CivArmy s. 1994
Deity
The files are:
http://www.civfanatics.net/uploads7/lastmarch01.zip
http://www.civfanatics.net/uploads7/lastmarch02.zip
http://www.civfanatics.net/uploads7/lastmarch03.zip
http://www.civfanatics.net/uploads7/lastmarch04.zip
http://www.civfanatics.net/uploads7/lastmarch05.zip
Special thanks to StGelven for helped me with texts, icons and ideas.
Attentation: for this first moment the Cave Man arts will be not available, I must finished these arts, I found a lot of problems with the "colors", I'm almost solving it. The CaveMan unit is available, but use the same arts of Warrior unit.
History: This scenario shows a fantasy war of the first Men against Neanderthals. The chosen year was 6.000 b.C , when appeared the seed of the ancient civilizations. Remember: this is a FANTASY scenario, this war never happened, so, some dates are not correct, as the rise of Romans, Egyptians and the date of the die of the Neanderthal race.
Map: Ancient World, with parts of Europe, north of Africa and Middle East. It size is 180x180 and was done by myself.
Civis: Total of 12, 10 of the World of the Men and 02 of the Neanderthals one, using the alliance system of Civ3Conquests. This second race has biggest territory and better units, so 10 x 02 will a good game. The civis are:
01- Neanderthals from North (inhabitants from Europe)
02- Older Brothers (Neanderthals from Middle East)
03- Celts
04- Slavs (represented by Russians)
05- Illyrians (represented by Byzantines)
06- I.L.N.U. or Italian Languages native users (represented by Romans)
07- Proto Germanics (represented by Germans)
08- Mycenians (represented by Greeks)
09- Babylonians
10- Sumerians
11- Hittites
12- Egyptians
Bonuses:
Neanderthals from North Expansionist and Industrious.
Older Brothers Expansionist and Militaristic.
Illyrians Commercial and Industrious.
Celts Religious and Agricultural
Slavs Expansionist and Religious.
Italian L.N.U. Industrious and Militaristic.
Proto Germanics Militaristic and Scientific.
Mycenians Commercial and Seafaring
Hittites Expansionist and Commercial.
Egyptians Industrious and Agricultural
Sumerians Scientific or Agricultural
Babylonians Religious and Scientific.
Favorite and Shunned government:
Neanderthals from North Despotism and Democracy
Older Brothers Despotism and Democracy
Illyrians Republic and Primitive Communism.
Celts Monarchy and Dictatorship.
Slavs Republic and Dictatorship.
Italian L.N.U. Republic and Primitive Communism.
Proto Germanics Despotism and Primitive Communism.
Mycenians Democracy and Despotism.
Hittites Dictatorship and Republic.
Egyptians Monarchy and Democracy.
Sumerians Monarchy and Republic.
Babylonians Dictatorship and Democracy.
Standard Units of this Scenario:
Settler (0.0.1, cost 30, Settling)
Worker (0.0.1, cost 10, Stone Working)
Scout (2.0.0, cost 10, Collecting)
Warrior (1.1.1, cost 10, Hunting)
Axe Man (2.2.1, cost 25, Weapons)
Swordsman (3.2.1, cost 30, Iron Working, need Iron)
Archer (2.1.1, cost 20, Warrior Code)
Spearman (1.2.1, cost 20, Bronze Working, need Copper)
Long Spearman (2.3.1, cost 30, Weapons, need Copper)
Chariot (1.1.2, cost 20, Chariotry, need Horse)
Horseman (2.1.2, cost 30, Horseback Riding, need Horse)
Ancient Cavalry (2.2.3, cost 40, Iron Working, need Horse and Iron)
Catapult (0.0.1 4.1.1, cost 20, Mathematic Application, need Wood)
Trebuchet (0.0.1 - 6.1.1, cost 30, Catapult, need Wood)
Curragh (1.1.2 transport 1 unit, cost 15, Cartography, need Wood)
Galley (1.1.3 transport 2 units, cost 30, Sailing, need Wood)
Army (0.0.1, cost 45, Army Organization)
Unique Units:
Neanderthals from North Cave Man (3.3.1, cost 20, replace Warrior).
Older Brothers Cave Man (3.3.1, cost 20, replace Warrior).
