So I was testing a separate naval supply cap modmod when the issue of naval units in lakes was brought up. It took only a few minutes to modify the code to prevent lake navies, and it turned to be more useful than a separate naval cap (how the turn tables!), so here it is.
No Navy by Lake Cities
Download here
Prevents lake cities from producing naval units. By default, it blocks all naval units (including workboats&cargo), but can be easily customized to disallow just melee&submarines (or any combat class you like), instructions are in Buildings.sql. It works by creating a new Dock building which is granted to all coastal cities upon founding. Naval units are locked behind the Dock, hence lake cities cannot produce them.
Separate Naval Supply
Download here (Still requires No Navy by Lake Cities, even if that functionality is in VP after 2.5)
- Capitals, Lighthouses and each coastal city provide 1 naval supply. Great Admirals' ability (voyage of discovery, was it?) provides 2
- Harbors provide 1 supply for every 10 citizens, Seaports for every 5 citizens. Venetian Arsenale provides 1 for every 15 citizens (in addition to +3 flat supply).
- Naval wonders provide naval supply:
Great Cothon (Carthage NW): 2 / Great Lighthouse, Colossus: 2 / Piazza San Marco & Venetian Arsenale: 3 / Grand Canal: 4 . Venetian NWs have their usual (land) supply bonus reduced.
Use this Compatibility patch when using with Reduced Unit Supply
Haven't specifically tested but both should work with 4UC and Enhanced Naval Warfare.
Credits: Kwadjh for Dock icon: https://forums.civfanatics.com/resources/buildings-units-icons.18591/
Weaker Cities
Download here
- Buildings provide ~25% less Defense and ~50% less HP to Cities.
- Palace bonus lowered to 200 (default 300)
The following are included in the sql but disabled (commented out), you can enable them by removing the dashes before UPDATE .
- Default city strength lowered to 400 (default 500)
- Hill bonus for cities lowered to 100 (default 200)
Dynamic Battle Lines
Download here
- All melee units receive a tweaked version of Heavy Charge. Victorious melee units will push back the defending units, unless they are stationed in a city, fort or citadel. Units unable to retreat take 25 damage. (Polish Winged Hussar gains Blitz to compensate)
- Civilian units retreat with military units to prevent easy captures.
- Units suffer 5 attrition damage in turns they move in hostile lands. Recon, submarine and barbarian units are immune. Can be disabled by removing Attrition.sql
Unit Production AI Improvements
Download here
- Introduces soft checks to AI army composition to help it create more balanced armies. This is done by introducing new AIMilitaryStrategies, Flavors and UNITAIs for each unit type. When an AI player has too few of a certain unit type, it gets a bonus to prioritize the production of that type, and vice versa when it has too much. For a long description on what it does and why, please refer to: https://forums.civfanatics.com/threads/unit-production-ai-tweaks-experimental.676462/
No Navy by Lake Cities
Download here
Prevents lake cities from producing naval units. By default, it blocks all naval units (including workboats&cargo), but can be easily customized to disallow just melee&submarines (or any combat class you like), instructions are in Buildings.sql. It works by creating a new Dock building which is granted to all coastal cities upon founding. Naval units are locked behind the Dock, hence lake cities cannot produce them.
Separate Naval Supply
Download here (Still requires No Navy by Lake Cities, even if that functionality is in VP after 2.5)
- Capitals, Lighthouses and each coastal city provide 1 naval supply. Great Admirals' ability (voyage of discovery, was it?) provides 2
- Harbors provide 1 supply for every 10 citizens, Seaports for every 5 citizens. Venetian Arsenale provides 1 for every 15 citizens (in addition to +3 flat supply).
- Naval wonders provide naval supply:
Great Cothon (Carthage NW): 2 / Great Lighthouse, Colossus: 2 / Piazza San Marco & Venetian Arsenale: 3 / Grand Canal: 4 . Venetian NWs have their usual (land) supply bonus reduced.
Use this Compatibility patch when using with Reduced Unit Supply
Haven't specifically tested but both should work with 4UC and Enhanced Naval Warfare.
Credits: Kwadjh for Dock icon: https://forums.civfanatics.com/resources/buildings-units-icons.18591/
Weaker Cities
Download here
- Buildings provide ~25% less Defense and ~50% less HP to Cities.
- Palace bonus lowered to 200 (default 300)
The following are included in the sql but disabled (commented out), you can enable them by removing the dashes before UPDATE .
- Default city strength lowered to 400 (default 500)
- Hill bonus for cities lowered to 100 (default 200)
Dynamic Battle Lines
Download here
- All melee units receive a tweaked version of Heavy Charge. Victorious melee units will push back the defending units, unless they are stationed in a city, fort or citadel. Units unable to retreat take 25 damage. (Polish Winged Hussar gains Blitz to compensate)
- Civilian units retreat with military units to prevent easy captures.
- Units suffer 5 attrition damage in turns they move in hostile lands. Recon, submarine and barbarian units are immune. Can be disabled by removing Attrition.sql
Unit Production AI Improvements
Download here
- Introduces soft checks to AI army composition to help it create more balanced armies. This is done by introducing new AIMilitaryStrategies, Flavors and UNITAIs for each unit type. When an AI player has too few of a certain unit type, it gets a bonus to prioritize the production of that type, and vice versa when it has too much. For a long description on what it does and why, please refer to: https://forums.civfanatics.com/threads/unit-production-ai-tweaks-experimental.676462/
Last edited: