Sid Meier's Civilization V

Sid Meier's Civilization V

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SMAN's The World at War
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Nov 11, 2018 @ 3:51am
Apr 3 @ 12:58pm
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SMAN's The World at War

Description
The World at War: Global Conflict in the Twentieth Century and Beyond

The World at War (WAW) is a comprehensive modification to Civ V (BNW) that adds a much deeper playing experience to the second half of the game. Usually when I play Civ V, I'm often taken aback at how quickly the last few Eras fly by. There is little time to experience what should be the most varied and interesting aspects of civilization building and military conquest. What should be the most interesting part of the game is often the quickest part of the game. WaW seeks to change this by greatly expanding the gaming possibilities of the latter part of the game.

The goal is to provide a significant expansion to existing game systems, but not to completely re-work the way the game normally plays. WAW is not a “replacement game.” It is trying very hard NOT to be. The goal is to expand the gaming experience “vertically not horizontally” – meaning, it expands content by adding more to the types of things that are already in the game (Technologies, Units, Buildings, Wonders), but not add new things or drastically change the way any of these existing systems behave.

WaW adds 100 new Units, 73 new Buildings, 55 new Technologies, 18 new National Wonders, and 1 new Era to the game. Each of these have been designed to greatly expand playability in the second half of the game.



New Features: As the mod seeks to greatly expand playability to the second half of the game, several new items have been made:

- Several current Era names have been changed to better reflect historical parallels
- New end-game Era (Future War) has been added
- New Technologies (55 total) to improve complexity and variety to the late game
- New Units (100 total) to increase variety of playing styles
- New Buildings (73)
- New National Wonders (18)
- New “Future Tech” system – that improves yields based on player preferences
- New Unit naming feature – to increase player immersion in the game
- AI will upgrade its units more often
- AI and puppeted cities to produce buildings more often



Companion Mods: There are several other mods designed specifically to work with the World at War, but they are optional - not required to play this mod:

1. "After the Revolution" – this mod was actually part of the World at War mod early on. As it grew in scope and functionality, it seemed like a good idea to split it out as a separate mod.

2. "Irregular Units" – Adds Militia and Partisan units to the game. These units have a chance to mobilize in your cities when you are at war with another major Civ. Partisans will appear anytime a city is captured by another Civ.

3. "Modern Terrain Improvements" – Adds 16 new terrain improvements to extend the use of terrain in order to better support the overall war effort. Improvements consist of Airfields, Defensive Bunkers, and Watchtowers.

4. "Unique Units" - Provides 226 units for 12 different civs, to provide a more accurate, historical look to their latter Era units.

5. "End at .... Era Mods" - Four mods that all you to end a World at War game in that specific Era.



Scenarios: There are 4 scenarios under development, covering a specific historical war in Industrial, Modern, Atomic, and Information Eras. The first one is completed, the other 3 are works in progress.

-- `The War to End All Wars` Scenario (WWI/Modern/Great War Era): https://steamcommunity.com/sharedfiles/filedetails/?id=1562925149



Military Unit Evolution: Twentieth Century warfare was a fast-moving, rapidly evolving affair. Innovation was the name of the game, and Civilizations were constantly striving to keep their militaries on par with their neighbors.

WAW seeks to simulate this by introducing numerous “upgrades” to various Unit types. These upgrades are often fairly minor improvements to a Unit, and aren’t necessarily expensive. However, they do represent an incremental improvement from the previous Unit type, and over time will represent higher chances of mission success if employed in large enough numbers.

In the most basic terms, each Era is divided into “stages”. Each unit will appear in the Era at one of these stages:

“Early” Era: earliest versions of weapon systems
“Main” Era: the version of the weapon system used the most in the Era
“Late” Era: late improvements, usually appearing just as the Unit becomes obsolete

To help avoid confusion on the map, and to help limit the amount of new Unit Flags a player would have to learn to play the mod, Units are now categorized using a combination of the “Stage” the Unit appears in, and the “Role” it will perform.

You can spot the differences in Unit "quality" by looking at its flag. “Early” Units are represented by a single dot under the Unit flag, the “Main” Unit has two dots, while the “Late” version of the Unit has three. Not all Units will have all three versions. If there was not a historical equivalent, then a Unit may only have two, or even one version. Some Units have no early or late versions, so they will have no dots beneath their flag at all.


