Sid Meier's Civilization V

Sid Meier's Civilization V

Water Tiles Enhanced
52 Comments
Latex Santa 13 Jul, 2021 @ 10:13am 
Why the hell was I unsubbed from this? Also, many, MANY thanks for the mod.
WolfCrossing 27 Feb, 2021 @ 8:14pm 
As someone who loves ocean maps, this mod is great. It really makes coastal cities viable and even powerhouses in late game. I can't imagine playing without it.
marynowana.lasica 30 Jun, 2019 @ 5:20am 
no downloading via steam, is there direct link?
8792879287928792 15 Oct, 2018 @ 12:44am 
Ooh, I am very interested in this. Thanks.
My man boobs are better 19 Feb, 2017 @ 5:26pm 
This does in fact require BNW to work :(
Scorvetta Prime 13 Sep, 2016 @ 10:19am 
Ok, Thanks alot and keep up the hard work! :)
TofuSojo  [author] 13 Sep, 2016 @ 6:45am 
@Scorvetta It's a different mod that achieves basically the same thing in a different way, ie by buffing the water buidlings, therefore the AI using this since they already build those buildings.
Scorvetta Prime 4 Sep, 2016 @ 5:05pm 
I am a little confused sorry... Ok some of your post make me wonder, is this the same mod that allows water improvments and lets the ai build them as well. or is this somthing totally different from your other mod that told me to try this mod? Thanks & let me know....
BU77_MuNcH3R>:( 2 Aug, 2016 @ 9:12am 
Good idea
TofuSojo  [author] 17 Apr, 2015 @ 1:24pm 
@manumontero Depends on the mod, but it prolly gives them a 2nd harbor. Only one way to find out...
JohnConnor 31 Mar, 2015 @ 1:41am 
If I also use a mod that adds aunique Harbor to Carthage, as a Harbor replacement, does this automatically buff that building, or do I have to go into the code for that mod and add whatever you do to Harbors in this mod? Basically, does it treat it as a different building?

Thanks! Great mod btw!
TofuSojo  [author] 17 Jan, 2015 @ 9:40am 
@angry_brooy The new building didn't appear at the end of the techtree? The other water related buildings weren't altered as this mod shows they would be? It is a subtle mod...

@Destrockoc This one improves the water tile yields via water related buildings, the other via improvements in water tiles...
ANGRY_BROOY 14 Jan, 2015 @ 10:34am 
Water Tiles Enhanced pretty good mod!
I am really want to try it, but it doesnt work (
I've subscribe to it, activate it in game but nothing changed.
TofuSojo  [author] 27 Dec, 2014 @ 12:53pm 
@Destrocktoc Probably. The last update I did for this mod, and it's alternate, included a block so they can't both be enabled at once as this would cause a conflict.
mythbuster5 21 Dec, 2014 @ 10:28pm 
I see you did that in your other mod already, THANX!
mythbuster5 21 Dec, 2014 @ 10:20pm 
If you added the ability to fish where there are no fish like another mod, this would be killer!
TofuSojo  [author] 8 Nov, 2014 @ 11:30am 
Version 4 is out! See Change Notes for changes. Remember, don't click the Update button in your mods list if you are still in the middle of a game!
inahut 11 Oct, 2014 @ 3:56pm 
i luv steam when i have to try to download some Mod for this game. gosh.
TofuSojo  [author] 10 Oct, 2014 @ 6:22pm 
@ ... I'm not even going to try :). Done
Ness 10 Oct, 2014 @ 12:00pm 
Can you upload this mod on your dropbox? I rlly hate Steam when I have to try to download some Mod for this game.
TofuSojo  [author] 4 Oct, 2014 @ 7:25pm 
Version 2 is up, plus it's new alternate mod Improvements in Water Tiles. Remember if you don't want to update it, you don't have to click the update button in your mods list in game and even if you do you'll always have a copy of the earlier versions in your Civ 5/ Mods folder :).
inahut 4 Oct, 2014 @ 9:21am 
Hey, I actually like the boost to gold for oil rigs. Have been starting and restarting games lately while trying out new mods, and have not built a rig in some time because of that. I only just noticed your question in the description and since it is a pleasant Saturday morning it was fun to think about your question for a few minutes. Thanks for your mod. Good luck with doing alternate versions, which is the best way, I think, to "improve" any mod.
TofuSojo  [author] 4 Oct, 2014 @ 9:09am 
@inahut Thanks for the well thought out and said comments. To me, the food points represent large scale food production, not just a few people gathering/fishing food from the tile, plus I really felt that Oil Rigs should produce some gold and them reducing food in their tiles helps slightly to offset the extra food this mod gives from other water tiles.

