El Justo
Deity
Age of Imperialism; 1895-1924, Deluxe Version
for Conquests and/or Complete only
---version 4.0---
Cecil Rhode's spanning the "Cape to Cairo Railway"
Kaiser Wilhelm II of Germany
Version 4.0 19 November 2009
It's 1895 and the colonial powers are entreched all throughout the globe. The major European countries have colonized nearly all of Africa, most of the Caribbean, the Asian Sub-Continent, Indochina, Indonesia, parts of China, and large tracts of the Pacific. The Middle East is controlled by the "Sick Man of Europe" (Ottoman Empire) but is vulnerable and decaying. Mexico and the other Central American nations have weak economies but are definitely growing. La Isla Hispañiola is small but growing as well. The six (6) South American civs are recovering from a bloody century of struggles. However, these positions are entering into a new era of industrializtion and its production and economic advantages. The Boer Republics are bracing for an inevitable showdown with the British in southern Africa. Japan is expanding and looks ready to challenge the Russian Empire in Manchuria. China has been carved up as the world powers have entrenched themselves in several Chinese port cities. The United States seems fully recovered from the disastrous War Between the States. Her industrial capacity is now growing exponentially by the late 19th century. She does not, however, have any overseas possessions to start save for the Hawaiin Islands. France dominates North Africa and her colonial empire also controls Indochina. Great Britain's empire is truly massive. The Commonwealth Nations such as Australia, New Zealand, Canada, and South Africa are under British control. She also dominates the eastern part of Africa. And India is also a huge production center for the British Empire. The German Empire has colonial possessions in West Africa, Southwest Africa, East Africa, and the South Pacific. Parts of Poland, Alsace, and Prussia are also under their control. The Austro-Hungarians lack colonial holdings but are a sturdy and industrious civ and are alligned with Germany (one of only 2 small locked alliances in v4.0). Russia has a huge population base but a weak infrasturcture. The Lowland Countries of Belgium and Holland have a number of colonial holdings (Indonesia & Congo) but lack the teeth to push back against another European war. Spain's empire is in terrible shape (and thus vulnerable) as several rebellions and armed uprisings have weakened her grip on Cuba and the Philippine Islands. Portugal's colonial locations include a few positions in Africa, Goa, and Timor Island. Italy is looking to expand her East African holdings while developing the industrial base at home. The Balcan Nations are surrounded by enemies and look to boot out the Turks once and for all. Scandinavia was not a part of the Scramble for Africa but poses as a determined foe against any possible invaders. Choose your civ wisely and may you shrewdly run your colonial holdings or crush your neighbors and 'steal' their lone VP locale or simply maintain an isolationist foriegn policy and build your empire from within.
Lieutenant Colonel Theodore Roosevelt, First U.S. Volunteer Cavalry Regiment - 1898
Scenario info:
the old version, v3.0:
This version of AoI is vastly different from previous versions. The entire scope has been greatly enhanced. And most importantly, the race for the 'raw materials from the colonies' has been implemented for v3.0 and it introduces a radical departure from the simplistic empire building/land grab tactics associated with most civ3 games. These 'raw materials' are flag units are autproduced by a unique colonial city improvement called 'Colonial Govt Building' (these are all pre-placed for the applicable civs--see below) every thirteen (13) turns. The gist is to ship these units back home, 'secure' them with an existing land unit and send it to your lone Victory Point location (your capital unless you capture another civ's capital). The idea is to maintain a 'merchant fleet' of sorts (transport units) and find ways to ship these flag units from the colonial outposts and back to the mother lands. Gain enough VPs (1 pt for VP occupations and 2 for returning the 'raw materials' units) and you win.
new version, v4.0:
Overall, the primary 'gameplay' additions to v4.0 include a 4th era (1920-1924) and its accompanying units (and buildings/wonders). There are a host of new wonders both small and large throughout all of the eras. And the tech tree got quite an overhaul (additions, more branches, not req'd for advance's). In other words, more choices and/or decisions in terms of gameplay. The original AoI model, the 'raw material' units, and the VP race (stretched out a little more, to get to the 20s) are all essentially the same.
