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The Navy Mod 2016-10-05

The Navy Mod for BTS 3.19

In Naval combat, the winner has a decisive victory, while the looser ends up as fish bait, as he watches his ship sink to the bottom of the sea. This mod adds over 20 new water units to meet the needs of Naval combat in Civ4. Most of the graphics are available in the downloads database, the rest I have either modified or created. I'd like to thank each of the respective graphic developers for their outstanding contributions to the Civ4 community. Without you, many mods, like this one, would not be possible. There are 3 new techs added to the tech tree: Piracy, Submarine Warfare and the Coast Guard. No SDK is required, but there are a couple of small Python functions included to provide the pirates with capture and loot capabilities. This mod was developed in part by request of Highwayhoss and is the next logical step after the Aviation mod. I'll let you guess what will be next. A lot of time was devoted to making the Navy mod historicaly accurate and realistic in terms of promotion flow and strategic capability. So, you will have much to consider in your strategic quest to rule the high seas.

1. 5 Merchant Ships have the capability to complete a naval trade mission in a foriegn city! You have one for each of the major eras: The Cog, the Carrack, the clipper, the Liberty and the Cargo ship. Yes! You get a lot of gold for a successful mission. However, there are dangers out there that can threaten the success of your naval trade missions -- Pirates! To conduct a naval merchant trade mission with another CIV, you must have an open borders agreement to enter their city. Entering a foriegn city is the only way to enable the Trade Merchant Button and execute the trade. Need more Gold? Send out a trade merchant ship to conduct trade with foriegn Civs.

2. 5 Pirate ships have the exclusive ability to capture or loot merchant ships. You have one for each of the major eras: The Dragon ship, the Barbary Corsair, the modified Privateer, the U-Boat, and the fast attack Assualt ship. These units have a hidden nationality that allows them to attack merchant ships, without declaring war. If you capture a merchant ship, you can use it for your own trade mission. Need more gold? Send out your pirate ships to capture or loot the enemy's merchant shipping.

3. 5 Pirate Hunter Ships can be used for "seek out and destroy" missions against Pirate ships. You have one for each of the major eras: The modified Trireme, The Sloop of War, The modified Frigate, the QShip and the Coast Guard Cutter. Each has a bonus against the respective Pirate ship for the current era. Tired of Pirate raids against your merchant ships? Send out a Pirate hunter to stop the raids.

4. 2 new Transport ships have the capability to transport units across water: The canoe, which can carry only one unit and the modern transport, renamed to the Amphibious Attack ship. The Amphibious Attack ship can carry 5 units. The canoe comes early in the game, while the Amphibious Attack ship becomes available very late in the tech tree. This makes a total of 5 transport ships, one for each major era, if you include the 3 transports that are already in the game: The Galley, the Galleon and the Transport.

5. 2 new destroyers are available to choose from: The early destroyer, which has the capability to hunt down Torpedo boats and U-Boats; and the Sensor Destroyer, which has a multitude of late game capabilities to combat threats from submarines and aircraft.

6. 3 new Cruisers are available to choose from: The Ironclad Frigate, the Early Cruiser and the Battle Cruiser; each with specific missions.

7. 3 new Battleships are available to choose from: The Ironclad Battleship, the Predreadnought and the Dreadnought. Each battleship brings in the strongest firepower to bear and are thus the strongest ships in their respective eras.

8. You have 2 new Submarines: The U-Boat and the Missile submarine. The standard submarine no longer has the capability to carry missiles. That mission is now reserved for the Missile Submarine, which becomes available with Stealth technology. These submarines are perfect for harrassing enemy ships.

9. You have the torpedo boat to bridge the gap between surface ships and submarines. They have a bonus when they attack capital ships.

10. You have a new and improved Icebreaker ship, with the capability to break ice and open up a path for Merchant shipping. The Icebreaker becomes available with the Coast Guard technology.

11. This mod looks into a lot of details for accuracy. For example, there are 3 general classes of "Man O War" ships in the age of sailing: The Sloop of War, The Frigate and the Ship of the Line. These were war ships as opposed to merchant ships.

___A. The Sloop of War is the least powerful, but the fastest of the 3 ships. The upgrade path leads to the destroyers and Submarines.

___B. The Frigate is more powerful than the Sloop, but is not much of a match going head to head against the Ship of the Line. The upgrade path leads to the Cruisers and the Coast Guard Cutter.

___C. The Ship of the Line was slower than the Frigate and the Sloop of War, but it had the most guns and was the most powerful of the 3 Man O War ships. The upgrade path leads to the Battleships.

The point here is that all three ships can claim to be of the same class of ship: The Man O War; but no one ship can lay claim to that title exclusively. Other Mods have incorrectly named ships as "Man Of War", which in reality is nothing more than a glorified Ship of the Line. These are minor accuracy details that I have chosen to maintain true to maritime history. Consequently, I have been developing this for weeks and this mod will soon be available for download in standard format, as I have completed all of the major work and documentation for WoC.

Note: Download is now available in both Standard and WoC/BUG formats. Happy Merging. May your sails be full and may the wind be at your back! :cool:

Enjoy! :)
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Author
OrionVeteran
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