2021 EXPANSION Expansion pack for Civilization 3 Conquests
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6 years in the making, countless tweaks to improve game balance and expand on game options,
yet keeping the essence of the original gameplay intact
The goal of this expansion is to improve the quality of the standard game as much as possible, by updating statistics, graphics and user interface
More detailed and realistic terrain graphics
Mega maps (230x230) with all 31 civilizations available
Random maps
Grand strategy through the full history of human civilization, from 4000 BC to 2100 AD (600 turns)
AI players follow 3 different research strategies (Warrior, Balanced, Builder), creating greater variation, more trade opportunities, and civilizations are more true to character
All units of the original game, plus 15 new ones to fill in gaps
Navies are much stronger
Unique team colors (that never change) for each of the 31 civilizations
High visibility red cursor makes it quicker to find the active unit
Redrawn national borders & thicker team color discs, easier to tell the color
Enhanced graphics for all cities on the map
City Screen: Citizen emojis & national color bars for better population management
Strategic resources never disappear
Golden Age lasts 40 turns
4 new wonders, existing wonders reworked
City names added, so every nation has 50 each (the base game had between 16 and 44)
The Unique Units of all nations are much more balanced, and require no strategic resources, so it is always possible to build them
Scientific Leaders are disabled, so there is a fair race to build Wonders
Military Leaders & Armies replaced with the new General unit
Swapped some unit sounds that were too loud. Assigned missing Fortify sounds to many units
Barbarians are less passive and more aggressive
Limited railroad movement makes the game more strategic and realistic
AI attacks with lots of artillery
Bug fixes
And much more...
Significant changes to Unit stats, Civilizations and Governments
Minor changes to the Technology Tree
Rewritten Civilopedia, up to date with all changes
Manual with complete charts & stats included
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CHANGELOGS:
Highlights of new features in version 9.0:
New unit: Attack Helicopter
3 new wonders: Scotland Yard, Ford Car Factory, Climate Treaty
Improved interface: Menu buttons, Civilopedia navigation arrows, global warming thermometer
Improved graphics: Cities, national borders
Rewritten Civilopedia sections: Buildings, small wonders, great wonders
Mega map size increased to 230x230
All types of units may retreat from a losing battle, including infantry and ships
Range of all aircraft, missiles and paratroopers increased
Most aircraft are stronger and have improved ground attack, but are more expensive
Military Academy auto-builds Generals more often
Defensive bonus increased for all city sizes
Barbarians are no longer passive, they move around the map and actively seek targets
AI movement phase runs 12-13% faster
Previously, AI players tended to switch to Fascism in the industrial age, and stay fascist until the end, hampering scientific progress. Now they may change back to Democracy or Republic if no longer at war
Previously, the AI would almost never choose Communism (because it believes Communal corruption is higher than Problematic, but in fact, it is 3 times lower than Minimal). Now, Communism is much more widespread, and the corruption advantage over other forms of government has been swapped for other benefits
Minimum distance between cities increased to 3 squares. Advantages: About 10% fewer cities, resulting in a faster game. Less resource sharing, so cities become bigger. Bigger cities yield more income for the same building upkeep, resulting in better economy. The 8 core tiles immediately surrounding a city will never be shared, so AI players build fewer useless cities. More of the combat happens in the field, which is more realistic. City-hopping (attacking out of one city and directly onto the next) is harder. Greater distance favors the defender, which tends to have larger cultural borders
For a complete list of changes, click the Spoiler button below...