The mod now incorporates WHOWARD’s “Tech - Satellites Reveal Cities” mod – which reveals units around cities after the “Keyhole” project is completed.



Recommended Mods: “Quick Turns” by Krzyzyk, as the AI tends to produce large numbers of units.


Collaboration Site: https://forums.civfanatics.com/threads/smans-the-world-at-war.638328/


Direct Download Link: https://forums.civfanatics.com/resources/smans-the-world-at-war.27142/



Notes:

- Requires Brave New World!

- Mod is in Stable status. Mod seems pretty stable, but continue to expect changes in the future. Please let me know if you're seeing problems. One of the biggest issues will probably be 'balance...'

- This mod makes plenty of changes to the game. If you're having any issues, please clear game cache then try the mod again.

- This mod borrows heavily from my 'Omnibus' and 'Late Game Unit Pack' mods. No need to enable those mods while playing this one. In fact, it could be quite problematic... ;)

- Also, due to the wide range of changes, compatibility with other popular mods (VP, EUI, etc.) will be a problem. This decision was intention early on. In order to provide a unified, cohesive gaming experience, design priority was given to the elements within this mod. If that breaks compatibility, it was done to ensure at least this mod worked as designed.

- So – please don't ask me if this mod is compatible with mod 'X'! Try it yourself first, then let me know how it worked for you. Thanks.



Acknowledgements: If I tried to list all the people who've helped me make this mod, I'd run out of room on the page. So, I've added an Acknowledgement tab in the Discussions area. Please take a look to know all of those who've made this mod what it is today!

https://steamcommunity.com/workshop/filedetails/discussion/1562440077/598523295548112339/
Popular Discussions View All (16)
207
Jan 18 @ 10:15am
Bug Reports
S-Man
32
Nov 29, 2023 @ 5:23pm
Scenarios of The World at War during the Present Day (from Cold War Era onwards)
nicovallejos
25
Nov 16, 2023 @ 7:28pm
Scenarios of The World at War during the Industrial Era
nicovallejos
834 Comments
Abcsam Apr 6 @ 1:51pm 
Barticus I was running into this to try validating the files if that does not work I had o reinstall it onto my C drive to get it to load so if you have two drives install it onto the the drive with windows thats what worked for me.
Barticus Apr 6 @ 1:15pm 
i have just this mod selected and downloaded. But it does not show up in my mods when in game. What am I doing wrong?
Alexxxxard(rus) Apr 4 @ 5:00am 
Thanks!!
S-Man  [author] Apr 4 @ 4:58am 
I'd have to look into how that's done. Here's the link I use to do something similar:

https://steamcommunity.com/profiles/76561198163535223/myworkshopfiles/?appid=8930
Alexxxxard(rus) Apr 3 @ 12:02pm 
Hey, S-MAN! Can you upload a collection of mods, that you would call "Definitive" Experience, as it is?
S-Man  [author] Apr 3 @ 11:48am 
Good news, everyone! The new hotfix (6.4) is uploaded!

There have been so many changes, I couldn't post them in the "Change Notes" on Steam.

So, please go to Civfanatics to review all the changes in this version!

https://forums.civfanatics.com/threads/smans-the-world-at-war.638328/post-16809118


Now, work on V7 begins in earnest.....
S-Man  [author] Mar 12 @ 10:08am 
Found a huge bug in the new version - Supercarriers only cost 100 hammers (instead of 1000)!

I'll keep testing it, but this needs to be fixed. So, in the next week or so I'll put out a quick hotfix on this.

Sorry about that!
S-Man  [author] Mar 12 @ 7:39am 
On that channel, I'm not 100% certain how it works, but I may have to "invite" you.

So, if you send me your Discord name, I can do that.

Sorry, I'm still learning how much of this stuff works!
S-Man  [author] Mar 12 @ 7:38am 
Thanks, @abcsam! Not a hero, just share your passion for this game. Doing my own little part to make it a bit better.

Alex, I'm expanding WAW all the time. You probably noticed V6.3 has a LOT of changes, additions. Currently working on V7 which will also add a lot of things to the mod.

We're currently discussing these changes on the Discord channel. You can always join us and help make WAW even better.

https://discord.com/channels/361641784696373248/783755251088883722