Kestrel18
Chieftain
MOD: Civ3 - Unit-Mania - includes 40+ extra Units
02 May 2002 - Version 0.51 BETA for Civ3 v1.21f now available - see below
THIS IS A BETA VERSION ONLY.
I have had a crack at redesigning my Civ2 - ToT "Original Plus / Unit-Mania" Modpack which adds in a few dozen extra units for Civ III.
My idea is to have a smoother transition of unit upgrades from ancient to modern, not the big staccato leaps that seem to be a feature of Civ III (and were also a feature of Civ II). I also wanted to try to have at least 2 different unique units for each Civ - but I havent yet quite completed that (though I really like the suggestion somebody made of the "Ghurkas" as an elite unit for the Indians)
It also means that with respect to big equipment purchases that are not necessarily upgradeable that you are forced to make uncomfortable decisions - "Should I buy that squadron of Fighters now or wait until my Technology improves a little bit".
The increased number of units won't please eveybody, but I love complexity - the more the better for my tastes. See the attached excel spreadsheet for all the detail on extra units and other misc changes (for example, horsemen now have 3 moves, up from 2, same as cavalry). Additions and Changes in green.
In the meantime, here is a raw list of the new units
 Adv Jet Fighter
 AEGIS Steam Cruiser
 Armor
 Armoured Artillery
 Armoured War Elephant
 Arquebusiers
 Attack Chopper
 Bombard
 Bronze Cannon
 Canoe
 Cargo Ship
 Civil Defense
 Comitatensis
 Conscripts
 Crossbowmen
 Dragoons
 Dreadnaught
 Eastern Knight
 Eastern Horse Archer
 Fire catapult
 Grenadiers
 Guerillas
 Heavy Destroyer
 Horse Archer
 Infantrymen
 Ir. War Party
 Iron Age Archer
 Iron Age Hoplite
 Iron Age Impi
 Iron Age Spearman
 Junk
 Modern Artillery
 Modern Frigate
 Modern Infantry
 Modern Marine
 Monks
 Peasant
 Reservists
 Robotic Armor
 Royal Dreadnaught
 Saracen
 Special Air Services
 Tribesman
 U-Boat
 War Galleon
 War Galley
I have also duplicated some units (e.g Iron Age Impi, Iron Age Spearmen) in order to allow the and/or regarding building certain key units with resources. It seems silly that, if Copper is not available, and your technology includes Iron-Working, and you have access to Iron as a resource that you would not be able to build spearmen equipped with Iron Spear heads.
So too the AEGIS Cruiser. Most shipping only converted from coal to oil in the latter half of the 20th century. It seems reasonable that if there were no regular bulk supply of oil for fuel to be had, that coal could again be substituted for fuel for moden shipping, hence the AEGIS Steam Cruiser.
Although no extra advances have been added in this modpack, Some of the Tech precursors have been aded to See accompanying Tech table for info changes / additions in green for V 0.1 and in blue for V0.20 & V0.21
I have used in most cases the existing graphics / animations where possible for the new intermediate units, except where new animations are available (e.g. Modern Frigate, Crossbowmen, SAS, etc.)
I have also added in two extra strategic resources "Copper " like Harlan and the English Cossack have suggested, as a precursor to Spearmen / Hoplite and to some of the more modern units (Requiring copper wire etc.). and also Hemp a precursor to Ropes, Sails, and so it is a requireemnt for the sailing vessels.
A few other minor changes have been made (see the included 'read-mes' for more info) but otherwise the bulk of the rules are "Standard Civ3".
Apart from these changes I have tried to leave the rest of the Civ 3 rules largely alone, as there are plenty of other modpacks around that seek to redesign / correct / alter certain of the idiosyncracies of Civ 3.
Note that Saved games created with the V0.20 & V0.21 Beta update are incompatible with the new V0.51 Beta.
Enjoy and please feedback problems , comments, suggestions.
28-Feb-2002 - New vers of Modpack made available (posted to Thunderfall) V0.22 corrects a bug which caused abends / crashes when "Mongol Horsemen" were selected, created etc.
10-Mar-2002 - Version 0.30 beta (with extra bug fixes, no longer abending) no longer available.
24-Mar-2002 - Version 0.40 beta (2 extra units, updated / enhanced civilopedia, corrected units_32.pcx,
02-May-2002
Unit-Mania upgraded to Version 0.51
Converted bic to V1.21f format
Added "Saracen" (Flavour unit)
Added "Eastern Knight" (Flavour unit)
Added back in Bison (Buffalo) and Musk_Ox bonus resources from Civ2.