SpoilerCLICK TO SEE FULL LIST OF RECENT CHANGES :
New in version 9.0:
Minimum distance between cities increased to 3 squares (fewer but more prosperous cities, faster game, more realistic warfare)
Defensive combat bonuses of Towns, Cities and Metros increased to 40%, 80% and 120% respectively. Palace bonus increased to 60%
Coastal Fortress increases city defense by 20%, in addition to its other effects
Mega map size increased to 230x230 (was 220x220)
Significant changes to Communism and Feudalism. Communism will be chosen by the AI more often
Anarchy duration reduced to 2-8 turns (was 2-9 turns)
New great wonders: Scotland Yard, Ford Car Factory, Climate Treaty
New graphics for the Secret Police HQ and Broadcast Tower
Broadcast Tower increases happiness instead of reducing corruption
The Military Academy auto-builds a General every 40 turns (was 50)
All units on the map may retreat from a losing battle. In addition to fast units like cavalry, it also applies to infantry, and ships
New unit: Attack Helicopter
Range of all missiles and aircraft (except helicopters) increased by 2-3 squares
Airdrop range of Paratroopers and Modern Paratroopers increased
All fighter type aircraft increased their combat strength by 2-4, and improved their ground attack capability significantly (rate of fire increased to 2)
All bomber type aircraft increased their defense by 1-3
Strategic Bomber and Stealth Bomber were given 1 extra bomb each (rate of fire increased to 5)
Cost of all aircraft increased accordingly, by up to 50%
FlaK and Mobile SAM increased their anti-air by 33%. FlaK was given defensive bombard ability
Rocket Artillery was given 1 extra shot (rate of fire 3)
Missile Cruiser increased its bombard range (4), rate of fire (3), and anti-air (12)
Submarine (16.6.4) and Nuclear Submarine (30.10.6) are stronger
More destructive and realistic land and sea bombardment: Same as air bombing, 1/3 chance of targeting either units, population or buildings in a city
Bombard defense of City Walls, Coastal Fortress, population and city improvements increased by 50%
Price of Coastal Fortress increased to 60 shields, since it is harder to destroy and more important now (Coastal Fortress absorbs all ship bombardment until destroyed, City Walls do the same against artillery fire)
SAM City Defense and fighter planes' chance to intercept aircraft reduced by half. SAM City Defense air attack inreased to compensate
Team Color Discs redrawn. Medium thickness, smoother
Chopping a forest or jungle yields 15 shields (was 10)
Russian Cossacks made slightly stronger (9.5.2)
Welcome screen and several Civilopedia articles cleaned up
Ancient Cavalry is now a normal unit, available for everyone to build
The Statue of Zeus wonder auto-builds the new Spartan unit instead
Guerrillas have been moved to the modern era, with similar but stronger stats (13.9.1)
The old World-War-era Guerrilla unit has been renamed "Partisan" and given new graphics. The stats are still the same (9.6.1). Partisans upgrade to Guerrillas. Both are cheap, strong attackers, and require no resources
Transport and Hovercraft capacity increased to 8 units
Rocket Artillery has increased bombard range (3) and bombard strength (20), but lower fire rate (2)
Paratrooper (now 10.9.1) and Modern Paratrooper (now 14.13.1) had their attack increased by 1. Fixed issue with vanilla Paratroopers having no combat sounds assigned
Civilopedia: All great wonder pages have a link to the full list of wonders and their traits, making it easier to plan for a Golden Age
Viking city names replaced with more historically accurate ones
The vanilla AI rarely builds City Walls or SAM City Defenses. The probability has been increased, and now they will be built a lot more often
AI to AI trading activity reduced. More noticeable on higher difficulty levels
Assimilation rate reduced, and resistance is quelled slower. So it takes a little longer to subjugate newly captured cities
Sorted civilizations alphabetically in the Player Setup screen (when starting a new game)
Sorted units more logically and well organized. Affects the order of units listed in the Military Advisor screen (F3), and the Build menu in cities
Sorted the order of city improvements and wonders better. Affects the Build menu and list of completed improvements in cities
Fixed a bug where the Iroquois could not build Horsemen
Fixed a bug where Princesses could be captured by their own civilization
Visual upgrade for the tech tree: Tech boxes given colored frames. New navigation arrows (see screenshot)
Marines, Paratroopers and their Modern upgrades no longer require Rubber. So even if you lack Rubber, you're not cut off from all offensive units in the modern era
The Automobile tech has been moved, replacing Mass Production
Chinese (now dark orange) and Ottomans (blue green) swapped colors, as it is more historically appropriate for both (uniform colors etc.)
