Sid Meier's Civilization V

Sid Meier's Civilization V

Landmines for BNW
87 Comments
ResistanceLion Jun 6, 2021 @ 3:47am 
Why do they provide defensive bonus?
And, why they are only 1 type for both infantry and machinery?
Akko Chan Tran-E Jan 15, 2018 @ 10:51am 
sounds a little game breaking. i think it shouldn't instantly kill the unit rather just bring it down to 50% health and impair movement by 1 tile for two turns
for 2 turns.
Desolira Oct 19, 2017 @ 9:21pm 
Give scout an upgrade to a new unit "Mine Sweeper". This fixes so many problems with the base game it's not even funny. No upgrade for scouts, little practicality or use when archaeologists and missionarries inevitably replace them for most efficent scout. Bam, now scout has a late game tactical PURPOSE, and upgrades to something we couldn't live without (Literally) I mean, if AI figures out how to use them. anyway.
Étendard Feb 28, 2016 @ 6:13am 
When I build a landmine, I get a little barbarian village... there is no design for the mines ?
pupgar1212 Feb 21, 2016 @ 11:37am 
Its TIme, TO BIULD A WALL... OF MINES
Kangz of Memphis Feb 6, 2016 @ 6:25am 
Great concept,but this seems hilariously unbalanced and unrealistic.

Ideally mines would cause about 10-30 damage and each player can lay unlimted amount but each mine would cost 1gpt.

It in its current stage might as well be a thermonuclear super mine.
Obito Jan 18, 2016 @ 12:00pm 
Very nice Mod. But please remove the limit of 3 Landmines per Player. There is no limit needed :D
SMGJohn | Citizen of USSR Jan 16, 2016 @ 7:11pm 
+bigdsmashman
You are the moron here for not make a backup save you imbecile, no one but yourself to blame.
KumTroll Dec 16, 2015 @ 10:37am 
Thanks for ruining my save, my great war infantry look like workers and I can't delete the mod because then it wont let me play that save... so fuck you and fuck this mod
MadDutchman Dec 8, 2015 @ 11:14am 
I'm confused, is there any way to find and destroy land mines?
Venusaisha Nov 3, 2015 @ 9:47am 
what next atomic land mines,nuclear land mines? :steammocking:
Venusaisha Oct 15, 2015 @ 4:13pm 
enemy mine as ye walk a mile and step apon dimes and explode :steamhappy:
The Massacrerer Oct 10, 2015 @ 5:27pm 
I used this in the game, and I liked it. Thank you :-)
I lost an entire Mechanized Infantry in one blast, so the mines are very powerful.
I would like to suggest that you lower the turns to plant a landmine by 1 or 2. It seems like quite a while to tie up a unit for 6 turns for something you use once.
Also, are you aware that you can see where the landmines are planted by going into the strategic view screen? Can this be fixed?
Faysal Mar 31, 2015 @ 5:07pm 
Nice! Changing the maximum deployable landmines right now :)
Snakeaxe Mar 9, 2015 @ 2:59pm 
@framedarchitecture Thanks man
framedarchitecture  [author] Mar 9, 2015 @ 11:55am 
@TheGrayOne Yes in Landmines_Functions.lua change the variable named "g_MaxLandmines" (currently set to 3).
Snakeaxe Mar 8, 2015 @ 8:47pm 
Is there a way we can change the maximum deployable mines ourselves? Like just a single value somewhere?
Ghetsis Mar 1, 2015 @ 7:29pm 
ok thanks, and thanks for not getting mad about my question.
framedarchitecture  [author] Mar 1, 2015 @ 3:25pm 
@prewitt831 Yes, landmines are destroyed when they explode.
leavemealoneism Mar 1, 2015 @ 1:49pm 
is there a manual download???
Ghetsis Feb 8, 2015 @ 11:01pm 
the landmines disappear when triggered ingame right? because a while ago i had a mod that had added landmines but they never disappeared and the owner sent me death threats when i asked him about it.
Darkswirl Jan 13, 2015 @ 7:17pm 
Considering that they can only be built by modern-era+ units, the limit should be larger than three... Civilizations would be rather large at that time (if played from ancient, as I'm sure most of us do), and armies would be large, as well. Lots of land to cover+lots of enemies=more than three.

