Sid Meier's Civilization V

Sid Meier's Civilization V

Information Era Ship Fix
36 Comments
インノプリン 29 Mar @ 1:14am 
Also: Aluminum likely makes up 1-5% of the total dry weight of a nuclear submarine
It should cost Iron instead.
インノプリン 29 Mar @ 1:03am 
actually Destroyer require not much fuel, they are really cheap in resources consuming. Required oil of destroyer is not that realistic. The mod reduce naval force of the game greatly, pls considering destroyer are freee for every civ
Frank Savage 2 Jan, 2021 @ 1:10am 
Omfg Silver Crescent shut the fuck up and dont download the mod or make your own. Its a game. Fucking annoying guy. Thanks for this mod. I am going to try it. Thank you for your efforts Tofusojo.
Silver Crescent 17 Mar, 2020 @ 9:42pm 
Oh, and just so you know, maximum range is not effective range. I did make an error in my previous post, the effective range of a 5in deck gun is around 5-7 miles. I have seen them up close and watched my fair share of 5in shoots and NSFS shoots, they are cool but they are nowhere near the destructive potential of higher caliber guns. The reasons smaller ships are used now is because missiles are so much more destructive than cannon rounds and have a much larger range. A missile cruiser is a floating missile platform. They would not, and can not use their cannons for long range fire support like a battleship can. Them keeping indirect fire is as ridiculous as a battleship UPGRADING to a missile cruiser. The only way that would be physically possible is if you melt the entire battleship down for scrap and then it could make multiple missile cruisers because they are based on a old destroyer design that is heavier than our current missile destroyers.
Silver Crescent 17 Mar, 2020 @ 9:42pm 
The point of a deck gun is to provide landing fire support at close range against shore targets, and to defend against sea and air targets. They are not offensive weapons. The only offensive weapons modern missile ships have are their missiles. The Zumwalt class is a joke and everyone in the navy knows it. It is still riddled with design flaws and it was a massive tax drain. The dang thing was in the shipyards three times since it has been in san diego to try and fix its design flaws and it still isnt deployment ready.
Silver Crescent 17 Mar, 2020 @ 9:41pm 
@For Wardoves! no, it does not. Its Maximum range is 25,000m, just over 14.1 miles. It can hit the horizon on the ocean. It would not be capable of indirect fire like a battleship could. The only rounds we have capable of indirect fire on our 5in weapon system are not used because firing them in any number will MELT THE GUN!!! Literally fire 6 in an hour and you are probably going to start melting the deck and fire twelve in a row and you are more than likely going to need to replace the barrel. They literally have rockets to propel them instead of powder. Those are your "advanced (and guided) ammunition" in a nutshell. 50 Caliber MK7 guns from an Iowa class battleship have a maximum range of 38,059m and are capable of firing 4 rounds a minute.
TofuSojo  [author] 17 Mar, 2020 @ 4:48pm 
@sharadnar You can just disable the new ships in the mod. It's all just text based entries. Tweaking other people's mods is how we all start :).
Sharadnar 16 Mar, 2020 @ 10:06am 
@TofuSojo Would you consider splitting these into two different mods? It feels like you've crammed together two things that are totally unrelated: Adding new high-tier ships, and increasing resource requirements for modern units. I'm VERY interested in the resource requirement changes, but very UNinterested in adding new late game ships.
For Wardoves! 10 Mar, 2020 @ 5:50pm 
Just responding the previous nodes... Modern deck guns can do indirect fires. AK130 has a range of over 75km, and don't forget the concept of DDG1000. The existence of more advanced (and guided) ammunition also help extend the range. Don't underestimate them even though they look smaller than the battleship guns.
Silver Crescent 14 Mar, 2019 @ 6:04pm 
Why would the Missile Cruisers keep indirect fire? Real world missile cruisers are mounted with 5" deck guns, they don't have the capability of firing over the horizon, let alone over an obstacle. Their maximum effective range is around 10-12 miles. Their main bonus is that they can mount more missiles than a destroyer and have more armaments as a whole, as well as being more accurate with their guns.
crashburn274 13 Dec, 2018 @ 5:07am 
I like the new units to some extent, but making the regular submarine obsolete is really annoying.
TofuSojo  [author] 13 Sep, 2016 @ 6:44am 
@tryonedustbiter Real life carriers can't hold them, they r too big, plus they don't need to due to their extreme range. The game reflects this realism. Your stealth bombers should already be able to reach other continents unless you are playing with massive oceans.
JetChicken 28 Aug, 2016 @ 12:53pm 
Im having a weird problem, I decided to disable this mod and play without it, even though it was disabled i still had the mods content. So i decided to unsubscribe, but that didnt help either, I checked my mods folder and this mod isnt in it, but whenever i start a game with mods, the content of this mod somehow is still in game. Has anyone else ad this problem?
TofuSojo  [author] 2 Mar, 2016 @ 5:21pm 
@venusaisha True, but I was refering to the fact that I also made Techtree Overhaul and on it's page I said that this mod is included within it, which is why the game won't let you enable both...I told it not to try to.
Venusaisha 1 Mar, 2016 @ 9:10pm 
@tilarium: under Compatibility,There would be issues if another mod is enabled that alters or deletes any of these units. :steambored:
TofuSojo  [author] 1 Mar, 2016 @ 6:45pm 
@tilarium Um...do I even need to say it?
tilarium 1 Mar, 2016 @ 1:33pm 
Just wanted to let you know that this mod sadly is incompatible with Techtree Overhaul by Tofusojo. I the game will only let me have one or the other active at a time.
Venusaisha 2 Nov, 2015 @ 12:47am 
nice thou super carrier not fast and early ones held more aircraft , strength were from average to heavy.

