Sid Meier's Civilization V

Sid Meier's Civilization V

SMAN's The Ancient World at War
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Update: Feb 10, 2023 @ 3:51pm

Hotfix V2.1 is up. Summary of Changes:

- Fixed an incorrect reference that prevented the Cog from displaying correctly

- Changed the Blacksmith so it produces Iron now, not Lead

- Changed the Agora so that it now produces Lead

- Fixed several incorrect text entries

Update: Feb 6, 2023 @ 3:16pm

Version 2.0:

New version reduces the size of AWAW by about one-third. It also corrected many bugs from V1.

All content removed from 2.0 has been migrated into 2 separate mods:

- "Enhanced Edition": returns the buildings, resources, improvements removed in 2.0.

- "Late Era Units": primarily returns the units removed in 2.0. There have been a few adjustments to the overall design, but hopefully the final product is a more seamless play through.

These 2 mods are optional, and can be played in any combination.

Update: Jan 11, 2023 @ 7:17am

Version: V0.0 (Hotfix 3) -- Fixed Items:

- Fixed bug where human players were sometimes given free unwarranted research progress
- Dromon/Cog now require dock, instead of a Harbor
- Fixed a bug in the UnitFixes.sql file that caused most of the changes not to execute properly
- Nerfed changes of Great Scientist appearing for AI civs in the bottom of the score table
- Corrected an error in the function that determines if an AI civ is in the bottom half of the score table (which is used to award bonuses to help them catch up)
- Removed the Goody Hut feature from Barbarian camps
- When certain AWAW improvements become obsolete, they no longer leave Artifacts in their place. Instead they become either Ancient Ruins or simply fade away
- Adjusted AI bonuses so they don’t appear in the very early game, based on game speed. For game speed Quick bonuses start awarding on game turn 20, for Standard it’s GT 30, for Epic it’s GT 40, and for Marathon it’s GT 50
- Adjusted AI bonuses so they award at half amounts during the early game, based on game speed. For game speed Quick bonuses are cut until game turn 40, for Standard it’s GT 60, for Epic it’s GT 80, and for Marathon it’s GT 100
- Adjusted AI bonuses to limit awards for Civs performing above average for Gold, Culture, Faith, and Science
- AI will only try to upgrade units every 10 turns vice 5 previously
- Fixed bug where certain Renaissance ships couldn’t escape coastal tiles after Astronomy was discovered. Effected ships: Man of War, Carrack, Corsair, Galleon, Brigantine, and Great Frigate. Fireships are still bound to coastal waters
- Added “Base Hurry” build actions to certain units so they can be expended inside a city, which adds hammers to whatever that city is producing (like Great Engineers do). Roughly speaking Great Engineers add a base of 300 hammers when expended. Now these units will do the same, but at a lower level: Worker (30 hammer), Settler (50), Praefectus Fabrum (40), Pioneer (50), Combat Engineer (60)
- Changed the name of the “Dromon” (early Medieval ranged naval ship) to “Great Dromon” to differentiate it from Byzantine’s unique unit, also called “Dromon”
- The Byzantine Dromon ship now upgrades to the Great Dromon

Update: Apr 6, 2021 @ 7:07am

Version: V0.0 (Hotfix 2) -- Fixed Items:

- Barb units now heal 5 HP if resting in a Barb Encampment, and 10 HP if "Raging Barbs" is enabled. Barb units now heal 2 HP if resting in an unowned tile. Additionally, Barb units are awarded the "Heal if Destroy Enemy" promotion when created, and if "Raging Barbs" is enabled, they also receive the "Free Pillage Moves" promotion

- Many of the new AWAW resources have been changed from "luxury" to "bonus". Bonus resources are like Wheat, Cows, Banana, etc. They do not provide happiness, but just add certain bonus yields, based on their nature. These resources also will not appear in the Resource Summary popup, as they cannot be traded: Apples, Barley, Flax, Maize, Olives, Potato, Red Berries, Rice, and Sunflower

- Naval Melee unit flavors are increased 33% (vice 100% in previous version) - as they were appearing much too often, compared to Naval Ranged units

- Raised the cost of the 1st and subsequent Great Prophets

- If "World at War" is enabled, AWAW doesn’t perform RepopulateStrategicResources (as it's already completed)

- Removed Events globals, as those have moved into the Black Swan companion mod

- Removed "Agora requires Pottery resource" from Agora Help key - it doesn't

- Ensured normal civ5 defensive buildings require at least 1 gold maintenance (Walls, Castle, Arsenal, Military Base [2])

- Removed redundancy in Legatus' and Magnate's civilopedia entries; also removed the error that says it may attack in the Field Marshal's civilopedia entry

