View Full Version : It's a whole new game! (new:45 Units/33Techs/1Gov)


omarshaheen
May 20, 2004, 01:49 AM
Civilization III PTW Expanded: History of the World v1.2 (Industrial to Modern/Future Era)

This is a scenario and modification set for CivIII PTW, it has numerous new units, techs, cities, civs, and tweaks for the rules. The scenario is set on a 250 x 200 sqs World map in the beginning of the Industrial Era, though those who reach the Modern Era will have many surprises, not least of which is more than 30 techs to sift through, and totally new unit concepts that should make this balanced map a joy to play whether for single or multiplayers.

The Concept:
A long title, and a very long development time, actually this is by far the most time consuming scenario that I have ever built for a sequel of my favorite game. It actually took me about a year and a half! Though, of course I worked on it only a third of this period. I’ve been playing Civ. Since its first version (Early 90s) and ever since then new versions never seem to disappoint.
Anyway, when I started I had an idea for a scenario set in the beginning of the Industrial Era and extend into the modern era while having some new units and techs. Well that was my initial intention, yet eventually I ended up making a whole new modification to the game’s rules and techs with 45 new units, 33 new techs, 3 new Improvements, a new government system, and a handful of tweaks to make the AI much more challenging, and you be the judge.


To Install: Download ALL 9 zip files below, and UNZIP All files into the scenarios folder under your Civ III PTW directory, the path for expansion should be as follows:
…\ CIV3PTW\Scenarios\.
Non of your original files will be replaced so you can answer yes to all prompts (they are all related to the new scenario folder).

http://www.civfanatics.net/uploads7/Civ3_Expandedv1.2.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units1.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units2.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units3.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units4.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units5.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units6.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units7.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units8.zip

2- Run Civ3_Expanded.bix:
Then on the toolbar click “scenario” then Play Properties. On the screen that pops up next choose the Player Number that corresponds to the civilization which you would like to play with. Then Click “OK” and choose save as you exit the editor.
3- Run Civilization III PTW and choose Load scenario:
“Civ III PTW Expanded: History of the World v1.2”
Note: Loading and configuring the scenario for the first time takes from 20 to 40 minutes on an Intel PIV 2GHz mobile processor (That’s why you’re advised to save the game before you start playing . However, once configured the game will take less than 3 minutes a turn for AI moves.

More about this scenario:

The Geopolitical Landscape:
This scenario contains most of the civilizations that shaped the world as we know it today. Each of these civilizations had a peak point some time back in history, to make a world wide scenario interesting and challenging for everybody I combined all the great civilizations which controlled the earth in the beginning of the industrial age. I also included some of the modern world nations such as Brazil, and Australia, in order to make the game more challenging and also to limit the power of some civilizations.
The size of each of these civs vary from 1 city to over 60 cities! but notice that corruption has very limited effect, that's why I decided to increase production cost of ALL units.

General Rules:
I have noticed that the AI tends to use drastic measures which in many cases ruin the game, such as drafting huge number of citizens from cities when defending them, causing huge population losses, thus I simply removed the option of drafting citizens. I also tweaked several game aspects specifically civilization behavior to get AI controlled civs to behave in a manner that would make them more competitive. Of course if you don’t like the new behavior, you can tweak it as you please.

Technologies: You don’t really get to play up till the modern era; actually in effect you’ll be playing in a future era once you discover the original default technologies defined in the game. The Middle ages have one extra technology, the Industrial Era has 9 new technologies and the Modern Era comes with 23 new technologies.
Units: This is the real blockbuster! I’ll leave that as a surprise, so simply load the game and check your civiliopedia’s list to uncover what’s waiting for you with the discovery of new techs. I have to mention though that in order to make the new units more appreciated I changed some of the properties of the original units, basically making them more specialized. For instance, a Carrier has been modified to carry 3 air units only (instead of 4), while a nuclear carrier can carry up to 6 air units, and has a longer range.
Cities: The number of cities is very large, actually it is 512 cities, so you cannot build any more cities (unless of course you raise an enemy city first!), Computer controlled civs. shall not produce any settlers, and shall not attempt to build any more cities (unless a city or more has been lost).



