Civilization III: Worldwide

Tony, this problem with Worldwide isn´t new:
http://forums.civfanatics.com/showpost.php?p=13831358&postcount=613
http://forums.civfanatics.com/showpost.php?p=13351426&postcount=571

A very experienced player of succession games of CCM had a similar problem with my mod. He always got an error message of a very early error that was in one of the first versions of that mod, so this error was corrected many versions before the current version he was playing.

It was a problem of the virtual store in windows. Here a not deleted very old text file containing that error always overwrote the newer corrected textfiles.
 
@ Starryager:

I installed Civ3 Worldwide for the first time last night, on my Win 8.1 box. Not without hiccups though: thinking that it represented the latest version, the first thing I installed was the 'v2.9' .zip in the first post of the thread. However, when I tried to run the .biq, I got the same Sea_Port error you did, and the game exited. This is because the v2.9 .zip is a patch, not the full mod. So are you sure you've got all the files you need?

If not, then since the AtomicGamer link no longer works, you will need to go to the Russian download-site that Node60 points to a couple of pages back, and download the massive (>1.4 GB) .zip file from there, which contains the 'meat' of the mod (v2.7): all the unit-art, textfiles, etc. For my machine/ internet connection (can't remember the specs offhand), downloading that .zip took about 15 minutes, and another 7-8 minutes were needed to extract it. I copied the extracted files from my 'Downloads' folder directly to the mod's installation location 'D:/Games/Civ3/Conquests/Scenarios/Worldwide2.9/'*, retaining the already-installed patched unit- and text-files, rather than replacing them with the earlier versions. Having done that, Worldwide started up without any further file-errors, and I was able to play (as the French) for ~1 hour (I guess around 30-40T: I've researched and traded Writing, and am only a turn or two away from Philo) without running into any problems (I only stopped because it was 2am, and I needed some sleep!).

*EDIT:
  • Per advice here on CFC, when I got my Win8.1 box early last year, I installed Civ3 outside the C:/ProgramFiles/ system-files directory branch, precisely in order to avoid the kind of VirtualStore problems that Civinator refers to above (he posted while I was previewing my post).
@ AnthonyBoscia:

I am frankly in awe. Your attention to detail is amazing, and I suspect that I'm going to be spending a lot of time with this mod (my wife will hate you!), both playing it and studying (/stealing) the improvements to basic Civ3 that you've managed to achieve with it. I'm going to adjust the .biq a little bit further myself, though, specifically to fiddle with the 'No. of Civs per World-size' limits, which have not been (fully) set. Although I presume this was deliberate (to allow players the flexibility to crowd their maps as much as they wished?), for the smaller Map-sizes (which I usually play on, to reduce interturn-times), the player must set a large proportion of the Opponent-slots to 'None' on the setup-screen, otherwise there may not be enough space on the board for all the Civs to immediately build a capital on unclaimed tiles -- especially for those AICivs who fall late/last in the play-order.

As I usually do when (play-)testing, I started a Tiny map (with All-Random geography), and set difficulty at Regent. But I didn't turn off any of the AI-opponents: this resulted in e.g. the Mongols planting their Cap just 2 tiles SW of mine (all 3 of the tiles SW of my Cap stayed under my control), and at least 2 other Civs' Caps visible within (or just beyond) what will be my 1st-ring. And the poor Greeks must have been near or at the bottom of the play-order list, because I'd had enough time to build a couple of Warriors and a Skirmisher, and pop a goody-hut, when their starting Settler appeared, trekking towards one of the last unclaimed tiles on the map -- unfortunately for Alex, the hut spawned barbs, and so he died before he'd even built his first city (and it's quite possible that he wasn't the only one who fell victim in a similar fashion).