- Nerfed chances (in half) of improvements becoming obsolete - as they often are tested against more than 1 city, the odds of being removed was too high. Also made the test to determine if an improvement should be obsoleted is only tested in the Era in which they become obsolete. If they survive this test, they will remain as built the rest of the game

- Added the "PROMOTION_OCEAN_IMPASSABLE" promotion to all Renaissance Era ships

- Assigned beliefs text keys to corresponding beliefs entries (missing/undefined before)

- Added a build limits of 5 for each type of Military Engineer. Also added a "BaseHurry" entry, so they can be used to speed production in a city

- Workers also are able to hurry production in cities

- Added rule to Field Marshal spawner - for city state (or original city state) conquering, the chance to spawn is 50%

- Adjusted the Resource Summary popup so that the scroll pointer is at the top entry every time the UI opens

- Fixed the Statues font icon so that it now appears in text strings

- Nerfed the AI free resources function, so now they only get free resources 50% as often as they previously did

- The Sciptorum now produces 3 Manuscript resources (was 1 previously). City States can now build Scriptorums. If this works and they do, may nerf the production down from 3 to 2

- Chartres Cathedral now produces 5 Manuscript Resources (vice 2 earlier)

- Modified the game's "Withdrawal" promotion so that it is now lost when a unit upgrades

- The Cupellation Furnace now has a build limit of 4

- Removed the free Great Artist from the Agora - just too many were being spawned early on

- Added a build limit to Explorers - now only 3 at a time. They may also enter foreign tiles, like the Great Prophet can

- The "War Elephant" strategic resource is now simply called an "Elephant" strategic resource, to distinguish it from the War Elephant unit

- Fixed a bug that allowed Latifundia be built on any terrain. It is now limited to resource tiles only, like Plantations are

- Fixed all the Civ5 Tech Tree help text keys to accurately reflect what those techs provide.

- Added the "OR" resource requirements function for buildings so that it's now possible to allow a building to be constructed if the civ has one of several different resources available. If the building is later sold, the mod will add a resource from the list of possible resources required to construct the building, with the resource from the list that the civ has the least of

- Added a function to discourage AI civs razing cities cities - the chance is based on city size and AI civ's happiness/unhappiness

- Changed Civ5 promotions (Ignore Terrain Cost, Withdraw before Melee) to set the "LostWithUpgrade" flags to TRUE, units won't retain these promotions when upgraded

- The National Museum and Summer Palace national wonders no longer require a Royal Archives and a Civil Archives, respectively, in every city. They now require between 3 and 6 of these buildings, depending on map size

- Added oddfuture227's fix to GameSpeed_Turns to accommodate other game speeds than the game's normal speeds (e.g. "Historic")

- Fixed a bug on the Krak de Chevaliers splash screen where it didn't properly appear.

- Fixed a bug where Masumoto Castle showed the wrong splash card

- Fixed all wonder splash text so that it doesn't overrun the window borders

- All of the map-based Luxuries now yield +2 Happiness, except for Tea and Clay, which are still +1

- Plantations upgrade to a Hacienda in 4+ Eras after being built

- Significantly buffed AI free yield bonuses (every 5 turns AI civs have a chance for free gold, culture, faith, Golden Age points, and science; AI civs in the bottom half of the score table receive even larger bonuses)

- Smelters can now be constructed if they have nearby worked sources of Aluminum, Copper, Iron, Lead, Tin, or Titanium

Update: Mar 24, 2021 @ 12:06pm

Version: V0.0 (Hotfix 1) -- Fixed Items:

- Fixed “welcome popup” – so it appears correctly whether Soldier Of Fortune companion mod is enabled or not

- Adjusted flavors of Nav Melee ships so that the AI will use them more often

- Uncommented the Improvement_ResourceType_Yields changes for Resources

- Updated the AWAW Civilopedia entry and Steam screenshot with the correct numbers

- Urbanism allows Caravans, so it now bumps the InternationalTradeRoutesChange by 1 (adds a trade route)

- Removed Field Marshal promotions when Field Marshals spawn; it is now award via LUA each instance so it doesn't interfere with normal Great General functionality

- Moved prereq tech for Temples to Mysticism, and prereq tech for the Pantheon world wonder to Philosophy

- Added some missing new Medieval Tech entries in Civilopedia

- Changed Barb Encampments so that they now become Goody Huts when captured

- Changed free AI settlers formula to one based on difficulty, not start era

- Put unit age in flag tooltip of the Unit Panel UI (only for Mercs units in Soldiers of Fortune companion mod)