Designer: Omar Shaheen
omarshaheen@yahoo.com
omar.shaheen@memscap.com

Rufus T. Firefly
May 20, 2004, 02:07 AM
Incredible, the first that has wronged forum in other way!

BTW,

http://www.civfanatics.net/uploads7/grforum.gif

omarshaheen
May 20, 2004, 02:33 AM
Actually, It the point is it can not be classified under any of the single categories listed, so I decided that its better to put it in the main folder...

Turner
May 20, 2004, 03:35 AM
This would go under the Completed Modpacks. Thread moved.

omarshaheen
May 20, 2004, 03:42 AM
Well, I wouldn't consider the move quite accurate since it contains a scenario as well, the point was to have a different game concept as well as a an engaging scenario to test it, but never mind, it's OK, we'll keep it here.

Rhye
May 20, 2004, 01:24 PM
Any screenshot?

Bluemofia
May 20, 2004, 09:26 PM
the 2nd on down links don't work

omarshaheen
May 21, 2004, 01:43 AM
Links fixed...

I haven't progressed much through the scenario, I hope that those who do can post some screen shots for All of us :), ...

mazzz
May 21, 2004, 03:57 PM
wow, it looks great from the editor, im downloading the rest of the files now

omarshaheen
May 22, 2004, 01:29 AM
Everybody...
As a general rule check your civileopedia for any info. related to Units/Techs/Goverments,... You'll find details on benefits as well as description on what it's all about (mainly for new techs of the Industrial/Modern/Future).
This should prove quite helpful in determining what units are capable of doing,.... and what techs/Governments are all about...

mazzz
May 22, 2004, 12:05 PM
you should make a version that is just the mod, so people can play with the extra techs and units with a random map and normal civs

omarshaheen
May 22, 2004, 12:26 PM
I have posted two threads (another one is in Completed scenarios) to cover this issue... it really doesn't make any significant difference in file size to delete the map, so, If someone wants to use the mod (or the map) without the other he/she can easily do so with little knowlage of the Civ editor...
Anyway, No body asked me for instructions on how to do it, yet!

mazzz
May 22, 2004, 01:30 PM
Here is a screen of the modern tech tree, its very impressive

omarshaheen
May 23, 2004, 12:56 AM
Thanks :), It really took some time to make something that would make sense, I have to admit though that I borrowed some names from other games, like Annihilators (from Total Annihilation),.... Plasma Guns (War Inc.,....),....
But tech concepts are a mixture of real science, imagination, and movies :)

NDCSPURS
May 23, 2004, 05:22 AM
Are you going to do a conquest version?

omarshaheen
May 23, 2004, 05:27 AM
I don't have CivIII Conquests yet. However, from the feedback I have received so far it seems that there is no compatability issues with Conquests, and the scenario should be working fine (no special release is required)...

Tweedledum
May 24, 2004, 06:22 PM
This looks very interesting from the tech tree angle - I'm still downloading all the unit zips, so haven't played it yet.

However, I have looked at the start-up position in the editor and I'm far from convinced about some of the initial territorial assignments. The obvious one is Italy controlling large swathes of Southern Africa, including Durban, Jo'burg and Harare :confused: . Also Germany's control of Luanda might come as a surprise to the Portuguese...

Several cities look slightly misplaced as well, but I accept that geographical accuracy isn't always easy on this sort of map.