Due to the comparatively low difficulty (I usually play at Emp), I've already out-expanded my nearest neighbours (3 cities founded vs. their 1-2) -- and (presumably due to the high no. of Civs on the board), I have both Iron and Horses readily available. Ghenghis will of course be my first victim... :viking: :hammer:
 
Thanks for all of your help. Hopefully this clears up the issues. TJS, I think that the number of civs in a game is fixed if Custom Player Data is selected in the editor, which it is in worldwide. I can't remember, however, what other changes de-selecting Custom Player Data will bring to the mod. It is a pain in the neck to set everybody to NONE, but on the other hand, it does allow the player more freedom to choose how many civs he wants to contend with in any given game. My goal was really to leave it open as much as possible to people's preferences for large, small, crowded, or open maps. So by all means, mod as you will.

It's good to hear that people are still playing the mod because I find it horribly imbalanced and nearly unplayable at this point. The late game in eras 3 and 4 drags on and the player advantages are so overwhelming that there's little to do but build endless stacks of artillery and obliterate everyone. Which I understand can be fun. :cool: But I am looking forward to the new version, which has a leaner and vastly superior tech tree, many more building options, improved unit stats, and prices that scale better. Building late game infrastructure to afford outrageously expensive modern units and upgrades is not going to be optional if you want to compete, and Democracies are going to find that keeping a respectable standing army will be major drain on their glorious tile trade bonuses. Many key concepts are in place but the graphical updates are taking forever (I bit off way more than I can chew and you're going to see why eventually), so I promise to keep posting as things progress.
 
@ Starryager:

I installed Civ3 Worldwide for the first time last night, on my Win 8.1 box. Not without hiccups though: thinking that it represented the latest version, the first thing I installed was the 'v2.9' .zip in the first post of the thread. However, when I tried to run the .biq, I got the same Sea_Port error you did, and the game exited. This is because the v2.9 .zip is a patch, not the full mod. So are you sure you've got all the files you need?

If not, then since the AtomicGamer link no longer works, you will need to go to the Russian download-site that Node60 points to a couple of pages back, and download the massive (>1.4 GB) .zip file from there, which contains the 'meat' of the mod (v2.7): all the unit-art, textfiles, etc. For my machine/ internet connection (can't remember the specs offhand), downloading that .zip took about 15 minutes, and another 7-8 minutes were needed to extract it. I copied the extracted files from my 'Downloads' folder directly to the mod's installation location 'D:/Games/Civ3/Conquests/Scenarios/Worldwide2.9/'*, retaining the already-installed patched unit- and text-files, rather than replacing them with the earlier versions. Having done that, Worldwide started up without any further file-errors, and I was able to play (as the French) for ~1 hour (I guess around 30-40T: I've researched and traded Writing, and am only a turn or two away from Philo) without running into any problems (I only stopped because it was 2am, and I needed some sleep!).

Got it working. Thank you and Anthony for helping resolve this problem. I am going to do a storytelling with this mod now. :)
 
Wanted to say, nice job with the mod, Anthony. It is pretty amazing mod, love all the graphic changes, flavor units and the features that were added. I have never seen such a trade caravan being possible in Civ 3 before. :goodjob:

Few things you should add to your to-do list. I noticed that some of the units animation are really slow. You should make the change to these units to get their animation up to the par with other units animation.

Add few more government choices such as Capitalism, Socialism, Corporatism, Oligarchy, etc. Also, wanted more technologies and era. You think you can add few more eras to push the game into the future and include cyber warfare units?

Just food for thought. :)
 
Thanks and hope you enjoy.

Few things you should add to your to-do list. I noticed that some of the units animation are really slow. You should make the change to these units to get their animation up to the par with other units animation.

Add few more government choices such as Capitalism, Socialism, Corporatism, Oligarchy, etc. Also, wanted more technologies and era. You think you can add few more eras to push the game into the future and include cyber warfare units?

Just food for thought. :)

I am working on a method to address those units. We will see if it works or not.

As for the governments...I am at the point where I am no longer trying to outsmart the AI or trying to find workarounds. We know what traits the AI is designed to pick its government on, so having multiple government options will only benefit the player, and he will rapidly choose the best solution and ignore the rest. Instead, in the new version, the newer government types will clearly be superior, but it will be a question of when to switch. For example, Republic (or Democracy) will still appear in late era 2 (1700s) and have all the bonuses that Democracy normally has in the regular game, such as the trade bonus and low corruption. On the other hand, it will still have high war weariness as well as awful and expensive unit maintenance. So the player's choice will have to be closer to the AI's choice, based on unit cost versus gains in trade. Warmongering as a Democracy will become very difficult and expensive, and happiness is going to be tougher in the industrial era so war weariness should hit earlier. So the player may decide to wrap up his wars rapidly to benefit from a transition to democracy.

Era 4 will extend into the early 21st century/present day. Previously, era 4 was generally finished in 1990s as a nod to Civ 2/Civ 3 in their original form. Futuristic what-if weapons like laser tanks and robots aren't really my thing so I'm not going to get into that. The final units available in the tech tree will be current systems and those under development like PAK FA (called Su-51 in game) or Queen Elizabeth carrier.
 
Well I finished my Tiny crowded-Continents Regent game with a Domination vic, and was duly impressed with the huge stack of units I could have played with -- although I missed out on seeing most of them, due to the game ending in the late Medieval... :p

Only 1 crash with in the game itself, and a 2nd crash after the victory screen, but I've had similar crashes with unmodded games, so such problems are most likely caused by Windows (8.1), rather than the mod -- perhaps something to do with trying to run a 32-bit game on a 64-bit system (compatibility mode for my Civ3 executables is set for WinXP SP3, but I'm not sure that it's working properly).

I noticed the slow unit-animations as well -- particularly for several mediaeval-spear unit-type death animations (saw a lot of those... ;) :hammer: ) -- but figured that was a(nother) problem with my system. The mounted-Archer attack-sound files also sounded glitched (very staccato, but cut-off) -- but that may have resulted from my putting them into an Army and/or sending them up against crossbow-wielding defenders.

As far as my game was concerned, the only major frustration was the (very) late access to the 'Clear wetlands' worker-job: I had a bunch of otherwise prime Marsh- and Jungle-tiles on my Continent, but never got to do anything with them beyond building roads. So blocking Marsh-clearance until the first tier of the Industrial Age seemed a little extreme, to say the least -- maybe move it to the early Mediaeval instead? (AFAIK, the 'water meadows' (i.e. marsh/ floodplain) on which my hometown was built, were originally drained by the Romans back in the very early ADs).

One minor quibble with the mod itself is the tech-tree (F6) screens: while the 'pedia entry for each tech does give the prerequisites and possible future branches, it would be very much more helpful if the tech tree backgrounds showed the progressions (arrows) between the techs (if possible). At the very least, it would be good if the tech-boxes for 'beelined' techs were themselves as nearly adjacent as possible. (If min.-turns to research = 5T, marking a few more techs as 'not required for era-advancement' might also be worthwhile... ;) )

Also, the Attribute- and Wonder-produced units: I like them (a lot!), but the AI doesn't (always) seem to know what to do with them. For example, if the AI builds a Lux-based Attribute within its own capital, it gets no benefit from any Lux-packages generated, since it doesn't 'know' to pick up the package, and take it out of the capital and then back in to get the gold-bonus. Conversely, those idle Lux-packages make a nice little bonus for a successful (human) conqueror...

Similarly, I captured several cities containing Craftsmen which hadn't been upgraded -- not even to Catapults -- despite the zero-gold cost. Is it possible that those AIs with non-upgraded Craftsmen had got the tech for (and built) the required Attribute (Blacksmith's Forge), but not yet acquired the tech needed for Catapults? (Since none of the AICivs had space for more than 2-4 towns each, AI tech-pace was very slow in my game: I was tech-leader from the early medievals, and was doing 5T-techs at SCI% < 50% long before the end of it). That said, I did encounter a few AI-owned bombardment units -- most notably a Turkish Trebuchet(?) whose animation looked ridiculously oversize (nearly tall enough to cover 2 tiles!). Or is it supposed to be a Siege tower...?