- Added the “Available at … tech” note to all improvement help text keys

- Removed the Lyceum as a prereq building for the Scriptorum

- Added “what buildings produce this resource” to the help text keys

- Irrigation Canals and Cloaca now require Aqueducts, as they were originally planned

- Jungle are now removable at Bronze Working (like normal BNW), not Urbanism

- All new "luxury" resources provide at least 1 Happiness, so that you can see the numbers of these resources in the Economic Overview UI (this includes Apple, Barley, Clay, Flax, Furniture, Maize, Olives, Potato, Pottery, Red Berries, Rice, Sunflower, and Tea, which previously did not add any Happiness and so were not displayed in the UI)

- The War Elephant unit now requires the War Elephant resource

- Nerfed Keeil Fath (now +1 vice 2) and removed it's initial Culture Yields (Now 0 vice 1.

- Changed the Faith cost for the 1st pantheon to 15 vice 10, and the cost of subsequent pantheons from 5 each to 8

- Herbalism (tech) no longer allows construction of Plantations. It sill is now available at the discovery of the Calendar, as it was in the original game

- Removed gold maintenance cost for the Potter

- Lightened the promotion background in the Unit Panel, so it would look more like other promotions

- Fixed the tooltips that say a civ must have writing to establish an embassy. It now says “Diplomatic Service” is required

- Fixed an error in the Arbalest's combat strengths

- Fixed an error where Cairo Citadel award Cover I to all units, not just those trained in the city

- Added Great Work of Art slots to Musaeum, Pergamene School, and Sicyonic School. Civs will have more slots early in the game, but these buildings are still difficult to construct, due to all the requirements/prerequisites.

- Added a summary report for AI unit upgrader function - shows total number of units upgraded and total cost of upgrades - can be used even after the individual unit upgrade report is stopped

- Protectionism policy provides only 1 extra Happiness per Luxury, down from 2 to 1

- Adjusted GrowthPercent in GameSpeeds table, to slow city growth; Quick = 100 (vs 67), Standard = 150 (vs 100), Epic 225 (vs 150), and Marathon about 400 (vs 300)

- Set the NumCityCostMod for Mont St. Michel to 0 not 30 - so its cost doesn't grow based on the number of cities in the empire

- Fixed an error with the Demi-Cannon, Gendarme, and Pavise Crossbowman – which had incorrect prereq buildings

- Fixed an error where the Pentecontor had an incorrect icon

- Added at least 1 gold maintenance cost to all defensive buildings: Palisades, Campus Martius, City Gates, Storage Houses

- Ancient Well, Cistern (ANC), Thermopolium (CLA), Tavern (REN) now require a Potter in the city, but no longer require the Pottery resource

- The Caravansary, Harbor, and Storage Houses now require a Pottery resource

- Potter now produces 2 Pottery resources

- Added obsolete techs to all buildings with building class replacements, to make sure they wouldn’t reappear as something possible to build in the city view if their replacement building itself became obsolete

- Added listener to the PlayerCityFounded game event that awards some buildings to cities founded later in the game,
cities with an entry in the FreeStartEra element of the Buildings table, so new cities built in later Eras won't be empty

- Added a function that has a chance to remove archaic improvements, and replace them with Antiquity Site when a player reaches a new Era, once a player reaches Industrialism. Impacted Eras/Improvements: Industrial: Cairn, Keeil, Stockade. Modern: Latifundium, Castrum, Motte-and-Bailey, Oppidium. Atomic: Chantry, Abbey

- Since it is now possible for those converted Improvements to become Antiquity Sites, and it's possible to reach the Industrial Era without discovering Archaeology, Antiquity Sites are now revealed once a civ discovers the Enlightenment Tech of Imperialism. This means those sites can't be modified until that civ discovers Archaeology and can start training Archaeologists

- Added a controlled Field Marshal spawn function; until a civ has 3 of any FM types, they have a 10% chance to spawn a current Era-appropriate FM when any city is conquered, and a 90% chance when it’s an original capital city

- Fish/Crabs/Pearls/Whale are now available at Boat Building, when Work Boats become available

- War Elephant (WE) changes: the Khedda building now produces 1 WE resource (limit of 4 per civ, and does not require nearby Ivory). There is now an “Imperial Khedda” which does require nearby Ivory and produces 4 WE resources, and also requires an Agora in the city. Almost as expensive as a Wonder, but can be quite lucrative in helping with gold and battlefield dominance.

- Adjusted the UnitPanel UI, so that it now does not display obsolete improvement in the Builds list and will not recommend an obsolete improvement

Update: Mar 12, 2021 @ 2:00pm

Initial upload, V0.0 - BETA.

Expect a few changes fairly soon. Thanks.