A Note & Image from Mr. Kipling
Civilizations able to operate a colonial empire:
- Great Britain
- France
- Germany
- Lowlands
- Portugal
- Spain
- United States
- Italy
- Japan
- Scandinavia
- Balcan Nations*
- Austria-Hungary*
- Russia*
* do not start with colonial holdings but are afforded many of the overseas builds
the in-game pop-up indicating the safe return of the 'raw materials' unit
A note should be said about the naval aspects of AoI v4.0. The introduction of the 'raw materials' units in v3.0 produced a very exciting side effect for AoI. And that is the enhanced naval activities by the AI and the urgent and prudent necessity of human players to have to construct a good navy. This is the signature of the scenario in that it is essentially a re-enactment of the first real arms race of the 20th century: the race to build a better battleship. Now this isn't simply for defense of your coasts or projection. Instead, it is more a matter of convoy duty and escorting the fleets of transport units that are floating all over the map. As you will see, you will have a variety of different naval builds that will best enable you to both escort your goods heading back home and to counter the threat of hostile neighbors or aggressors. These builds range from small torpedo boats, submarines, cruisers (light, armored, protected, and battlecruisers), and battleships. All of the main civs have the true-to-life historical classes of naval units and for v4.0, many of the mid level civs received flavor non-capital ships. See if you can research the approriate technologies and unlock the ability to win the great naval race of AoI!
USN firing on Spanish fleet in Manila Harbor, 1 May 1898
HMS Dreadnought, launched 1906
Kaiserliche Marine postcard, 1912
-----------------------------------------------------------------------
Core Game Concepts:
Sea and Air trade have been disabled for v4.0 (since v3.0). this was done primarily to reduce turn times. the reduction in turn time from v2.1 to 3.0 is substantial. mid-game turn times from the older versions would creep up to 5-7 minutes. this has been chopped back to 2-3 minutes. turn times for v4.0 remain constant w/ those from v3.0.
now, at the same time, it is highly recommended that you adjust your in-game settings as follows:
- shut off 'show enemy moves'
- shut off 'show friendly moves'
one may ask - how can i see anything that's going on around me? well, you will see plenty and it'll depend primarily on your 'line of sight' around the edges of your territory. be advised that you will indeed be able to see all battles within your line of sight. in other words, shutting off those two (2) features speeds up the turns even more. now turbo-civ is a reality!
a side effect of shutting off trade is the ability to 'isolate' build ques. by this i mean that if you play as Great Britain, you'll only be able to build the regular army British Infantry unit in Great Britain (and Ireland). however, in places like Canada, Australia, and India, you can only build the indigenous infantry types. this feature applies to all colonial units as well. so consider this carefully when choosing which civ to play with.
-----------------------------------------------------------------------
Installation Instructions:
there are three (3) steps needed in order to properly DL the AoI v4.1 files:
1.) move an existing AoI folder (if applicable) to another folder, rename it, OR simply delete it.
2.) DL the large 657MB folder here
once downloaded, extract both files (large folder & biq) to the following directory:
Civilization III/Conquests/Scenarios
*the exact file path differs slightly w/ the Civ3 Complete disc [i think]
Click here to view all of the changes from v4.0 to v4.1
--------Below are the patches for v4.0 and v4.1:--------
for those who have all of them already, you will need the last one, the updated Text folder
DL the replacement image for the Sudwester Military Acad here; your game will crash without it.
DL the fix for the Romfell Armored Car unit - here
here is a sound patch edited by General 666 : unit sounds
get the updated Text folder (fixed Civp links and other stuff) here
--------------------------------------------------------------------------
Startup:
For The Full AoI v4.0 Experience...
to have absolutely have No Barbarians, you must follow these quick and painless steps:
start a regular epic game w/ Conquests, select No Barbarians at startup, generate your map, etc, get to that first turn and then bail. yes, quit w/out saving. now, fire up the AoI biq and you're good to go. strange but the game engine will only not generate Barbarians on the AoI map (and every other mod or scen you play!) with this particular sequence. Virote_Considon brought this to our attention in the summer of 2009.
v4.0 has the no-raze patch included w/ a fool-proof and concise readme. it is HIGHLY recommended that it's used for the maximum gameplay experience. the scenario was designed around its use and any deviations from it are or will be highly unpredictable.
it is strongly advised that before you load AoI v4.0 that you go into the 'Preferences' tab on the civ3c title screen and 'Disable Wonder Initiation Pop-ups' (or something to that effect). you see, the first turn is littered w/ these annoying pop-ups if this feature isn't enabled. once you get to your first turn, simply go back into the 'Preferences' tab while in-game and then re-enable the 'wonder pop-ups' so that you can be apprised of any wonder activities from that point forward.
