Mercenaries!

Hyreon

Chieftain
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This scenario is MP ready, and includes a civilopedia entry on every relevant detail. I'll give a brief over here so that you at least know what you're getting into, but it's mostly just an abridged version of the civilopedia entries. If you notice any bugs when you play through, please let me know!

Spoiler Tech Trees :

The tribal tech tree, as viewed by the Backclaw mid-way through the game:
tribaltree.png

Mercenary tech tree, as viewed by the Backclaw at the start of the game:
merctree.png

Colonial Tree, as viewed by the Estivas at the start of the game:
colonialtree.png


Spoiler Unit Tree and Combat :


yournewbestfriends.png


Spoiler Mercenaries :

Mercenaries are the bread and butter of just about every faction's army. There are five of them to choose from:

  • Defenders (on tundra) have more defense than offense, which is incredibly rare for this scenario. At high levels they also get bonus HP, making them formidable even offensively.
  • Rangers (on forest) have lethal land bombard. They are incredibly fragile in direct attack and defense.
  • Boarders (on plains) have absolutely incredible offensive capabilities and the ability to run amphibious assault.
  • Assassins (on jungle) have invisibility, and eventually get all terrain as roads and stealth attack.
  • Cavalry (on desert) have higher mobility than most units and have better defense than the other options, especially towards the start.
These mercenaries all feature an upgrade path, allowing you to get any of five versions, most of which are direct upgrades. This is what you will be spending technology on most of this game, especially as a mercenary faction. You'll need both the relevant tech and the relevant resource, but you do not need to be the correct mercenary faction. Everyone can build anything.

Spoiler Rogue Mercenaries :

If you do not have the correct resource to build a unit, that's okay: you can build rogues in their place. They have hidden nationality and are a level behind, but otherwise function exactly the same as the base unit. Having the resource just lets you identify your troops, upgrade your units, and build units one level higher.

Spoiler Hybrid Mercenaries :

Every single pair of units has a hybrid; for example, there exists exactly one assassin-cavalry hybrid, the Robber. These are only accessible to mercenary factions. Hybrid units take some tech and resources to unlock and aren't the strongest of units, but are incredibly cost efficient and allow you to diversify your army. You know, before the game is over.

Spoiler Specialist Units :

Every mercenary branch on the tech tree also unlocks a single specialist unit that fits the playstyle and expands your options. The stealth tree, for example, unlocks hideouts that can transport one unit, but are themselves immobile and must be airdropped from a city. These are invisible, allowing you to turn any unit into an invisible one! They also remain invisible even when spotted, because the game does not reveal who is inside a unit, and can defend the tile. This is the most unique specialist unit; most of them have fairly mundane abilities.

Spoiler Non-Mercenary Units :

The non-mercenary factions can build mercenaries, but they have access to their own units.
  • Both of them have either the recruit or the soldier, a cheap and basic unit.
  • The Formatan Revolutionary's general is their king unit; it has an upgrade path which grants it all the abilities of all the mercenaries, but even better stats than them.
  • The Estivan inquisitor can convert opponents to their side.
  • The Illicio elite has decent all-round stats and a great deal of unique abilities that help them control their territory: zone of control, detect invisible, airdrop, and defensive bombard, to name a few.



Spoiler Factions :

Spoiler Mercenary Factions :

The 5 mercenary factions are the Pirum, the Disciplio, the Archcrafters, the Backclaw and the Siphasi.
  • Start with access (but no progress in) the tribal tree, unlocking basic buildings and functions
  • Start with two techs for their mercenary type, allowing them to quickly unlock the rest
  • Can never* unlock colonial tech
  • Has guns
*It is technically possible, but the AI doesn't and you will basically never want to.
Your best bet is to run the time out and win through score.

Spoiler Foreign Colonists :

The 2 foreign factions are the Estivas and the Illicio.
  • Start with the complete tribal tree
  • Start with no mercenary techs but access to them
  • Has a cheesy teach lead in the colonial era
Everything else about them is different between the two. The Estivas are in a great position to get a cultural victory by researching diplomacy and constructing Diplomatic Commissions. The Illicio are in a great position to get a "space race" victory by researching Monuments and constructing the Cosmic Directive.

Spoiler Revolutionaries :

The 1 revolutionary faction is the Formatan.
  • Start with access to (but no progress in) the tribal tree
  • Start with no mercenary techs but access to them
  • Start with no colonial techs but access to them
  • Start with a unique general unit as your king, rather than a squishy defenseless figurehead
  • Start with fascism, a government that encourages you to burn everything to the ground and helps you to do so
Your best bet is to use your king to kill off all the other kings, because fascism is not great for building a sustainable empire. You can try any strategy thanks to your tech position, but this will make you a jack of all trades and a master of none.



I'd appreciate any feedback you have, and I will reserve some space for when I do fill out all the relevant details.