Sumerians Enkidu Warrior (1.2.1, cost 10, replace Warrior)
Mycenians Hoplite (1.3.1, cost 20, replace Spearman, need Copper)
Babylonians Bowman (2.2.1, cost 20, replace Archer)
Italian L.N.U. Legionary (3.3.1, cost 30, replace Swordsman, need Iron)
Celts Gallic Swordsman (3.2.2, cost 40, replace Swordsman, need Iron)
Hittites Three Man Chariot (2.2.2, cost 30, replace Chariot, need Horse)
Egyptians War Chariot (1.1.2, cost 10, replace Chariot, need Horse)
Slavs Slav Cavalry (3.1.2, cost 30, replace Horseman, need Horse)
Proto Germanics German Cavalry (3.2.2, cost 40, replace Horseman, need Horse)
Illyrians Dromon (2.1.3, cost 30, replace Galley, need Wood)
Changes:
Slav Cavalry use Keshik arts (UU of Mongols).
German Cavalry use Ansar Warrior arts (UU of Arabs).
Swordsman is an Oriental unit, so it uses Crusader arts (unit produced when you made the wonder Knights Templar).
Axe Man use Berserk arts (UU of Vikings).
Long Spearman use Numidian Mercenary arts (UU of Catharge).
Eras and Tech Tree:There are 4 eras, The Seed, Birth Era, Rise Times and Civilization.
- Agricultural starts with the Collecting tech
- Military starts with the Hunting tech
- Seafaring starts with the Fishing tech
- Expansionist - starts with the Collecting tech
- Scientific starts with the Oral Communication tech
- Industrious starts with the Stone Working tech
- Commercial starts with the Fishing or Hunting tech
- Religious - starts with the Concept of Danger tech
Natural Resources:
All they are available to the three versions. The arts of Wood and Copper, resources not present in the versions of Civ 3 were made by myself. The bellow numbers represent the increasing in foods, shields and commerce, the tech in parentheses is the tech to get available the resource:
a) The strategic ones are:
Horses 0.0.1 (Animal Domestication)
Wood 0.1.1 (Wood Working)
Copper 0.1.2 (Copper Working)
Iron - 0.2.1 (Iron Working)
b) The Luxuries are:
Wines 1.0.1 (Agriculture)
Furs 0.1.1 (Hunting)
Dyes 0.0.1 (NONE)
Incense 0.0.1 (Fire Working)
Spices 0.0.2 (NONE)
Ivory 0.0.2 (Hunting)
Silks 0.0.3 (NONE)
Gems 0.0.4 (Stone Working)
c) The Bonuses are:
Saltpeter 1.0.2 (Currency)
Whales 1.1.2 (Fishing)
Game 2.0.0 (Hunting)
Fish 2.0.1 (Fishing)
Cattle 2.1.0 (Animal Domestication)
Wheat 2.0.0 (NONE)
Gold 0.0.4 (Bronze Working)
Sugar 1.0.1 (Irrigation)
Oasis 2.0.0 (NONE)
Urban Improvements:
All these improvements are the same of Civ, except House of Arts, drawn by myself, that give +50% luxuries out put.
- Palace (construction)
- Courthouse (code of law)
- Aqueduct (ancient sanitation)
- Barracks (army organization)
- Temple (mysticism)
- House of Arts (house of arts)
- Colosseum (construction)
- Granary (masonry)
- Marketplace (currency)
- Harbor (ship building)
- Library (scientific texts)
- Ancient University (philosophy)
- Walls (stone working)
- Coastal Fortress (sailing)
PS: Neanderthals produce all the improvements of the humans, except Aqueduct, so, their cities could not trespass the size 06.
Great Wonders:
There is the power of the Great Wonders and the tech to get it available. They do not render absolute. If the power was not written, it is because the Wonder has the same power of the currently game.
Unique ones for Humans:
- Pyramids (masonry)
- Ranging Gardens (ceremonial bureau)
- The Colossus (copper working)
- Great Lighthouse (astronomy)
- Great Library (scientific texts)
- The Oracle (polytheism)
- Bison of Altamira (reduces war weariness in all cities - pottery)
- Stonehenge (double research output stone working)
- Maiden Castle (double city defense concept of civilization)
Small Wonders:
There is the power of the Wonders and the tech to get it available. They do not render absolute.
- Centre of Bronze Working (production grows 04 shields bronze working)
- Linear B Tabulate (treasury earns 5% - mathematic application)
- Statue of Zeus (build armies without leader - army organization)
PS: Bison of Altamira, Stonehenge, Maiden Castle, Centre of Bronze Working and Linear B Tabulate were drawn by me.
Version 1.0: This scenario will be available to Conquests.
