TurkishCoffee
Chieftain
- Joined
- Jan 18, 2016
- Messages
- 7
This mod currently consists of 2 World War I scenarios and a First Balkan War scenario. It changes existing civilizations to match the countries of Europe in the early 1900s. Each country has its own unique trait and completely unique units. Units are accurate to what arsenal each country had.
Note that this mod is still in alpha and will therefore have problems and inbalances. Any feedback you have to offer is welcome! The mod is attached.
Mod Details
Technologies/Research:
Some scenarios will have research enabled. You receive one science per citizen. Each city you own will increase your tech costs by 150%. To research a tech you must have the prerequisites and another tech from the previous column. Once you research Penicilin and Computers, you can research Future Tech.
Combat:
This mod is meant for use with Fil3 Strategic Combat, which adds 2UPT and removes the negative defense modifier brought about by plains terrain, but any 2UPT mod will work.
Units such as cavalry, infantry, and heavier machine guns don't take much damage, especially from warships. However, lighter machine guns and artillery are extremely fragile. Make sure to stack your fragile units on top of your heavy units to keep them alive, because they are key to taking cities and destroying other units. Units are able to force other units to retreat, but only the one you are attacking, not the whole stack.
Diplomacy:
Currently, the two Europe scenarios have an open diplomacy system. On the first turn (actually the second, but the first one is considered 0), you will be able to pick an ideology. The ideology will define who you side with for the rest of the scenario, so pay attention to who has picked each one.
Winning/Score:
To win you must have the highest score at the end of the scenario. Each city you own provides you with 2 points, and each time you research Future Tech you are rewarded with 2 points. Some cities are special, and will provide you with 7 additional points. To view which cities are special, open the diplomacy overview, then go to the global politics tab. The special cities will be listed in each player's summary.
Current Scenarios
Giant Europe 1910
>Uses the Giant Europe map from YNAEMP
>Starts January, 1910, ends November, 1918 (107 turns)
>Play as any one of the 11 countries with free diplomacy
>Currently the only scenario with the new improvement system
Europe - North Africa 1910
>Uses a map I created
>Starts January, 1910, ends November, 1918 (107 turns)
>Play as any one of the 11 countries with free diplomacy
First Balkan War
>Uses a map I created
>Starts January, 1910, ends May, 1912 (29 turns)
>Play as Serbia, Bulgaria, or Greece, all of which are on a team
>Each civ has access to aircraft unique to the scenario
Known Problems
Problem: Dates are extremely off and/or scenario doesn't start on turn 0.
Fix: Delete the cache and ModUserData folders within \Documents\My Games\Sid Meier's Civilization 5. That should fix it, but if it doesn't, delete the appcache contents in your Steam folder.
Problem: In the city view, some tiles that should be workable don't show yields.
Explanation: This seems to be a problem with Civilization itself, not the mod.
Problem: One civilization has their default leader/default name.
Explanation: Once again, this seems to be an issue with the game itself.
Make sure to clear your cache and try again before posting about a problem you encounter.
Questions and Answers
Question: How come the borders in the 1910 WWI scenarios are post-First Balkan War / post-Italo-Turkish War?
Answer: Since most of the scenario occurs after these events, I put the borders as such. Having 1910 borders would also result in serious disadvantages for Serbia, Bulgaria, Greece, and Italy.
Question: Why are most of the leaders Bismarck?
Answer: Bismarck most resembles the real leaders of the time (except the Ottoman leader).
Planned Features
-More scenarios, including more Europe scenarios that start at both 1910 and 1914, and at least one World scenario, but those are pretty far off.
-Buildings with various purposes.
-Trade routes to yield gold, production, etc.
-Better selection flavors (AI).
-Much more!
Compatibility
This should be compatible with anything that doesn't add units or change the tech tree.
This mod is meant for use with the Fil3 Strategic combat mod, and Quick Turns will help with turns taking a long time.
Screenshots
Giant Europe 1910 (outdated as of a0.4, will eventually replace):
Mod is attached, I won't upload it to the workshop until it's at least out of alpha.
