Sid Meier's Civilization V

Sid Meier's Civilization V

SMAN's World at War Scenario - WW2 On Any Map
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Update: Nov 15, 2020 @ 5:18am

Summary of Changes (V1, Hotfix 3): This hotfix was primarily a “harmonization” of various settings between this mod and the Main WAW, Unique Units, and WW2 Civ Pack mods. Cleaning up unit definitions and other technical issues which sometimes caused odd behavior in various mod combinations (e.g. if Main WAW and the WW2 Civ Pack were enabled, aircraft units from the Civ Pack mod could not attack cities. Playing the Civ Pack alone, they could.).


Specific Changes:

- Added 7 new buildings, so that every custom civ in the mod now has 2 UBs.
• Czechoslovak : Pivovar (Market replacement), Skoda Works (Factory replacement)
• Finland: Sauna (Garden replacement), Work Cabin (Workshop replacement)
• Norway: Verft (Military Base replacement), Stadsretten (Constabulary replacement)
• Romania: Malaxa Factory (Factory replacement)

- Removed all the units from this mod to the “WAW Unique Units” component mod. This was the only way to resolve a “mod-load-order” problem which caused errors whether this mod or the Main WAW mod loaded first.

- Adjusted War Bonds event - to lower amount awarded if civ is unhappy (75%), very unhappy (50%), super unhappy (25%) of the original bonus amount.

- Adjusted "tech sharing" function: the mod now remove beakers from donating civs that correspond to the amount given away. Also adjusted the donated amount, based on how the receiving civ is on the score table (lower ranking civs get more, very upper civs get almost nothing).

- Added a “Push order” for military buildings in the “ManageAICityProduction” function. This means when a city isn’t producing something supporting the war effort, there’s a chance the production will be changed to either a current infantry unit or a military-focused building.

- Lowered chance of USA entering the war – to get them to enter later. They do now, however, have a 100% chance to enter the war by Main War Start Turn + 28 turns.

- Added “UNITCOMBAT_ARCHER” to national promotion traits, so that now those promotions apply to Bazooka, Gatling Gun, Machine Gun, and Volley Gun units.

- Adjusted the arguments in the SendNotification calls for the DoForcedDenouncement and DoForcedFriendship functions, so they would work correctly.

- Fixed an error where Japan was not defined as a "MajorCiv."

- Adjusted starting bonuses: lowered Germany, raised almost everyone else. Ensured human players receive a much lower amount than AI.

- Changed the default doctrine of Finland to Democracy.

- Removed forests from tiles that are "auto-improved" early in the game.

- Fixed the "missing references" in the Scenario Cleanup file.

- Fixed error in unit overrides that prevented all the unique units for the civs in this mod from loading properly.

- Set the "debug print" setting to OFF, to lower LUA.log spam.

- Added the Main WAW mod requirement on Steam page.

- Removed all the incorrect entries for all txt keys that had a “??” replacement for a non-Latin character. Fixed other text key typos as well (e.g. Voenna Akademiya Civilopedia for Bulgaria, etc.). *



* Misc. Fixes:

- Change BUILDING_CHI_PUBLIC_SCHOOL, et al to BUILDING_WAW_CHI_PUBLIC_SCHOOL
- Fix TXT_KEY_BUILDING_CHI_PUBLIC_SCHOOL_HELP - change "ever 2 citizens" to "every 2 citizens"
- TXT_KEY_BUILDING_WAW_GRE_GENDARMERIE_HELP - "loweing" to "lowering"
- TXT_KEY_BUILDING_WAW_HUN_LEVENTE_ASSOCIATION_STRATEGY - double ?? for E in Epoque
- TXT_KEY_BUILDING_WAW_HUN_LEVENTE_ASSOCIATION_HELP - "producd" to "produced"
- TXT_KEY_BUILDING_WAW_SPA_ECONOMIC_SOCIETY_PEDIA - replace "Sociedades Econ??micas de Amigos del Pa??s" with "o" and "i" for the double quotes
- TXT_KEY_BUILDING_WAW_SPA_ECONOMIC_SOCIETY = replace double ?? with "o"; in TXT_KEY_BUILDING_WAW_SPA_ECONOMIC_SOCIETY_STRATEGY too
- TXT_KEY_CIVILOPEDIA_LEADER_WAW_ATATURK_TEXT_1 - replace ?? with "u"
- Fix text key: TXT_KEY_CIV5_BUILDINGS_WAW_UK_FIGHTER_FACTORY_PEDIA - extra "???"

Update: Sep 24, 2020 @ 11:33am

Change Summary (V1, Hotfix 2): The following is a list of the many changes made to the previous version of the mod. Overall, the mod should perform better, and crash less often. Many changes were also made to the Main WAW and Unique Units mods, so that all 3 of these mods work better together.