I hope you enjoy this scenario!
http://www.civfanatics.net/uploads7/lastmarch01.zip
http://www.civfanatics.net/uploads7/lastmarch02.zip
http://www.civfanatics.net/uploads7/lastmarch03.zip
http://www.civfanatics.net/uploads7/lastmarch04.zip
http://www.civfanatics.net/uploads7/lastmarch05.zip
Special thanks to StGelven for helped me with texts, icons and ideas.

Attentation: for this first moment the Cave Man arts will be not available, I must finished these arts, I found a lot of problems with the "colors", I'm almost solving it. The CaveMan unit is available, but use the same arts of Warrior unit.

History: This scenario shows a fantasy war of the first Men against Neanderthals. The chosen year was 6.000 b.C , when appeared the seed of the ancient civilizations. Remember: this is a FANTASY scenario, this war never happened, so, some dates are not correct, as the rise of Romans, Egyptians and the date of the die of the Neanderthal race.
Map: Ancient World, with parts of Europe, north of Africa and Middle East. It size is 180x180 and was done by myself.
Civis: Total of 12, 10 of the World of the Men and 02 of the Neanderthals one, using the alliance system of Civ3Conquests. This second race has biggest territory and better units, so 10 x 02 will a good game. The civis are:
01- Neanderthals from North (inhabitants from Europe)
02- Older Brothers (Neanderthals from Middle East)
03- Celts
04- Slavs (represented by Russians)
05- Illyrians (represented by Byzantines)
06- I.L.N.U. or Italian Languages native users (represented by Romans)
07- Proto Germanics (represented by Germans)
08- Mycenians (represented by Greeks)
09- Babylonians
10- Sumerians
11- Hittites
12- Egyptians
Bonuses:
Neanderthals from North Expansionist and Industrious.
Older Brothers Expansionist and Militaristic.
Illyrians Commercial and Industrious.
Celts Religious and Agricultural
Slavs Expansionist and Religious.
Italian L.N.U. Industrious and Militaristic.
Proto Germanics Militaristic and Scientific.
Mycenians Commercial and Seafaring
Hittites Expansionist and Commercial.
Egyptians Industrious and Agricultural
Sumerians Scientific or Agricultural
Babylonians Religious and Scientific.
Favorite and Shunned government:
Neanderthals from North Despotism and Democracy
Older Brothers Despotism and Democracy
Illyrians Republic and Primitive Communism.
Celts Monarchy and Dictatorship.
Slavs Republic and Dictatorship.
Italian L.N.U. Republic and Primitive Communism.
Proto Germanics Despotism and Primitive Communism.
Mycenians Democracy and Despotism.
Hittites Dictatorship and Republic.
Egyptians Monarchy and Democracy.
Sumerians Monarchy and Republic.
Babylonians Dictatorship and Democracy.
Standard Units of this Scenario:
Settler (0.0.1, cost 30, Settling)
Worker (0.0.1, cost 10, Stone Working)
Scout (2.0.0, cost 10, Collecting)
Warrior (1.1.1, cost 10, Hunting)
Axe Man (2.2.1, cost 25, Weapons)
Swordsman (3.2.1, cost 30, Iron Working, need Iron)
Archer (2.1.1, cost 20, Warrior Code)
Spearman (1.2.1, cost 20, Bronze Working, need Copper)
Long Spearman (2.3.1, cost 30, Weapons, need Copper)
Chariot (1.1.2, cost 20, Chariotry, need Horse)
Horseman (2.1.2, cost 30, Horseback Riding, need Horse)
Ancient Cavalry (2.2.3, cost 40, Iron Working, need Horse and Iron)
Catapult (0.0.1 4.1.1, cost 20, Mathematic Application, need Wood)
Trebuchet (0.0.1 - 6.1.1, cost 30, Catapult, need Wood)
Curragh (1.1.2 transport 1 unit, cost 15, Cartography, need Wood)
Galley (1.1.3 transport 2 units, cost 30, Sailing, need Wood)
Army (0.0.1, cost 45, Army Organization)
Unique Units:
Neanderthals from North Cave Man (3.3.1, cost 20, replace Warrior).
Older Brothers Cave Man (3.3.1, cost 20, replace Warrior).