I'm working on an update for this mod and an alternate version right now. So wait to see what changes.
inahut 4 Oct, 2014 @ 9:02am 
That is my attempt at an answer. I mean to say that it is not unreasonable even if it may seen to be at first glance, especially if that happens to be where you find you life to be and you are hungry.

A single rig, for instance in our game, placed at some distance from the shore is also not incompatable with fishing by human beings. Therefore, I would lobby for restoration of fishing rights by my fishing vessels! And I will vote for any candidate who will support my legislatio! :-)
inahut 4 Oct, 2014 @ 9:00am 
Fish, fish would fish, and our oceans' other sea creatures would seek food under or near an oil rig, if you will have an answer to your question, "Who would fish under or near an oil rig?" And if conditions are good enough at the time human fishermen would also be willing to fish under or near an oil rig; not always but also not never.

The conditions for fishing are not always propitious but the rig is not at all times an obstacle or a deterrent to normal sea life, acknowledging the sea environment immediately proximate to the rig is not normal because it is a man-made construct, as are man-made harbors, ship channels, intercoastal canals, as well as damns, and even major ship lanes that are traversed by thousands of ocean going vessels every year.
TofuSojo  [author] 30 Sep, 2014 @ 12:26pm 
@Jedi Ranger Kendor I just looked that up and as the main mod just affects ships and the companion adds two buildings that aren't related to what my mod does, they should both be compatible.
Jedi Ranger Kendor 30 Sep, 2014 @ 11:20am 
would this work with the ENI mod?
emigo 27 Sep, 2014 @ 6:41pm 
Ah okay, thanks
TofuSojo  [author] 27 Sep, 2014 @ 4:43pm 
@Prismasphere They still get the +1 gold from Seaports, just not the +1 prod. That goes to all water tiles that don't contain a sea resource. So they only loose 1 not 2. In BNW the Harbor never affected any water tile yields, sea resource or not, so its bonus +1 food to water tiles with sea resources doesn't alter sea resource yields at all.
emigo 27 Sep, 2014 @ 4:23pm 
So to clarify - sea resources don't get the +1 from seaports and also get a -1 now, for a total of -2 from sea resources and +1 to none sea resources? Also thanks for making a mod!
141KPH 27 Sep, 2014 @ 8:39am 
@Tofu Can't wait to see your earth after climate change map
fufi 27 Sep, 2014 @ 2:26am 
Thank you so much for such clear description.

At start you did mention the one thing about food and sea, I do totally agree. Mankind did expand to where water and food is, and that was clearly the sea, rivers and lakes.

Reading your text was much fun and satisfaction. Am going to give your "mod" a try! On that I would not wonder when it hangs in for every mod-game now.

Good luck and thank you.
UncivilizedGuy 26 Sep, 2014 @ 3:37pm 
Absolutely
TofuSojo  [author] 26 Sep, 2014 @ 2:03pm 
@UncivilizedGuy As long as you credit me for it, I would love that :). Look forward to seeing your mod.
UncivilizedGuy 26 Sep, 2014 @ 12:17pm 
I have Deep Water Mining on my list of possible future techs that I'm considering for my mod. I hope you don't mind if I borrow your building. It would be a nice addition.
UncivilizedGuy 26 Sep, 2014 @ 12:05pm 
Keep up the good work. This one makes perfect sense.
TofuSojo  [author] 25 Sep, 2014 @ 1:17pm 
@zArkham4269 I am actually mostly done with a post-apocalyptic map, Earth After Climate Change, but I wasn't planning to mess with the tech tree as I want to move on to other projects like my Inverted Earth map.
zArkham4269 25 Sep, 2014 @ 1:15pm 
I'm the same way. I still occasionally play AC/AC but usually play Planetfall on Civ IV. I am looking forward to BtE if only because I like the idea of the techweb. If anything else, I think it will be great if that can be adapted to Civ V for use in post-apcolyptic games where you have to start fresh but it's not like you have to rediscover writing or other concepts. It is more of having to develp the population and tech base while you work on discovering new things.
TofuSojo  [author] 25 Sep, 2014 @ 1:11pm 
@zArkham4269 Lol, yeah I very much plan to study that game for modding, though I may end up to switching to playing it and modding it instead.
zArkham4269 25 Sep, 2014 @ 1:09pm 
Of course I guess on some of the more advanced animations, we can all just wait till October 24th and see what Beyond the Earth has which can be stolen.
zArkham4269 25 Sep, 2014 @ 1:08pm 
I would think (not be a coder myself) that improvement animations from Civ IV would work in Civ V. Or static images would be fine. I shut those animations off anyway.
TofuSojo  [author] 25 Sep, 2014 @ 1:06pm 
@zArkham4269 Hello again. Yeah, I actually thought of offshore windfarms and I think I could do it, but there is no model in the game that would work and I'm not an artist :(. If I do sea improvements they would probably be Kelp Farms, Tidal Harnesses or Offshore Wind Farms (that is wordier and repeats "farm" though), and Mining Platform, which of course are all straight from my still favorite Civ game, Alpha Centauri.
zArkham4269 25 Sep, 2014 @ 1:03pm 
An A/C improvement might be coastul windfarms. The Civ IV mod Planetfall has these (along with wave generators and sea boreholes) which might be a later thing to shoot for.
TofuSojo  [author] 25 Sep, 2014 @ 12:06pm 
@mikeburnfire Not sure what you mean. The Fish Resource does have +1 prod, which in BNW is from the Lighthouse (though they got lazy and didn't bother to change the in game text to say this; they moved it from Harbor to Lighthouse). My mod is currently not affecting any Sea Resources at all :).
mikeburnfire 25 Sep, 2014 @ 12:03pm 
Nice rebalancing! I think the (+2 food, +1 prod, +2 gold) compared to other coast tiles is a nice balance. But why does the fish resource in the screenshot not have the +1 production?