Gogf
May 24, 2004, 08:15 PM
Rufus, no clue what's wrong, because I checked in a quote, and the code looks okay, but look what I see:

(Here is the code you use: http://www.civfanatics.net/uploads7/groucho.gif)

EDIT: Um, well, it works in the quote box... odd...

omarshaheen
May 25, 2004, 01:25 AM
Dear Tweedledum,
The same issue had come up in other threads, I am sorry I haven't yet clarified the reasons for these Historical flaws, let me explain the concept; At first I started with a historically accurate map, and of course I noticed that had I wanted the scenario set at the beginning of the industrial age the game would be quite unplayable since you would have had a world that is predominantly Spanish and British,... not to mention that a very similar map that I have previously created provoked many wars and many strong civs were eliminated due to the scattering of their cities, that's why I took the following actions. This is my reply to a similar question in another thread, please read on:

I actually knew the exact date every single American state joined the union, actually, in this regard, the US/Russia are not the only incorrectly configured countries. As a matter of fact this US map could have been more accurate had it been the year 1850, but like all other scenario/game makers, I had to make a tough and tricky trade off between reality and game play, I want to make a balanced scenario, had I opted to a more accurate scenario, you would have had a world that is predominantly Spanish and British... that is also why I had to ignore cessation dates for some areas of the world (pushing them forward or backward) in order to get more strong player in this map. So I hope that you would appreciate these "Mistakes" - Even making mistakes can be tough! - in favor of having more serious AI/Human competitors...
Also some Cities were assigned to the wrong civs to give them access to strategic resources later on....

Finally, an important note about cities contingency: You will also find some cities that were traded in between different civs, the purpose of this is to increase the city strategic value for different civs, you will generally find that all powerful civ has a certain number of strategically significant cities that are not scattered all over the map. I have noticed that generally civs with large number of cities that are scattered all over the world tend to be much more vulnerable and are more susceptible to attacks.

FireBlade
May 25, 2004, 06:14 PM
This looks really cool :D a must try, good job :goodjob:

Just one question could u upload some saves please. I don't have the ptw editor (just went straight to conq) so i can change civs and i have a 3 year old pc and would take like 3-4 hours to load. Thx

lokchut
May 25, 2004, 09:09 PM
why am i getting missing..WON_SPLASH_BLAG_BROADCASTING error...help me out on this i'm a newbie..i'm playing this on Conquest

omarshaheen
May 26, 2004, 06:24 PM
This is my earliest save on this scenario, difficulty level is Diety, hope you can change that with the editor if you need to....

omarshaheen
May 26, 2004, 06:26 PM
Dear lokchut, I really can't explain the problem you're getting, I don't have CivIII conquests, so I can not confirm what this string error mean, I tried to check the scenario text file but found no trace of this string, or anything similar to it....
Hope you can fix the problem...

Tweedledum
May 27, 2004, 12:17 PM
@Lokchut: Are you sure it says BLAG and not BLDG?

The Broadcasting Corporation is marked as a Small Wonder, but there is no Wonder Splash entry for it in the PediaIcons file. This is what's causing the problem...

Hephaistos
May 27, 2004, 02:07 PM
Well, I got it loading, I hope it'll work because it's looking
very very promising. For people who don't want to spend
much time on adding units and modding in general this is
just great. All the work allready done, just a load time to
pass and you're there. A whole new game!

Thx for all the hard work, you're a hero!

omarshaheen
May 28, 2004, 12:19 AM
Dear Tweedledum, thanks for the help, You've solved the only bug we had so far with this scenario. You're right about the missing entry, though it does not appear to be causing problems on my PTW version, I guess this would only be problematic for CivIII Conquests.
Lokchut/ Everybody, you can unzip the following patch to your "scenarios" folder to solve the problem or download the first file again (It's now been fixed)...
For everybody, don't worry if you get similar messages just email them to this thread, chances are quite very slim that you get something like that, but if you do, fixes are quite small in size, and it will generally mean downloading a small file like this one.

omarshaheen
May 30, 2004, 12:58 PM
I have progressed some 27 turns on Diety! and surprisingly enough no wars so far! I guess all you have to do is just keep good trade relations, and always make sure that strong neighours are importing something from you, if you ignore one of them, say the Russians, you're in for it!

Below is a screen shot for Europe 1807...