History

The first ship to be described by The New York Times as a supercarrier was HMS Ark Royal in 1938,[6] with a length of 685 feet (209 m) and a displacement of 22,000 tons, designed to carry 72 aircraft
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i think i'll stick with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=329442954&searchtext=carrier and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=95879309&searchtext=carrier
TofuSojo  [author] 20 May, 2015 @ 2:20pm 
Version 2 is out! Added the new Fleet Carrier, the Supercarrier has a unique model, and all new units finally have unique Unit Flags and Strat View Icons. See Change Notes up top for details.

Remember, don't click the Update button yet, if you are still playing a game with the old version.
TofuSojo  [author] 12 May, 2015 @ 10:08am 
@Difym Sorry, it was implied that these new and altered ships are all the upgrades for the older versions, but I never outright stated that in the post...til now :)
Difym 28 Apr, 2015 @ 8:17am 
With this mod, does the Battleship upgrade into the missile cruiser? Or should I get a mod that does that separately? Thanks in advance.
Bullwinkle 10 Mar, 2015 @ 10:18pm 
I didn't realize I could click the picture to zoom in and actually read it.

As for expectations, they vary widely. Most of the mods I see on the Workshop are OP and under-priced. If you have priced them reasonably, that is worth mentioning in the description. Looks like a good mod!
TofuSojo  [author] 10 Mar, 2015 @ 10:08pm 
@Bullwinkle As the screenshots show, Mobile Tactics for the Supercarrier and Lasers for the Missle Destroyer. I didn't mention their cost because it is what one would expect, the same as all the other units in their column.
Bullwinkle 10 Mar, 2015 @ 9:24pm 
It might be nice to add some more info to the desription. I guess 2800 people don't care, but I, for one, would like to know what are the pre-requisite techs and cost to build these new units?
TofuSojo  [author] 4 Jan, 2015 @ 9:22am 
@BigBossofMoss That's what the direct download link is for.
Big Boss 3 Jan, 2015 @ 11:24pm 
I subbed but it's not appearing in my mod options.
Fresk 19 Dec, 2014 @ 6:53pm 
any idea if this has any problems with Enhanced Naval immersion?
Nacho Man Randy Cabbage 15 Dec, 2014 @ 7:24pm 
Okay I lied I'm using it right now, but I noticed something that's obviously not a bug, but probably a scripting error. The Supercarrier says it only holds 4 planes, which I think is perfect for balance, but I noticed that when upgrading from a Carrier to a Supercarrier the "Can Carry 4 Cargo" feature-promotion doesn't replace but instead stacks with the Carrier's original "Can Carry 2 Cargo". In essence, when I upgraded my Supercarriers they ended up being able to hold 6 planes right off the bat. Just wanted to bring this to your attention since it's probably just a small oversight in not making the 4 Cargo feature override the 2 Cargo feature and I figured you'd want to make the change next time you update this.
Nacho Man Randy Cabbage 8 Dec, 2014 @ 10:03pm 
This mod is bloody fantastic and I'm going to use it immediately, but I'm wondering if it conflicts or overrides or whatever with the RED Modpack for tweaking unit appearances. Obviously I'm going to find out soon enough, but I figured I'd bring the question to your attention since nobody else has and perhaps get a quicker answer for it, not to mention maybe jumpstart you on a possible compatibility fix with the Modpack for combining if it indeed doesn't cooperate.

I don't mean to seem ungrateful for the mod or anything but RED is too fabulous for me not to use and if I had to choose I'd immediately take it since it's so much more wide-reaching. I'd still prefer to have both working perfectly together, of course.
jsnider193 22 Oct, 2014 @ 5:20pm 
that would be mer fer sure ... thanx for considering
TofuSojo  [author] 21 Oct, 2014 @ 11:04pm 
@jsnider193 Once I've made all the small fix mods I want, I will probably release an all-in-one version, for convenience of those who like them all
jsnider193 21 Oct, 2014 @ 6:02pm 
be nice if at some point combined all your mods into 1 comprehensive mod .. but as is keep on doing this as they all add to the playability of the game in my view.
TofuSojo  [author] 21 Oct, 2014 @ 9:43am 
@zArkham4269 I'll take that as you like my Supercarrier? Funny you mention Airbases...wait and see what else I'm working on ;)
zArkham4269 21 Oct, 2014 @ 7:55am 
Indeed the Falklands War showed the British carriers were too small; most of their planes were ground attack and they didn't have enough for CAP missions. Also, the Doolittle Mission aside, bombers shouldn't be allowed on carriers. (That being said, Civ V really needs an airbase version of the fortress like Civ III had)
zArkham4269 21 Oct, 2014 @ 7:54am 
In a sense, it is too bad there aren't specific naval planes. Unlike ground based, they were much more specialized and that made the size of the carrier important. On a size two carrier you could put 2 attack planes (maybe 1 torpedo and one ground attack) but then you wouldn't have any combat air patrol planes. This fixed jobs is why the Nimitz carriers are so awesome; they can carry enough planes to do all missions well.
UncivilizedGuy 21 Oct, 2014 @ 6:36am 
Very nice! I like this.