And finally, just as in C3C, the Worldwide-AI (still) doesn't know what to do with its (autoproduced) Armies. I captured Beijing from the Dutch, defeating 2 Armies (presumably produced from the 'Terracotta Warriors' wonder: sorry, can't remember the exact name) which had each been loaded with a single (elite-)unit, and then fortified in place. I got another 3 Armies from that Wonder myself: after shipping them (unloaded) over to the second Continent, and filling them with 2-3 units each, the results were predictably slaughtersome.

If Armies are to be included in a mod, and the AI is to be able to use them, I think their basic transport-capacity needs to be limited to a single unit (Pentagon-type SWonders could still add a 2nd unit), with the Army-unit itself providing a hitpoint-bonus (say, +4 HP). While the AI won't get any better at knowing what unit to put into an Army, it might then at least be more inclined to use any Armies it does get against incoming (human) stacks. Obviously this would also seriously nerf human usage of Conquests-Armies, but since they're already OP for the human (but useless to the AI), I don't think that's an unreasonable compromise... ;)
 
Well I finished my Tiny crowded-Continents Regent game with a Domination vic, and was duly impressed with the huge stack of units I could have played with -- although I missed out on seeing most of them, due to the game ending in the late Medieval... :p

Only 1 crash with in the game itself, and a 2nd crash after the victory screen, but I've had similar crashes with unmodded games, so such problems are most likely caused by Windows (8.1), rather than the mod -- perhaps something to do with trying to run a 32-bit game on a 64-bit system (compatibility mode for my Civ3 executables is set for WinXP SP3, but I'm not sure that it's working properly).

I noticed the slow unit-animations as well -- particularly for several mediaeval-spear unit-type death animations (saw a lot of those... ;) :hammer: ) -- but figured that was a(nother) problem with my system. The mounted-Archer attack-sound files also sounded glitched (very staccato, but cut-off) -- but that may have resulted from my putting them into an Army and/or sending them up against crossbow-wielding defenders.

As far as my game was concerned, the only major frustration was the (very) late access to the 'Clear wetlands' worker-job: I had a bunch of otherwise prime Marsh- and Jungle-tiles on my Continent, but never got to do anything with them beyond building roads. So blocking Marsh-clearance until the first tier of the Industrial Age seemed a little extreme, to say the least -- maybe move it to the early Mediaeval instead? (AFAIK, the 'water meadows' (i.e. marsh/ floodplain) on which my hometown was built, were originally drained by the Romans back in the very early ADs).

One minor quibble with the mod itself is the tech-tree (F6) screens: while the 'pedia entry for each tech does give the prerequisites and possible future branches, it would be very much more helpful if the tech tree backgrounds showed the progressions (arrows) between the techs (if possible). At the very least, it would be good if the tech-boxes for 'beelined' techs were themselves as nearly adjacent as possible. (If min.-turns to research = 5T, marking a few more techs as 'not required for era-advancement' might also be worthwhile... ;) )

Also, the Attribute- and Wonder-produced units: I like them (a lot!), but the AI doesn't (always) seem to know what to do with them. For example, if the AI builds a Lux-based Attribute within its own capital, it gets no benefit from any Lux-packages generated, since it doesn't 'know' to pick up the package, and take it out of the capital and then back in to get the gold-bonus. Conversely, those idle Lux-packages make a nice little bonus for a successful (human) conqueror...

Similarly, I captured several cities containing Craftsmen which hadn't been upgraded -- not even to Catapults -- despite the zero-gold cost. Is it possible that those AIs with non-upgraded Craftsmen had got the tech for (and built) the required Attribute (Blacksmith's Forge), but not yet acquired the tech needed for Catapults? (Since none of the AICivs had space for more than 2-4 towns each, AI tech-pace was very slow in my game: I was tech-leader from the early medievals, and was doing 5T-techs at SCI% < 50% long before the end of it). That said, I did encounter a few AI-owned bombardment units -- most notably a Turkish Trebuchet(?) whose animation looked ridiculously oversize (nearly tall enough to cover 2 tiles!). Or is it supposed to be a Siege tower...?