Flip on the Tutorial Mode if you're interested in an official AoI Walkthrough it has links to many helpful areas of the Civilopedia and helps explain some things you'll want to pay attention to.
additional recommended settings (for ultra fast turn times!):
shut off 'show enemy moves'
shut off 'show friendly moves'
*be advised that game play is not compromised in the least bit w/ these settings. all visible in-game movement on the map will be determined solely by the line of sight of your units.
be sure to enable your audio to hear the custom soundtrack, diplo music, units sounds and more!
Click on 'Civ-Content' after you've finalized the settings and select the AoI v4.0 biq file
--------------------------------------------------------------------------
version 1.0 removed after 1282 DLs!!!
version 2.0 removed after 521 DLs
version 2.1 removed after 6689 DLs
version 3.0 removed after 6711 DLs
1st edition of version 4.0 removed after 75 DLs
for Conquests and/or Complete only
---version 4.0---
Spoiler :
Cecil Rhode's spanning the "Cape to Cairo Railway"
Spoiler :
Kaiser Wilhelm II of Germany
Version 4.0 19 November 2009
It's 1895 and the colonial powers are entreched all throughout the globe. The major European countries have colonized nearly all of Africa, most of the Caribbean, the Asian Sub-Continent, Indochina, Indonesia, parts of China, and large tracts of the Pacific. The Middle East is controlled by the "Sick Man of Europe" (Ottoman Empire) but is vulnerable and decaying. Mexico and the other Central American nations have weak economies but are definitely growing. La Isla Hispañiola is small but growing as well. The six (6) South American civs are recovering from a bloody century of struggles. However, these positions are entering into a new era of industrializtion and its production and economic advantages. The Boer Republics are bracing for an inevitable showdown with the British in southern Africa. Japan is expanding and looks ready to challenge the Russian Empire in Manchuria. China has been carved up as the world powers have entrenched themselves in several Chinese port cities. The United States seems fully recovered from the disastrous War Between the States. Her industrial capacity is now growing exponentially by the late 19th century. She does not, however, have any overseas possessions to start save for the Hawaiin Islands. France dominates North Africa and her colonial empire also controls Indochina. Great Britain's empire is truly massive. The Commonwealth Nations such as Australia, New Zealand, Canada, and South Africa are under British control. She also dominates the eastern part of Africa. And India is also a huge production center for the British Empire. The German Empire has colonial possessions in West Africa, Southwest Africa, East Africa, and the South Pacific. Parts of Poland, Alsace, and Prussia are also under their control. The Austro-Hungarians lack colonial holdings but are a sturdy and industrious civ and are alligned with Germany (one of only 2 small locked alliances in v4.0). Russia has a huge population base but a weak infrasturcture. The Lowland Countries of Belgium and Holland have a number of colonial holdings (Indonesia & Congo) but lack the teeth to push back against another European war. Spain's empire is in terrible shape (and thus vulnerable) as several rebellions and armed uprisings have weakened her grip on Cuba and the Philippine Islands. Portugal's colonial locations include a few positions in Africa, Goa, and Timor Island. Italy is looking to expand her East African holdings while developing the industrial base at home. The Balcan Nations are surrounded by enemies and look to boot out the Turks once and for all. Scandinavia was not a part of the Scramble for Africa but poses as a determined foe against any possible invaders. Choose your civ wisely and may you shrewdly run your colonial holdings or crush your neighbors and 'steal' their lone VP locale or simply maintain an isolationist foriegn policy and build your empire from within.
Spoiler :
Lieutenant Colonel Theodore Roosevelt, First U.S. Volunteer Cavalry Regiment - 1898
Scenario info:
the old version, v3.0:
This version of AoI is vastly different from previous versions. The entire scope has been greatly enhanced. And most importantly, the race for the 'raw materials from the colonies' has been implemented for v3.0 and it introduces a radical departure from the simplistic empire building/land grab tactics associated with most civ3 games. These 'raw materials' are flag units are autproduced by a unique colonial city improvement called 'Colonial Govt Building' (these are all pre-placed for the applicable civs--see below) every thirteen (13) turns. The gist is to ship these units back home, 'secure' them with an existing land unit and send it to your lone Victory Point location (your capital unless you capture another civ's capital). The idea is to maintain a 'merchant fleet' of sorts (transport units) and find ways to ship these flag units from the colonial outposts and back to the mother lands. Gain enough VPs (1 pt for VP occupations and 2 for returning the 'raw materials' units) and you win.
new version, v4.0:
Overall, the primary 'gameplay' additions to v4.0 include a 4th era (1920-1924) and its accompanying units (and buildings/wonders). There are a host of new wonders both small and large throughout all of the eras. And the tech tree got quite an overhaul (additions, more branches, not req'd for advance's). In other words, more choices and/or decisions in terms of gameplay. The original AoI model, the 'raw material' units, and the VP race (stretched out a little more, to get to the 20s) are all essentially the same.