I do agree, however, that having unlimited mines would make the game annoying as hell, so how about ten?
Faysal Jan 3, 2015 @ 2:08pm 
Ok thnx!
framedarchitecture  [author] Jan 2, 2015 @ 11:28pm 
@Faysal Check the lua code, as that question is too complex to answer here.
Faysal Jan 2, 2015 @ 10:58pm 
How does AI implement these?
Danny Dec 1, 2014 @ 1:57pm 
Minefielded tiles shouldn't be able to be worked and minefields should be removed in peacetimes but any tile being worked will have only half the gains for 10 turns, as people keep getting killed and disfigured on them.
And will also cause global unhappiness over all civilations for those 10 turns.

unworked and unowned tiles will keep a tagged flag, until they are worked for 10 turns
But do affect any civilations.
Legodudelol9a Nov 2, 2014 @ 5:17pm 
pls make g+k version
Xefram_ Oct 25, 2014 @ 6:18pm 
What if there was a higher number of landmines allowed for each civ, except the landmines aren't an instant kill?
Whimsywhipple Sep 21, 2014 @ 11:01pm 
I agree that only 3 mines is pretty limiting, but infinite mines would make game play obnoxious, so there needs to be a limit. Overall, great idea! Thanks again for a good mod.
the2pages Aug 29, 2014 @ 9:05am 
3 landmines wont exactly protect a city from a full on invasion can you increase that maximum?
Vik Aug 23, 2014 @ 3:26pm 
it would be cool if infantry could also make trenches, which maybe they wouldn't be as good as forts, but could be build quicker.
Ardith Prime Jul 16, 2014 @ 10:47pm 
I'd say it needs infantry ot have a "minesweeper" promotion, say after medic I, letting them see and/or disarm landmines. or am inesweeper ability for works/unique unit
Steiner-Davion Jul 6, 2014 @ 10:27am 
Could you make a naval mine improvement as well? THat would be sweet.
Daisuke Jun 29, 2014 @ 1:39pm 
@framedarchitecture oh ok thanks
framedarchitecture  [author] Jun 29, 2014 @ 1:31pm 
@๖ۜDrone Barbarians don't trigger mines... only hostile major civs.
Daisuke Jun 29, 2014 @ 1:26pm 
the mines does not work for me a bibarian land unit stept on my mine and nothing happende
NocturnalEye Jun 20, 2014 @ 2:38pm 
also, scouts should be given the ability to disarm mines (because at this rate, a person can lay a whole row of mines and force the enemy to walk into it)

just suggestions, but I think it needed a balance, and can give scouts a purpose in the late game
NocturnalEye Jun 20, 2014 @ 2:35pm 
it's good, but it needs a tweak or two. I think being able to kill units outright is a bit too overpowered (for something that will be so readily avaliable) and that it should just be a huge amount of health. also, scouts and maybe some other army unit should be given an ability to detect mines after a certain technology (or building that comes with it)

Also, water mines to impede ships and guard port cities could be good as well
My Good Buddy Mason Jun 9, 2014 @ 11:08pm 
Shouldn't you get some kind of diplomacy hit for using them?
Matta Leão Jun 8, 2014 @ 9:48pm 
Completely Agree with Argordon on his extensive thoughts (see below), but I don't think the whole "landmine is a unit" thing would work. I think it would be easier if it remained an invisible tile improvement. That means you could not hide landmines in tiles with active mines, sawmills, marketplaces etc, which makes sense. But then again, that means no landmines on farm tiles either.

As of now, current mod has overpowered landmines. Insta-kill plus AoE damage would equal their destructive power to atomic bombs (in the game), which is ludicrous. Make them rip off the same amount of HP an infantry would in a single attack, with 30% bonus to tanks. No AoE. Also, completely agree mines should damage either player. This would make it stupid to surround yourself with them. Also, once placed they cannot be removed, only triggered. With these terms, it seems reasonable to be able to place 10 mines or even unrestricted placing (think multiple fronts of battle).
Bartimaeus666 Jun 2, 2014 @ 6:53am 
Don't know if I have overlooked it in a comment, but does a exploding mine detonate adjacent mines?
rbaldwin47 May 25, 2014 @ 1:16pm 
There are probably a dozen G&K mods the change the Civ V vanilla unit stacking limitation (and work fine with BNW). Change the mod so that once you can train Great War Infantry, only Workers can lay minefields (treated as a type of tile improvement) and therefore removable by a Worker just as any other tile improvement. Otherwise, as a professional soldier, I tend to agree with Argordon. I would set the offensive damge strength of a Minefield at that of a WW II infantrty (even the WW I era minefields were nasier than the infantry of that era).
JEELEN May 24, 2014 @ 10:08pm 
Damage to adjacent units seems a bit overpowered.
Argordon May 11, 2014 @ 3:04pm 
Ah HA! I see that Moo Zedong has a mod that lets tou stack three units in a hex...so the stacking issue, isn't really an issue at all...
Argordon May 4, 2014 @ 4:02am 
FINAL THOUGHT