And finally, just as in C3C, the Worldwide-AI (still) doesn't know what to do with its (autoproduced) Armies. I captured Beijing from the Dutch, defeating 2 Armies (presumably produced from the 'Terracotta Warriors' wonder: sorry, can't remember the exact name) which had each been loaded with a single (elite-)unit, and then fortified in place. I got another 3 Armies from that Wonder myself: after shipping them (unloaded) over to the second Continent, and filling them with 2-3 units each, the results were predictably slaughtersome.

If Armies are to be included in a mod, and the AI is to be able to use them, I think their basic transport-capacity needs to be limited to a single unit (Pentagon-type SWonders could still add a 2nd unit), with the Army-unit itself providing a hitpoint-bonus (say, +4 HP). While the AI won't get any better at knowing what unit to put into an Army, it might then at least be more inclined to use any Armies it does get against incoming (human) stacks. Obviously this would also seriously nerf human usage of Conquests-Armies, but since they're already OP for the human (but useless to the AI), I don't think that's an unreasonable compromise... ;)

So apparently we can't multi-reply to comments anymore and the Reply to Thread box is 1/16th of the screen size. Anyway, here are some answers for you, ths.

1. The slow animations are due to the units themselves. This is also the cause of staccato sounds. I'm trying a solution for this, but it probably won't work.

2. Marshes and terrain are going to work differently in the future. None of this is for certain because it all needs to be tested. First off, the mine worker action is going to be changed to a Town improvement. Towns can be built in forests, hills, jungles, etc. Towns will no longer be available for grasslands (and probably plains), which will be able to irrigate from the coast right at the start. The distribution of resources is also being heavily changed. The plan is to have a number of terrains that are off-limits to workers (wheeled flag) until the industrial era. Foot units can still traverse these terrains. Other terrain, like mountains, will no longer be eligible for road-building, just like CCM. My only concern is that supposedly wheeled-restricted terrain can cause crashes when units try to escort wheeled units into ineligible terrain. It's a crash I haven't seen but have heard much about. We'll see what happens.

3. There will probably be arrows in the tech tree in the next release. Not because I want to do it, but because it would be less work to make the arrows than to continuously answer the thread as to why they aren't there. The tech tree has been majorly overhauled; many techs have been slashed out.

4. Luxuries from Attributes are going away. It's one of those things that seemed great in concept but was dull and tedious in reality. I've got an idea on what to do with the 'capture the flag' thing instead.

5. For upgrading and auto-producing, all auto-produced units will now come with the same tech as the building. The Forge is one I specifically wanted to fix. Auto-producing in general has been much reduced, and some items are now a single unit instead of civ-specific. For example, the catapult (now Siege Engine) is auto-produced by the Armory small wonder and soft-upgrades to a medieval siege engine in Era 2. It then upgrades to the Siege Cannon, which is a new unit available with Gunpowder. This then upgrades to civ-specific Demi-cannons in the Renaissance, which are now the first buildable artillery units.

6. Armies are always a problem and this has been addressed many times in the thread. If the AI loads a high movement unit in the Army first, it can't load other units. It can only load a slow unit first, and then higher movement units. There's going to be some changes here too that I haven't settled on yet. Regardless, my philosophy here has always been that the game exists for our entertainment, not the AI's. I will do what I can to even the playing field, but ultimately I won't remove aspects that I like (Armies and bombarding artillery) just because some game company is too cheap to fix gaping holes in their coding.
 
Hi there, my first post. I was wondering if replacing units is possible and how to do it?
I play as Balkans and i wanted to replace Romanian T-72 with Yugoslavian M-84 i downloaded here http://forums.civfanatics.com/downloads.php?do=file&id=22680.
Any help would be appreciated.

Hi Niki,

1. Download gwendoline's M-84 and put it in the Worldwide/Art/Units folder. Unzip the file, and make sure that the folder name has no spaces and that the INI file inside the folder has the exact same name. Name it something like YugoslavM84.

