did many test games with WAW + Unique Units + Starting Armies, with a Great War and World War 2 Era starts. When I put all the major Civs of Earth's WW2 Era, it "felt" like I was playing a reenactment of the World Wars - all on a completely random map! Many-a 5 turn test game turned into a 5 hours, uh, "test..."

It helped when I modified the "End at WW2 Era" mod to allow Atomic Bombs... 🤣

I'll look into adjusting the Defines table to encourage AI Civs to use their Settlers more quickly. I'm sure it's tied to Happiness, but if I, say, modify the Palace so it adds +5 Happiness, maybe they'll be more inclined to found cities. It's on the list....

Thanks for the great feedback!
KiwiSteve 30 Sep, 2019 @ 5:33pm 
Hi kennethsw

In this mod I get 6 settlers, and I assume the AI players do also.

It is just that they take their time about using them to build cities.

So yeah, probably a Civ 5 thing.

Regards
Steve
kensw 30 Sep, 2019 @ 4:49pm 
#KiwiSteve
I made this post back in April on the main World at War mod thread

kennethsw 12 Apr @ 7:25pm
I just thought I would mention this - I believe it is a Civ 5 thing not your mods fault but still creates a bit of a problem

Playing a game on a huge Map - marathon speed - 16 civs - went with a Reneseince (spelling) start to get to the good stuff
I notice The AI players build very few (if any) settlers - probably because they are very expensive at this point and the AI concentrates on less expensive units? They expand by conquest of other Civs and city states but this still leaves huge areas of the map uncolonized.
Very easy to exploit by expanding my own Civ but I try to avoid this.
Any way to get the Ai to keep building settlers in a later game start?

I believe this may be a Civ 5 problem with settlers in late starts not the mods
KiwiSteve 30 Sep, 2019 @ 12:24am 
Hi S-Man

I've been starting in La Belle Epoque, but the units I receive (cavalry and field guns) are future units except for the Infantry.
Is there a rationale for this?

I've noticed the "fighting for your life" bit. Declaring war on your nearest neighbour and mauling their starting units is a good way to avoid three of the other players picking on you.

The speed the computer players build new cities is quite slow. To stay happy I create one new city per turn (while my workers get resources built). But even then I usually have four cities built before they build their second.

The computer players seem to race ahead in technology. I'll still be in early La Belle Epoque and someone is into WWI, then later in LBE someone has made it to WWII. It's a small worry that I will get attacked by someone way more advanced than me. But by about WWII I have caught up to most of the others.

Regards
Steve
S-Man  [author] 29 Sep, 2019 @ 5:52am 
Thanks, @kennethsw - I'm most concerned about the overall "balance" of the bonuses. Really appreciate the feedback of an experienced player/tester like yourself to help me get them in a better place.

The absolute goal of this mod is to have your empire up and running on a wartime footing in the first 10-20 turns. So you'll be actually "playing" in the first few minutes, instead of "setting things up" (and usually fighting for your life) for the first few hours.
kensw 28 Sep, 2019 @ 10:57pm 
I downloaded this a few days ago but I am in the middle of a marathon game on a huge map so it could be awhile before I try it