New Features:
- Added a feature that doesn't lower Human Player bonuses, et al, if they are in the lower part of the score table (i.e. if they're not near the top in score, their bonuses aren't reduced quite as much.
- Added a third building table of "useful" buildings that the AI civ can purchase if they have 10k+ gold on hand - before they bought military-type buildings and infantry units (if there weren't too many units out of supply). Often, however, this meant the had nothing to buy and still have excess gold on hand. The new list of building gets them other things to purchase to indirectly help the war effort
- Added a feature that makes the leader of the League of Nations random. It won't be the human player automatically.
- Cleaned up much of the generated notifications, so they appear in a better order, however, there are still occasions when 1-3 extra icons might appear under the right circumstances.
- Added an "auto improvement" function when new cities are founded (adds improvements automatically to "owned" tiles). During the first 12 turns or so, any city founded will receive a few extra tiles within their borders, and many of these tiles will be “auto-improved” – meaning farms, mines, and trading posts will be placed their without Workers having to focus on these things. Simulates the fact these cities were supposed to be in existence to centuries before game turn 0. AI civs get many more tiles in the border and a higher chance of each tile being improved.
- Every few turns, the mod will “force” cities to focus on Production (instead of growth, culture, science, etc.). In a “total war” scenario, it doesn’t seem likely that a civ would let a city focus on anything that doesn’t support the war effort. It is still possible for a human player to change the focus of any of their cities and the mod won’t change that subsequently. However, if no changes are manually entered, the mod will force it to happen.

Events:
- Added a "share tech" event with "allies" (Friends/DP) - civs that like each other will exchange a few beakers about techs they’ve discovered but their “allies” don’t. The more the civs like each other , the more they share. Relationships go from (worse to better): DoF’s -> Open Borders -> Defensive Pact.
- Added a "share map" event with "allies" (DoF's, Defensive Pact) - civs that like each other will exchange intelligence about tiles they know. As with “share tech” the more they like the other civ, the more info they share. Relationships are the same also. “Open Borders” became a lot more important than it did in the past… Basically, you’ll be able to see large swathes of the map if you’re friendly with a lot of other civs, as those other civs tend to share tiles that are in or near their borders.
- Made GTs 96-102 (6 months) perma-peace, removed this flag for all in GT 103 – the “new cold war” begins event.
- Adjusted the “War Bonds” event – if a civ is low on gold (under ~ 1,000), the bonus is increased by a hefty amount (your citizens see things as desperate and adjust their support accordingly). Again, if player is human, the gold award is reduced, and if that human player is in the top third of the score table, it is really reduced.
- Added a notification for any “Suits for Peace” that happen, just in case the “Player Event Window” is overwritten in a given game turn.
- Adjusted Player Events bonuses of bonds and industrial espionage so that the numbers are more balanced.

Diplomacy Changes:
- Significant changes to the "Manage Diplomacy" functions that helped better handle the various war/peace states during the game
- “Under-Employed” civs can now be forced into war much more often than previously. It was often possible for human players (if not forced into war at main war start) to sit in the shadows, building military capability), then about halfway through the scenario (about turn 45-50), launch a massive attack on weak neighbors and run up the score – often winning the game easily. The mod will constantly look at the numbers of wars each civ (even humans) have fought, and if those numbers are low, will force that civ to join the fray. Human players have a higher chance of this happening.
- Added a "join axis" and "join allies" functions that put better control on what the joining civ does immediately after joining a side (e.g. improve relations with other civs friendly to that alliance (often perma-peace) and DoW'ed civs at war with other members of the alliance (often perma-war)
- Removed the “extra votes” text when discussing civs following the “world ideology” or “world religion.” For some reason I haven’t figured out yet, when I delayed the founding of the United Nations to the Cold War (Information) Era, this feature stopped working. Have tried many things to fix this, but still haven’t figured it out yet. City State ally votes broke too… :^/ Will continue to research this and hope to add it back in the future.

Civ-Based Changes:
- Significant adjustments to the Economic Handicaps and National Promotions of all Civs – to better make the point that “Major Combatants” should push around “Minor Combatants” – this means if you want a real challenge, play Bulgaria, not the UK. ;)
- Added override to Germany for "Tank" unit to "Panzer 3".
- Buffed Romania's oil bonus to 50% more, not 100%.
- Add a special naming convention to American militia units (National Guard units now have a State Name added, not the city they spawned at).
- Initial USA oil bump increased, as it was often common that human USA players would be in negative oil after the surge reinforcement event. This just didn’t seem right. Now, the oil situation will almost always be positive, but there won’t be an abundance of oil without help from the map.
- Added a +1 to movement for all US naval melee ships.
- Fixed UK spelling typo in Civilopedia.

Military Unit Changes:
- Fixed the militia naming function, so that it now adds the city name that spawns these units.
- Several tweaks to the “out of supply” calculations, which adjust the behavior of many reinforcement functions during the game.
- Changed naval melee - assigned these ships the PROMOTION_CITY_PENALTY promotion (same -33% that horse units have) - they can still capture cities, just harder to do so.
- The Recon Plane now appears at Modeling and Simulation, not Synthetics - appearing much earlier in the scenario.
- Adjusted the ratio of Home Guard units, so that infantry home guard appears twice as much as anti-tank home guard.
- Increased Home Guard spawn when a capital is taken.
- Special Unit Spawn Event: changed the top icon from WAW Lion to spawned unit icon.



Update: Sep 10, 2020 @ 3:18pm

Hotfix 1, based on required changes in the main WAW and Unique Units mods.

Scenario should be stable.

Update: Sep 3, 2020 @ 11:21am

Initial Upload