Sumerians Enkidu Warrior (1.2.1, cost 10, replace Warrior)
Mycenians Hoplite (1.3.1, cost 20, replace Spearman, need Copper)
Babylonians Bowman (2.2.1, cost 20, replace Archer)
Italian L.N.U. Legionary (3.3.1, cost 30, replace Swordsman, need Iron)
Celts Gallic Swordsman (3.2.2, cost 40, replace Swordsman, need Iron)
Hittites Three Man Chariot (2.2.2, cost 30, replace Chariot, need Horse)
Egyptians War Chariot (1.1.2, cost 10, replace Chariot, need Horse)
Slavs Slav Cavalry (3.1.2, cost 30, replace Horseman, need Horse)
Proto Germanics German Cavalry (3.2.2, cost 40, replace Horseman, need Horse)
Illyrians Dromon (2.1.3, cost 30, replace Galley, need Wood)
Changes:
Slav Cavalry use Keshik arts (UU of Mongols).
German Cavalry use Ansar Warrior arts (UU of Arabs).
Swordsman is an Oriental unit, so it uses Crusader arts (unit produced when you made the wonder Knights Templar).
Axe Man use Berserk arts (UU of Vikings).
Long Spearman use Numidian Mercenary arts (UU of Catharge).
Eras and Tech Tree:There are 4 eras, The Seed, Birth Era, Rise Times and Civilization.
- Agricultural starts with the Collecting tech
- Military starts with the Hunting tech
- Seafaring starts with the Fishing tech
- Expansionist - starts with the Collecting tech
- Scientific starts with the Oral Communication tech
- Industrious starts with the Stone Working tech
- Commercial starts with the Fishing or Hunting tech
- Religious - starts with the Concept of Danger tech
Natural Resources:
All they are available to the three versions. The arts of Wood and Copper, resources not present in the versions of Civ 3 were made by myself. The bellow numbers represent the increasing in foods, shields and commerce, the tech in parentheses is the tech to get available the resource:
a) The strategic ones are:
Horses 0.0.1 (Animal Domestication)
Wood 0.1.1 (Wood Working)
Copper 0.1.2 (Copper Working)
Iron - 0.2.1 (Iron Working)
b) The Luxuries are:
Wines 1.0.1 (Agriculture)
Furs 0.1.1 (Hunting)
Dyes 0.0.1 (NONE)
Incense 0.0.1 (Fire Working)
Spices 0.0.2 (NONE)
Ivory 0.0.2 (Hunting)
Silks 0.0.3 (NONE)
Gems 0.0.4 (Stone Working)
c) The Bonuses are:
Saltpeter 1.0.2 (Currency)
Whales 1.1.2 (Fishing)
Game 2.0.0 (Hunting)
Fish 2.0.1 (Fishing)
Cattle 2.1.0 (Animal Domestication)
Wheat 2.0.0 (NONE)
Gold 0.0.4 (Bronze Working)
Sugar 1.0.1 (Irrigation)
Oasis 2.0.0 (NONE)
Urban Improvements:
All these improvements are the same of Civ, except House of Arts, drawn by myself, that give +50% luxuries out put.
- Palace (construction)
- Courthouse (code of law)
- Aqueduct (ancient sanitation)
- Barracks (army organization)
- Temple (mysticism)
- House of Arts (house of arts)
- Colosseum (construction)
- Granary (masonry)
- Marketplace (currency)
- Harbor (ship building)
- Library (scientific texts)
- Ancient University (philosophy)
- Walls (stone working)
- Coastal Fortress (sailing)
PS: Neanderthals produce all the improvements of the humans, except Aqueduct, so, their cities could not trespass the size 06.
Great Wonders:
There is the power of the Great Wonders and the tech to get it available. They do not render absolute. If the power was not written, it is because the Wonder has the same power of the currently game.
Unique ones for Humans:
- Pyramids (masonry)
- Ranging Gardens (ceremonial bureau)
- The Colossus (copper working)
- Great Lighthouse (astronomy)
- Great Library (scientific texts)
- The Oracle (polytheism)
- Bison of Altamira (reduces war weariness in all cities - pottery)
- Stonehenge (double research output stone working)
- Maiden Castle (double city defense concept of civilization)
Small Wonders:
There is the power of the Wonders and the tech to get it available. They do not render absolute.
- Centre of Bronze Working (production grows 04 shields bronze working)
- Linear B Tabulate (treasury earns 5% - mathematic application)
- Statue of Zeus (build armies without leader - army organization)
PS: Bison of Altamira, Stonehenge, Maiden Castle, Centre of Bronze Working and Linear B Tabulate were drawn by me.
Version 1.0: This scenario will be available to Conquests.
I hope you enjoy this scenario!