Latest version of the C3X mod (Release 11) integrated
New in version 7.7:
City Screen & Domestic Advisor (F1): Colored bars show nationalities of citizens, emojis show happiness, white icons show specialist professions (see screenshot)
National borders redrawn: Thicker, sharper, clearer
Espionage: Planting a spy is more expensive, but many spy missions are significantly cheaper. Propaganda has a slightly higher chance of success
Democracies are no longer immune to propaganda, they just have the highest resistance against it
Rewritten tables for Resistance, Propaganda Modifier, and Culture Ratio
Technologies have a 20% increased value in trade and negotiations
Regicide / Mass Regicide games: None of the Kings had combat animations or sounds originally, they just stood still when fighting. Fixed. Kings were given +3 Hit Points
Defensive bonus of Fortress increased to 60%, Barricades to 120%
Vikings (now Seafaring & Expansionist) swapped traits with the Spanish (Militaristic & Seafaring)
New in version 7.6:
New unit: Satellite, available with the Satellites tech. ICBM moved to Superconductor
Universal Suffrage has stronger effect and is cheaper to build
Iron Working requires Masonry in addition to Bronze Working, so it is a little harder to achieve early
Every Civilization page in the Civilopedia has added a link to the history of that civilization
Saltpeter is white, not grey. Gems colored pink instead of white
Railroads are darker and look more like railroads
Marsh terrain and irrigations darkened to fit the new graphics scheme better
Red shortcut icon for the expansion included
New in version 7.5:
Major graphics update: Land terrain is more detailed and realistic. Sea is unchanged
Thicker national borders, so the color is easier to see
Team color discs redrawn, to look better and more 3D
Scientific research cost on Mega maps reduced
Optimal City Numbers (OCN) fine tuned
Bug fix for a conflict with the C3X mod (pressing the 'L' key to load units inside a town)
Newest version of C3X mod (release 10B) integrated
New in version 7.4:
Red "End Turn" button that is easier to see
The "Combustion" technology is renamed "Automobile". It makes Rubber available on the map
Newest version of the C3X mod (release 10) integrated
Several minor improvements
New in version 7.3:
New unit cursor: Fire Ring cursor
Spanish Conquistador model swapped for a more military style than the vanilla scout unit
The "Landing Operations" technology (Marines & Paratroopers) is now a little easier to achieve
Bug fix: Ottoman Sipahi were unable to upgrade to Cavalry, this has been fixed
New in version 7.2:
Bombard range of all WW2/modern artillery & warships increased to 2 (Missile Cruiser 3)
Carrier capacity increased to 4, and Supercarrier to 6. Their cost has been lowered
F-15 land bombardment made lethal. Sipahi replaces Cuirassier, not Cavalry. Minor adjustments to 5 other Unique Units
Fascism suffers no loss of population upon switching
The vanilla AI almost never builds Granaries, giving it a disadvantage. Fixed, but needs included C3X mod to work (optional)
On the standard C3X setting, the AI produces 1/6 of its land forces as artillery. This has been reduced to 1/8
Cruiser strength (and cost) reduced a little bit. Fighter bombard strength increased to 12
Improved Civilopedia and welcome screen
New in version 7.0:
AI players now follow 1 of 3 different research strategies (Warrior, Balanced, Builder), rather than the same one
Game time lengthened to 600 turns (4000 BC to 2100 AD)
Mega map size reduced to 220 x 220 tiles to shorten playing time (still 31 civs)
New unit: Atomic Bomb, auto-built by the Manhattan Project
New small wonder: Broadcast Tower
New graphics: Carrier & Self-Propelled Artillery models improved
Some governments (Democracy, Fascism, Republic, Feudalism) adjusted, so the AI makes better late game choices
Simplification: All 10 Spaceship components now cost the same (800 shields each)
Some minor changes to the tech tree in the World Wars era
Newest version (release 8) of the C3X mod integrated with the installation (optional to install)
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NEW UNITS:
* All 15 new units shown
* High visibility red cursor (Fire Ring) seen on the Satellite in Shanghai
* Medium-thick team color discs at the base of every unit
TERRAIN GRAPHICS:
* Terrain graphics are more detailed and realistic
* Red "End Turn" button is easier to see
* Screenshot shows 2560 x 1440 resolution (recommended for large screens)
CITY SCREEN:
* Colored bars show nationalities of citizens * Emojis show happiness * White icons show specialist professions * Works on the Domestic Advisor screen (F1) too
SETUP (with new options):
* New option: Mega map
* More informative descriptions
* Civilizations listed in alphabetical order
* New dificulty levels
REWRITTEN CIVILOPEDIA (examples):
* New Unit pages in a consistent style, with complete info on a single page
* Civilization pages more transparent about all settings for each civ
* Link to the history of the civilization added at the bottom
Excellent mod, does what it sets out to achieve which is to refresh the main game enough to make it interesting but nothing too dramatic to throw the game totally off balance. One suggestion of another thing you could change (which always annoyed me about vanilla Civ3, not this mod specifically!) would be to change Universal Suffrage to a small wonder for all democracies - makes no sense that it should be available to despotism, feudalism, fascism etc, nor that it's limited to one civ!
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