I have the mod that allows Great Admirals to create fish resource tiles, and I think, alongside th this mod, that the ocean will be back to it's rightful strength.
TofuSojo  [author] 25 Sep, 2014 @ 8:25am 
@Alex Thank you for the code! It's so obvious and simple it shows how new I am to this :P. I called it Deep Water Mining Station first but it was so wordy...

@mikeburnfire You were quite right, I wasn't sure about the boost to Sea Resources...the latest version doesn't touch them at all. E.g. Fish is back to being only 5 f 2 p 2 g, like normal (without a Golden Age or God of the Sea active).

@Strategia Thanks, that's exactly the point of this mod. Coastal cities are big and powerful in real life partly in thanks to the bounty of the seas. And it really sucks if your coastal city doesn't have any sea resources; now they are a bonus just like land resources!
Lena 25 Sep, 2014 @ 2:06am 
If I'm not mistaken, you can get yields like that in the unmodded game already as well. At the very least, 5 Food for Fish with Fishing Boats and Lighthouse, +1 Production from Lighthouse and another +1 from Seaports, +1 Gold from Seaports and another +1 from Compass IIRC. Add another potential +1 Production from God of the Sea, which isn't even applied here, for additional OP-ness.

It's really somewhat ridiculous IMO that coastal cities tend to be pretty much gimped in all but trade route yield in the base game, UNLESS there's Fish nearby, in which case you can get ridiculous tile yields with very little investment. This at least makes coastal cities no worse than landlocked ones in terms of base tile yields, better even, offset by the maintenance cost of the buildings and the fact that you can't improve resourceless tiles. It makes a lot of sense, considering coasts have always been the #2 area attracting human habitation, after rivers.
mikeburnfire 24 Sep, 2014 @ 7:13pm 
This mod is really tempting because it does so many good things. I realize that there are maintenance costs and production times for those buildings, but that fish resource is giving a whopping (+6 food, +2 production, +2 gold).

I've subscribed to it and look forward to seeing it in action. Hopefully it's not too OP.
Alex 24 Sep, 2014 @ 3:42pm 
Hi, let me see if I can help. What you want is a building that adds +X production to Ocean tiles only, not coast tiles? You could try these lines:
<Building_TerrainYieldChanges>
<Row>
<BuildingType>BUILDING_DEEP_SEA_MINING_STATION</BuildingType>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>X</Yield> #####number here
</Row>
</Building_TerrainYieldChanges>
My source is the mod Glorious PC Master Race by Monk Preston, the unique building gives bonuses to every tile, and it differentiates between TERRAIN_OCEAN and TERRAIN_COAST. I haven't tried this out myself, so no idea really, but its worth a try.
Anyways, neat mod, I'm downloading now.
TofuSojo  [author] 24 Sep, 2014 @ 8:10am 
@Satdanov Yep, my fourth mod posted to Steam so far with more to come. I'm a noobie.