Spoiler :
Take up the White Man's burden--
Send forth the best ye breed--
Go bind your sons to exile
To serve your captives' need;
To wait in heavy harness,
On fluttered folk and wild--
Your new-caught, sullen peoples,
Half-devil and half-child.
Take up the White Man's burden--
In patience to abide,
To veil the threat of terror
And check the show of pride;
By open speech and simple,
An hundred times made plain
To seek another's profit,
And work another's gain.
Take up the White Man's burden--
The savage wars of peace--
Fill full the mouth of Famine
And bid the sickness cease;
And when your goal is nearest
The end for others sought,
Watch sloth and heathen Folly
Bring all your hopes to nought.
Take up the White Man's burden--
No tawdry rule of kings,
But toil of serf and sweeper--
The tale of common things.
The ports ye shall not enter,
The roads ye shall not tread,
Go mark them with your living,
And mark them with your dead.
Take up the White Man's burden--
And reap his old reward:
The blame of those ye better,
The hate of those ye guard--
The cry of hosts ye humour
(Ah, slowly!) toward the light:--
"Why brought he us from bondage,
Our loved Egyptian night?"
Take up the White Man's burden--
Ye dare not stoop to less--
Nor call too loud on Freedom
To cloke your weariness;
By all ye cry or whisper,
By all ye leave or do,
The silent, sullen peoples
Shall weigh your gods and you.
Take up the White Man's burden--
Have done with childish days--
The lightly proferred laurel,
The easy, ungrudged praise.
Comes now, to search your manhood
Through all the thankless years
Cold, edged with dear-bought wisdom,
The judgment of your peers!
Rudyard Kipling, 1899
Send forth the best ye breed--
Go bind your sons to exile
To serve your captives' need;
To wait in heavy harness,
On fluttered folk and wild--
Your new-caught, sullen peoples,
Half-devil and half-child.
Take up the White Man's burden--
In patience to abide,
To veil the threat of terror
And check the show of pride;
By open speech and simple,
An hundred times made plain
To seek another's profit,
And work another's gain.
Take up the White Man's burden--
The savage wars of peace--
Fill full the mouth of Famine
And bid the sickness cease;
And when your goal is nearest
The end for others sought,
Watch sloth and heathen Folly
Bring all your hopes to nought.
Take up the White Man's burden--
No tawdry rule of kings,
But toil of serf and sweeper--
The tale of common things.
The ports ye shall not enter,
The roads ye shall not tread,
Go mark them with your living,
And mark them with your dead.
Take up the White Man's burden--
And reap his old reward:
The blame of those ye better,
The hate of those ye guard--
The cry of hosts ye humour
(Ah, slowly!) toward the light:--
"Why brought he us from bondage,
Our loved Egyptian night?"
Take up the White Man's burden--
Ye dare not stoop to less--
Nor call too loud on Freedom
To cloke your weariness;
By all ye cry or whisper,
By all ye leave or do,
The silent, sullen peoples
Shall weigh your gods and you.
Take up the White Man's burden--
Have done with childish days--
The lightly proferred laurel,
The easy, ungrudged praise.
Comes now, to search your manhood
Through all the thankless years
Cold, edged with dear-bought wisdom,
The judgment of your peers!
Rudyard Kipling, 1899
A Note & Image from Mr. Kipling
Spoiler :
Civilizations able to operate a colonial empire:
- Great Britain
- France
- Germany
- Lowlands
- Portugal
- Spain
- United States
- Italy
- Japan
- Scandinavia
- Balcan Nations*
- Austria-Hungary*
- Russia*
* do not start with colonial holdings but are afforded many of the overseas builds
Spoiler :
the in-game pop-up indicating the safe return of the 'raw materials' unit
A note should be said about the naval aspects of AoI v4.0. The introduction of the 'raw materials' units in v3.0 produced a very exciting side effect for AoI. And that is the enhanced naval activities by the AI and the urgent and prudent necessity of human players to have to construct a good navy. This is the signature of the scenario in that it is essentially a re-enactment of the first real arms race of the 20th century: the race to build a better battleship. Now this isn't simply for defense of your coasts or projection. Instead, it is more a matter of convoy duty and escorting the fleets of transport units that are floating all over the map. As you will see, you will have a variety of different naval builds that will best enable you to both escort your goods heading back home and to counter the threat of hostile neighbors or aggressors. These builds range from small torpedo boats, submarines, cruisers (light, armored, protected, and battlecruisers), and battleships. All of the main civs have the true-to-life historical classes of naval units and for v4.0, many of the mid level civs received flavor non-capital ships. See if you can research the approriate technologies and unlock the ability to win the great naval race of AoI!