2. Go to the scenario file, Worldwide v2.8.biq, and open it with the Civ III Conquests editor. Find the Romanian T-72 entry under Rules-Edit Rules-Units. In the center is a box that is titled 'Civilopedia Entry'. Change this entry from PRTO_T-72_Wyrm to PRTO_YugoslavM84 or whatever you named your folder. Make sure to save.

3. Go to Worldwide/Text/Pediaicons.txt. Scroll down to the #start units section. Add an entry that looks like this:

#ICON_PRTO_YugoslavM84
art\civilopedia\icons\units\M-84-lg.pcx
art\civilopedia\icons\units\M-84-sm.pcx

and then go to the # Unit animations section and add this entry:

#ANIMNAME_PRTO_YugoslavM84
YugoslavM84

Save.

4. Now you have to take the civilopedia graphics from the unit folder and move them to the Worldwide\art\civilopedia\icons\units folder. Make sure they match exactly the name in the entry (M-84-lg.pcx and M-84-sm.pcx). Double check to make sure there are no spaces. A lot of Gwen's units have spaces in the name which can sometimes cause a disconnect (E.G. M-84 lg).

5. If you want a civilopedia entry, go to Civilopedia.txt and create an entry. The entries are #PRTO_YugoslavM84 and #DESC_PRTO_YugoslavM84. You can look at other entries for guidance here.

6. Start a new game and kill every living thing in sight with your new M84 tanks. Unfortunately, biq changes can not be applied to existing saves.
 
1. The slow animations are due to the units themselves. This is also the cause of staccato sounds. I'm trying a solution for this, but it probably won't work.
Tony, it's been a couple years since I played Worldwide, but are these problem units ones done by Imperator1961? I seem to remember that WW used a few of them. Personally, I've used Imperator's units quite alot in the past and they always need adjustments in order to play at the correct speed and with linked Firaxis sounds to avoid the problems you mentioned.
 
Tony, it's been a couple years since I played Worldwide, but are these problem units ones done by Imperator1961? I seem to remember that WW used a few of them. Personally, I've used Imperator's units quite alot in the past and they always need adjustments in order to play at the correct speed and with linked Firaxis sounds to avoid the problems you mentioned.

Hi Laurana. This is it exactly. What adjustments were you able to make? Do they remove the issues with the sounds as well?
 

The downloads database now links to Node60's download until I can find a more permanent location. Node, thank you for your help and please let me know if this is not OK or if you have to remove the files for any reason. Work is continuing on the new version but it will certainly not be completed in 2016. More to follow.
 
Civilization III: Worldwide




Civ III: Worldwide is an alternate version of the full four-era game. The main purpose of the mod is to provide a more unique experience for individual civs with new units, graphics, and play options. The game is designed to clearly delineate each era and provide a more immersive experience with choices for different play styles. Worldwide has the following features:

24 Unique Civilizations: Each civ has special wonders and technologies available to to it, as well as an almost completely unique unit line. The idea is to make every game seem personalized to that specific civ. Instead of a single unique unit, civs have a number of powerful units at different times of their histories. Many also have special buildings available as well. Thus, each civ has greater options on how to develop its own strategy suited to its strengths.

Over 1400 units: Drawing from Civfanatics' best creators, there is an enormous variety in units to represent all the eras and nations involved. The roster is designed to give you a number of strategic choices without bogging the game down with redundant units. Many units change with the eras, allowing you to immerse yourself in the time period you are in.

City Attributes: Fine tune your cities with these mutually exclusive improvements to get the most out of your civ's assets. Each city can only have one Attribute at a time, and they are available based on resources, governments, technologies, and even individual civs. Will you build stables to gain early access to veteran units, monastaries to increase the spread of knowledge, shipyards to boost naval production, or investment banks to ship needed capital to far-off developing cities?

Global Hegemony: A new victory condition for Worldwide, Hegemony is the struggle to dominate the world by leading in the fields of science, energy, finance, and development. Be the first to discover the secret to renewable energy and launch a successful mission to Mars! Also, victory point scoring is enabled with rewards for science and trade.