To install:
1. Unzip file.
2. Put .civ5map files into ...\Documents\My Games\Sid Meier's Civilization 5\Maps
3. Put WWI folder into ...\Documents\My Games\Sid Meier's Civilization 5\MODS
Note that this mod is still in alpha and will therefore have problems and inbalances. Any feedback you have to offer is welcome! The mod is attached.
Mod Details
Technologies/Research:
Some scenarios will have research enabled. You receive one science per citizen. Each city you own will increase your tech costs by 150%. To research a tech you must have the prerequisites and another tech from the previous column. Once you research Penicilin and Computers, you can research Future Tech.
Combat:
This mod is meant for use with Fil3 Strategic Combat, which adds 2UPT and removes the negative defense modifier brought about by plains terrain, but any 2UPT mod will work.
Units such as cavalry, infantry, and heavier machine guns don't take much damage, especially from warships. However, lighter machine guns and artillery are extremely fragile. Make sure to stack your fragile units on top of your heavy units to keep them alive, because they are key to taking cities and destroying other units. Units are able to force other units to retreat, but only the one you are attacking, not the whole stack.
Diplomacy:
Currently, the two Europe scenarios have an open diplomacy system. On the first turn (actually the second, but the first one is considered 0), you will be able to pick an ideology. The ideology will define who you side with for the rest of the scenario, so pay attention to who has picked each one.
Winning/Score:
To win you must have the highest score at the end of the scenario. Each city you own provides you with 2 points, and each time you research Future Tech you are rewarded with 2 points. Some cities are special, and will provide you with 7 additional points. To view which cities are special, open the diplomacy overview, then go to the global politics tab. The special cities will be listed in each player's summary.
Current Scenarios
Giant Europe 1910
>Uses the Giant Europe map from YNAEMP
>Starts January, 1910, ends November, 1918 (107 turns)
>Play as any one of the 11 countries with free diplomacy
>Currently the only scenario with the new improvement system
Europe - North Africa 1910
>Uses a map I created
>Starts January, 1910, ends November, 1918 (107 turns)
>Play as any one of the 11 countries with free diplomacy
First Balkan War
>Uses a map I created
>Starts January, 1910, ends May, 1912 (29 turns)
>Play as Serbia, Bulgaria, or Greece, all of which are on a team
>Each civ has access to aircraft unique to the scenario
Known Problems
Problem: Dates are extremely off and/or scenario doesn't start on turn 0.
Fix: Delete the cache and ModUserData folders within \Documents\My Games\Sid Meier's Civilization 5. That should fix it, but if it doesn't, delete the appcache contents in your Steam folder.
Problem: In the city view, some tiles that should be workable don't show yields.
Explanation: This seems to be a problem with Civilization itself, not the mod.
Problem: One civilization has their default leader/default name.
Explanation: Once again, this seems to be an issue with the game itself.
Make sure to clear your cache and try again before posting about a problem you encounter.
Questions and Answers
Question: How come the borders in the 1910 WWI scenarios are post-First Balkan War / post-Italo-Turkish War?
Answer: Since most of the scenario occurs after these events, I put the borders as such. Having 1910 borders would also result in serious disadvantages for Serbia, Bulgaria, Greece, and Italy.
Question: Why are most of the leaders Bismarck?
Answer: Bismarck most resembles the real leaders of the time (except the Ottoman leader).
Planned Features
-More scenarios, including more Europe scenarios that start at both 1910 and 1914, and at least one World scenario, but those are pretty far off.
-Buildings with various purposes.
-Trade routes to yield gold, production, etc.
-Better selection flavors (AI).
-Much more!
Compatibility
This should be compatible with anything that doesn't add units or change the tech tree.
This mod is meant for use with the Fil3 Strategic combat mod, and Quick Turns will help with turns taking a long time.
Screenshots
Giant Europe 1910 (outdated as of a0.4, will eventually replace):
Spoiler :








Mod is attached, I won't upload it to the workshop until it's at least out of alpha.
To install:
1. Unzip file.
2. Put .civ5map files into ...\Documents\My Games\Sid Meier's Civilization 5\Maps
3. Put WWI folder into ...\Documents\My Games\Sid Meier's Civilization 5\MODS