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Changes:
2/29/2020 9:33 PM: Uploaded files.
3/9/2020 6:40 PM: Added all the relevant details about the scenario to this post. Also released a balance patch:
  • Made sabotaging production cheaper.
  • Renamed buildings that are not identical to base game (barring maintenance).
  • Rebalanced temples ("altars") to cost more but provide more happiness, effectively solving what you get from slaving.
  • Gave Defender V +1/-1 Atk/Def
  • Removed enslave ability from Boarders.
  • Fixed some AI prefs.
  • Renamed the game and search folder.
  • Changed assets used for some units to ensure they were unique.
3/10/2020 12:25 PM: Fixed bugs with the previous release, and made a few changes:
  • Boarder II changed from 6/2 to 6/1.
  • Boarder III changed from 9/3 to 7/2.
  • Boarder IV changed from 12/3 to 10/2.
  • Altars now produce 5 happiness (and display this correctly in the civilopedia).
3/10/2020 6:13 PM: Edited gunpowder mercenary units to reflect new changes.
3/16/2020 3:21 PM: Made changes:
  • Every mercenary faction now gets a unique unit of their mercenary, allowing them to build the most advanced version without the requisite resource.
  • Rogues no longer have a cost penalty of 4 shields, nor do they upgrade to normal mercenaries.
  • Defender III changed from 3/6 to 3/5.
  • Defender IV changed from 4/8+ to 5/6+.
  • Defender V changed from 6/9++ to 7/7++.
  • Inquisitor's 2 movement has been replaced with ATAR.
  • Assassins gain ATAR at level V and stealth attack / 3 defense at level III.
  • Cavalry graphics changed.
5/14/2020 10:45 PM: The civ 3 community is remarkably lucky! My graphics card isn't in great shape, and Civ III is the only game that really works. Not only that, but these problems are occurring right at the start of summer, when I do most of my game design stuff.
  • Illicio win condition now works correctly. Before it wouldn't let you build more than the first monument, because the second monument required that you have the first monument, but it didn't count as a building, so that prerequisite could never be filled.
    • Also replaced the spaceship movie with a less interesting (but slightly more relevant) one.
  • Fixed a bug where mercenary factions couldn't load their own mercenaries onto an army.
  • Added Outposts and Hermes' Lookout. Archives no longer carry the airdrop functionality, because they had too much maintenance and production cost early on.
  • All the National Wonders are now more expensive. They still seem a little cheap! I was able to get half of them by the end of the game. Maybe not, though; it was a weird game where I had no real fighting to do.
  • Did some much-needed changes to propaganda. While it might need a nerf in its current state, you no longer have to click "do propaganda" a billion times to win cities.
    • Propaganda is far more likely to succeed and scales better for large cities, but is also quite expensive.
    • Added more culture ratings, so that weak enough cultural influence can put a complete stop to propaganda efforts, and high cultural influence makes propaganda far, far stronger.
  • Drafting has been changed:
    • Illicio and Estivas both draft Soldiers exclusively.
    • Formatan draft Recruits exclusively.
    • Mercenary factions draft the Commodore. It's a unique settler unit that costs 1 population, has 2/2 stats, and normally costs 40 shields -- but if you draft them, you get them instantly, and free! This additional option is incredibly hard to use very well balanced.
  • Added City Blueprint, allowing you to cut maintenance across the empire on the less used improvements.
  • Shieldbearer has been renamed to Squire (as it doesn't carry a shield), and given 3 defensive bombard instead of 1.
  • Starts in Despotism always. The civilized factions suffer the anarchy as well now.
    • I tried starting everyone in their chosen government; it removed strategic depth of when to go into anarchy, and threw off the balance of power a bit in favor of the mercenaries. Which is more balanced -- but it's not supposed to be :)
  • Removed turn penalty from civilized teams. Maybe that wasn't there at all.
  • Normalized starting units -- mercenary factions get their own flavor at level III, and a rogue at level II, rather than two generic ones at level II and III.
  • Added coastal batteries, a ranged sea unit that is stuck at port. They are quite expensive, and building ships has proven a better defense. These are slotted for more changes in the future.
  • Siphasi and Pirum Cell abilities swapped; though they seem equally good for both, the idea of a priest acting as an undetectable spy is easier to explain than the Pirum being in the same spot.
  • Oracle has been renamed to Grand Temple to fit the monotheistic theme of religious content for this scenario.
  • Elite has been renamed to Paladin to avoid Elite Elites and other such ambiguities.
I can now say that this game is best played with human opponents in acc mode on 80% pangaea, or 60% continents. You have some leeway, of course, but here's the reasoning:
  • Archipelago is massively in favor of the colonists. You might expect it to favor the Pirum with their amphibious crew, but no -- the colonists get two settlers, totally unimpeded by early enemy strikes. That lets them snowball unlike any other faction. I was Illicio. It was very nice.
  • Watery continents can have the same problem. As the Formatan, I was able to wipe out three factions without breaking a sweat, and then play peacefully. As the Formatan. I won score. 60% continents might work at tiny+ or the recommended size, because coast connects the tiles and aggressive commodore expansion across a coast should counter that sort of plan.
  • I don't say that this is better with human opponents because I've played with human opponents; I say that because the AI is dumb, and gets dumber the more interesting strategic decisions I add. The archcraft are a joke because they don't use them as artillery, even when specifically flagged as artillery -- so I flagged them as attackers too. The Pirum were fine -- honestly terrifyingly strong -- but the addition of commodores means they spend all their time building commodores and then using them as defenders. If you want to play this, you will need as many humans as you can get.
  • Accelerated production just reduces the turns to 100, which is better for multiplayer games.
 
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This looks very interesting. I am happy there are still scenario builders in CivIII. CivIII is, in my honest opinion, the best in the Civ-series.
 
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