Over a hundred new techs: The tech tree has been overhauled to expand your game. The techs are designed to give you a complete experience in 'mini-eras', so you can enjoy the iterations of new units, without sticking you with linear development. This process is also made to reduce the amount of obsolete enemy units. Race to make new units, get a head start on new Attributes, or access one of your own unique wonders!

Overhauled Combat: The early game will be familiar, but things take off from the Medieval to Enlightenment Era, Industrial to Modern, and beyond to the Information Age. No spearmen will be threatening your tanks, as units progress gradually in strength and hit points to dominate the world. Infantry are the heart of your armies, with cavalry more suited to harassment and scouting, and artillery that can smash your enemies with attacks and bombardment. Aircraft can pound your troops and are deadly to naval vessels, while fighters can rebase and perform air superiority in the same turn. Artillery gives you powerful bombard abilities, but the enemy will use it in an aggressive, offensive fashion. Also, there is improved performance in AI Army capabilities and use of aircraft carriers.

Scores of new buildings: There's plenty of new structures with development options, in addition to the Attributes and civ-specific wonders. Some of the traditional wonders have their functions changed as well. The game also features building graphics from some of Civfanatics' best artists!

Worldwide Interface: A brand new look accompanies the game from the main screen to your advisors.

Complete Civilopedia: Trying to decipher a new mod can be an exercise in frustration, so the game includes a new Civpedia covering game concepts, units, attributes and buildings, governements and more.

One victor: Only one civ will reign supreme. Will you be crushed and relegated to the forgotten pages of history, or are you prepared to lead your people to project your influence Worldwide?


Thank you to all who helped over the last year's development, whether you knew it or not. Worldwide has been possible due to the generosity and capabilities of these CivFanatics members:

[Units]: Imperator1961, Sandris, Wyrmshadow, Plotinus, Orthanc, Balou, Bebro, Vinegar Joe, Utah Jazz Numero 7, Ripptide, George Stow, Ares de Borg, H. Balck, Virote Considon, Shiro Kobbure, Swoggy, Gary Childress, CivArmy s. 1994, NavyDawg, Dom Pedro II, aaglo, Micaelus, Quinzy, odintheking, CamJH, embryodead, Bjornlo, Smoking Mirror, TopGun, Colonel Kraken, Boulboulgadol, Kinboat, MoscaTNT, LizardmenRule!, la_dav, 19D, Tom2050.

[Additional Buildings/Wonders]: Kyriakos, Ogedei the Mad, Red Alert, Hikaro Takayama, Yoda Power, Ukas

[Terrain/map/resource graphics]: Rhye, Pounder, Goldfool, Kyriakos, MeteorPunch, Logitech, waya2009

[Leaderheads]: Grandraem, ShiroKobbure, Plotinus

[Additional and unwitting help]: Balthasar, Steph, General 666, Wild Weasel, Civinator, Vuldacon, MeteorPunch, General jcl, Yoda Power, R8XFT, Tom 2050, King Coltrane.

The game may be downloaded here:

Worldwide Download

(Updated 17 MAY 13)

-If you do not have Worldwide on your computer, you can update the full game from the above link.

-If you have the full game already, please upload the attachment (version 2.8) at the end of Post 1 which has the most recent corrections (as of 29 MAR 2014).

-If you are playing the Steam version of Civ 3 - download the attached Labels file and place it in your Worldwide/Text folder. This will replace the regular labels file, which is for disc versions of the game.

To play Worldwide, download the main folder from the link above, and then place it in your C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Scenarios folder (or where ever you keep your Scenario folder), along with the scenario biq file which is in the Worldwide folder. Make sure there is not an additional folder hiding inside the Worldwide folder; you should open it and see an Art and a Text folder. Then start up Civ 3 and access the game from Civ content.

MOST RECENT BIQ ATTACHED 17 MAY 2013
MOST RECENT ADD-ON 29 MAR 2014
 
Great game so far guys I really like it. However there is something that I really need to ask. Is there for you guys to increase the game end turns? It can only be set to 600 turns . I wanted a long modern war but since the game only has 600 turns it cannot be done.
 
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