I have a remark about new cities, it seems that actually you can build even more cities! so that could cause some delay as AI civs build a couple every turn, this adds up some 2 min. to the waiting interval when an AI civ decides to build one city, so if you don't want anybody building any more cities, disable settlers (Deselect for all Civs in the units section under rules) before you start the game... As for me I think that they will soon run out of terrain to place more cities! (remember I built this map :)) so I think I'll wait for that to happen ;)

CurtSibling
May 30, 2004, 05:22 PM
Some of the German city names are spelt wrongly.

omarshaheen
May 31, 2004, 01:25 AM
I used English names for all cities in the world, not original names like "Munchen" instead of Munich,... Please tell me which cities you find miss-spelled so that I can correct their names...

577517
Jun 12, 2004, 04:55 PM
Looks cool :cool: can't wait to try it.

omarshaheen
Jun 13, 2004, 03:36 AM
New Version for Civ3 Conquests on the way :)
I'll be posting a new thread for this one, but with same title...

Bretwalda
Jul 01, 2004, 01:14 AM
Hmm, according to the screenshot you left out Budapest, which is the second biggest city in Central Eu (after Berlin) All showed cities are much smaller. Budapest has the population of 2M. OK, I live there, so maybe thats why I am wondering ;)

omarshaheen
Jul 01, 2004, 01:31 AM
I have already enlarged europe to try to accomodate as many of its great cities as I can, sorry Budapest was left out... I would have opted for an even larger map, but the problem is that this scenario is already too heavy and adding more cities or enlarging the map even further would mean that it will be a daunting task to run the scenario on regular machines. However I promise to include all major cities in any new version of this scenario, provided that the configuration and run time can be improved (maybe with the release of Civ IV!! :))

Sneakthief
Jul 03, 2004, 11:52 AM
Just dl'd it but got a missing entry in pedialicons i'm missing ICON_BLDG_Al_Azhar. It's a shame coz this looks like a good mod

omarshaheen
Jul 03, 2004, 12:26 PM
This issue should have been fixed, it seems that I did not update the latest file version to reflect these updates. Anyway, you don't need to download 2MB agin (I fixed it now though), just download the pediaicons.txt, you can also try the new Conquests Version of this scenario as well.

Just copy and paste this file to:
..Civ3\conquests\conquests\Civ3_Expanded\Text\

Sneakthief
Jul 03, 2004, 05:08 PM
Yep thats sorted it Thx :)

To late to try it out 2night i'll have a give it a go 2morrow looks good though :D

Chunky Kong
Jul 05, 2004, 07:08 AM
What the hell do you open the .bix file with?

subbss
Jul 06, 2004, 02:06 AM
The Civilization 3: Conquests eitor that is included with the game in the game's root directory 'Civilization3/Conquests/' or something like that.

doublecross104
Oct 13, 2007, 02:33 PM
I think that it would be a good idea if someone added bridges/tunnels/canalls.
They could be wonders, standard buildings, worker actions, whatever. It would eliminate some tedious naval stuff. Plus, maybe naval/air bombardment should be able to kill some units. Leaders could also appear more frequently. I just think that this would make the game more fun...

omarshaheen
Oct 15, 2007, 02:56 PM
I think it makes sense to have the capacity to build tunnels when the separation between land tiles is limited to one square for instance (or more according to the map scale), One way to build such tunnels is to allow the transfer of units from neighboring cities separated by a specific number of water tiles. On the other hand having the capacity to build tunnels between any 2 cities on the map sounds unrealistic, and shall eliminate the need for naval power, which is like turning the world map into one large land mass! sounds boring doesn't it ...

It is very probable for Sea units to be damaged beyond repair or sunk through air-bombardment, however, it is the other way round for land units, which at best may be severely crippled (unless bombarded by a nuclear weapon of course!). So, the best way to configure units capable of conducting bombardment (Air/ranged), is to allow for kills only when sea units are targeted.