By making a minefield a "unit" with a zero movement... it also makes it fairly easy to remove the minefield at anytime... just select and delete the unit (yes, I know.... cleaning a minefield is an arduous process - but this is a game).

I can't think of how to get past the stack restriction for units (my suggestion works great for a CIV IV game) OR allow for two tile improvements in one space (I suppose a minefiled could be a Terrain type as opposed to a tile improvement...?) This comes down to someone with time to sort out the coding. Good luck.
Argordon May 4, 2014 @ 3:57am 
My thoughts on mines (part 4)

c) Enemy Units entering the space with a minefield unit would be forced to end their movement. They would take their damage and as long as they left the space next turn, they would carry on as normal (except for the wound they took & no healing while in a minefield), otherwise, to remain in the space would result in another "attack" by the minefield.

d) the "Minefield Warning Flag" tile improvement would also be something that the mine-layer unit creates (they would create that tile improvement in one turn BEFORE laying the mines and "turning into" the minefield). That would allow you to have both the minefiled and a warning sign in the same tile. It would also allow your Sapper-type unit to post many signs prior to becoming a single minefield... the art of deception in war ;)

Is there anyone out there that thinks they can produce a working minefiled based on what I proposed?
Argordon May 4, 2014 @ 3:56am 
My thoughts on mines (part 3)

HOW WOULD I TACKLE MAKING THIS WORK?
Since you can not have two improvements on one tile (mines + minefield warning sign), I would look at trying the following...

a) make minefileds start as a unit (Sapper-type) that can move. Once in the desired location, the unit is consumed laying the mines,... it then remains a unit with a movement of zero (0) and the new combat characteristics of the minefield (invisible to other units, movement of zero, and a suitable combat rating). Kind of like doing a unit upgrade (keeps it easy to do it this way).

b) this approach keeps the mines as a unit... that creates stacking problems & would also alert any enemy that there is a minefield in place (since units would be prohibited from entering the space due to stacking prohibitions in CIV V). So, you would have to allow for some way to eliminate the stacking restriction and let two units occupy the space at same time. This is the hardest part of the plan

end Part 3
Argordon May 4, 2014 @ 3:53am 
My thoughts on mines (Part 2)

4) Invisibility of mines:
Mines should be invisible to all other players (even allies). However, a minefield, once in place hampers not only enemy, but also inhibits allies and YOU from going through it. You as the owner, can see that it is there BUT it should attack YOU just as much as anyone else and they cause mobility problems for the country that lays them.

5) Make use of flags:
Since minefields need to remain invisible, BUT sometimes you WANT an enemy to know that you have a minefield in place (OR you want to fake that you have a minefield in place), why not add a tile improvement "Minefield Warning Sign". Then you can add trickery to the game...

6) Maintenance:
Unlimited minefields is reasonable - this is the cheapest and most effective weapon that countries produce. Maintenance is not required. Heck, there are still mines we find today from WWII that are still working... and no one maintained them!

end part 2
Argordon May 4, 2014 @ 3:52am 
My thoughts on mines (Part 1)

1) Mines should not Kill, only Wound:
There is NO way that the mine should kill a unit encountering it. It should simply be an injury - a one time "attack", if you will.

2) AOE for a minefield?
The minefield should only damage the unit that enters there - no AOE.

3) Treat minefield like any other unit that takes damage:
Mines should have a normal combat engagement like other units. Minefield gets damaged after combat, simulating it has used up some of its resources (mines) and is no longer as effective. It can "heal" like normal units do, if you wish, to simulate the eventual restocking of the minefield.

end Part 1
thatotherdavidguy Apr 10, 2014 @ 8:03pm 
Any chance you could add a world congress resolution to ban landmines?