Spoiler :
USN firing on Spanish fleet in Manila Harbor, 1 May 1898
Spoiler :
HMS Dreadnought, launched 1906
Spoiler :
Kaiserliche Marine postcard, 1912
-----------------------------------------------------------------------
Core Game Concepts:
Sea and Air trade have been disabled for v4.0 (since v3.0). this was done primarily to reduce turn times. the reduction in turn time from v2.1 to 3.0 is substantial. mid-game turn times from the older versions would creep up to 5-7 minutes. this has been chopped back to 2-3 minutes. turn times for v4.0 remain constant w/ those from v3.0.
now, at the same time, it is highly recommended that you adjust your in-game settings as follows:
- shut off 'show enemy moves'
- shut off 'show friendly moves'
one may ask - how can i see anything that's going on around me? well, you will see plenty and it'll depend primarily on your 'line of sight' around the edges of your territory. be advised that you will indeed be able to see all battles within your line of sight. in other words, shutting off those two (2) features speeds up the turns even more. now turbo-civ is a reality!
a side effect of shutting off trade is the ability to 'isolate' build ques. by this i mean that if you play as Great Britain, you'll only be able to build the regular army British Infantry unit in Great Britain (and Ireland). however, in places like Canada, Australia, and India, you can only build the indigenous infantry types. this feature applies to all colonial units as well. so consider this carefully when choosing which civ to play with.
-----------------------------------------------------------------------
Installation Instructions:
there are three (3) steps needed in order to properly DL the AoI v4.1 files:
1.) move an existing AoI folder (if applicable) to another folder, rename it, OR simply delete it.
2.) DL the large 657MB folder here
once downloaded, extract both files (large folder & biq) to the following directory:
Civilization III/Conquests/Scenarios
*the exact file path differs slightly w/ the Civ3 Complete disc [i think]
Click here to view all of the changes from v4.0 to v4.1
--------Below are the patches for v4.0 and v4.1:--------
for those who have all of them already, you will need the last one, the updated Text folder
DL the replacement image for the Sudwester Military Acad here; your game will crash without it.
DL the fix for the Romfell Armored Car unit - here
here is a sound patch edited by General 666 : unit sounds
get the updated Text folder (fixed Civp links and other stuff) here
--------------------------------------------------------------------------
Startup:
For The Full AoI v4.0 Experience...
to have absolutely have No Barbarians, you must follow these quick and painless steps:
start a regular epic game w/ Conquests, select No Barbarians at startup, generate your map, etc, get to that first turn and then bail. yes, quit w/out saving. now, fire up the AoI biq and you're good to go. strange but the game engine will only not generate Barbarians on the AoI map (and every other mod or scen you play!) with this particular sequence. Virote_Considon brought this to our attention in the summer of 2009.
v4.0 has the no-raze patch included w/ a fool-proof and concise readme. it is HIGHLY recommended that it's used for the maximum gameplay experience. the scenario was designed around its use and any deviations from it are or will be highly unpredictable.
it is strongly advised that before you load AoI v4.0 that you go into the 'Preferences' tab on the civ3c title screen and 'Disable Wonder Initiation Pop-ups' (or something to that effect). you see, the first turn is littered w/ these annoying pop-ups if this feature isn't enabled. once you get to your first turn, simply go back into the 'Preferences' tab while in-game and then re-enable the 'wonder pop-ups' so that you can be apprised of any wonder activities from that point forward.
Flip on the Tutorial Mode if you're interested in an official AoI Walkthrough it has links to many helpful areas of the Civilopedia and helps explain some things you'll want to pay attention to.
additional recommended settings (for ultra fast turn times!):
shut off 'show enemy moves'
shut off 'show friendly moves'
*be advised that game play is not compromised in the least bit w/ these settings. all visible in-game movement on the map will be determined solely by the line of sight of your units.
be sure to enable your audio to hear the custom soundtrack, diplo music, units sounds and more!
Click on 'Civ-Content' after you've finalized the settings and select the AoI v4.0 biq file
--------------------------------------------------------------------------
version 1.0 removed after 1282 DLs!!!
version 2.0 removed after 521 DLs
version 2.1 removed after 6689 DLs
version 3.0 removed after 6711 DLs
1st edition of version 4.0 removed after 75 DLs