Added in new Strategic resource - Titanium - required for Stealth Aircraft and some spacecraft parts.
Available at http://www.users.bigpond.com/kestrel18/Civ3.htm
02 May 2002 - Version 0.51 BETA for Civ3 v1.21f now available - see below
THIS IS A BETA VERSION ONLY.
I have had a crack at redesigning my Civ2 - ToT "Original Plus / Unit-Mania" Modpack which adds in a few dozen extra units for Civ III.
My idea is to have a smoother transition of unit upgrades from ancient to modern, not the big staccato leaps that seem to be a feature of Civ III (and were also a feature of Civ II). I also wanted to try to have at least 2 different unique units for each Civ - but I havent yet quite completed that (though I really like the suggestion somebody made of the "Ghurkas" as an elite unit for the Indians)
It also means that with respect to big equipment purchases that are not necessarily upgradeable that you are forced to make uncomfortable decisions - "Should I buy that squadron of Fighters now or wait until my Technology improves a little bit".
The increased number of units won't please eveybody, but I love complexity - the more the better for my tastes. See the attached excel spreadsheet for all the detail on extra units and other misc changes (for example, horsemen now have 3 moves, up from 2, same as cavalry). Additions and Changes in green.
In the meantime, here is a raw list of the new units
 Adv Jet Fighter
 AEGIS Steam Cruiser
 Armor
 Armoured Artillery
 Armoured War Elephant
 Arquebusiers
 Attack Chopper
 Bombard
 Bronze Cannon
 Canoe
 Cargo Ship
 Civil Defense
 Comitatensis
 Conscripts
 Crossbowmen
 Dragoons
 Dreadnaught
 Eastern Knight
 Eastern Horse Archer
 Fire catapult
 Grenadiers
 Guerillas
 Heavy Destroyer
 Horse Archer
 Infantrymen
 Ir. War Party
 Iron Age Archer
 Iron Age Hoplite
 Iron Age Impi
 Iron Age Spearman
 Junk
 Modern Artillery
 Modern Frigate
 Modern Infantry
 Modern Marine
 Monks
 Peasant
 Reservists
 Robotic Armor
 Royal Dreadnaught
 Saracen
 Special Air Services
 Tribesman
 U-Boat
 War Galleon
 War Galley
I have also duplicated some units (e.g Iron Age Impi, Iron Age Spearmen) in order to allow the and/or regarding building certain key units with resources. It seems silly that, if Copper is not available, and your technology includes Iron-Working, and you have access to Iron as a resource that you would not be able to build spearmen equipped with Iron Spear heads.
So too the AEGIS Cruiser. Most shipping only converted from coal to oil in the latter half of the 20th century. It seems reasonable that if there were no regular bulk supply of oil for fuel to be had, that coal could again be substituted for fuel for moden shipping, hence the AEGIS Steam Cruiser.
Although no extra advances have been added in this modpack, Some of the Tech precursors have been aded to See accompanying Tech table for info changes / additions in green for V 0.1 and in blue for V0.20 & V0.21
I have used in most cases the existing graphics / animations where possible for the new intermediate units, except where new animations are available (e.g. Modern Frigate, Crossbowmen, SAS, etc.)
I have also added in two extra strategic resources "Copper " like Harlan and the English Cossack have suggested, as a precursor to Spearmen / Hoplite and to some of the more modern units (Requiring copper wire etc.). and also Hemp a precursor to Ropes, Sails, and so it is a requireemnt for the sailing vessels.
A few other minor changes have been made (see the included 'read-mes' for more info) but otherwise the bulk of the rules are "Standard Civ3".
Apart from these changes I have tried to leave the rest of the Civ 3 rules largely alone, as there are plenty of other modpacks around that seek to redesign / correct / alter certain of the idiosyncracies of Civ 3.
Note that Saved games created with the V0.20 & V0.21 Beta update are incompatible with the new V0.51 Beta.
Enjoy and please feedback problems , comments, suggestions.
28-Feb-2002 - New vers of Modpack made available (posted to Thunderfall) V0.22 corrects a bug which caused abends / crashes when "Mongol Horsemen" were selected, created etc.
10-Mar-2002 - Version 0.30 beta (with extra bug fixes, no longer abending) no longer available.
24-Mar-2002 - Version 0.40 beta (2 extra units, updated / enhanced civilopedia, corrected units_32.pcx,
02-May-2002
Unit-Mania upgraded to Version 0.51
Converted bic to V1.21f format
Added "Saracen" (Flavour unit)
Added "Eastern Knight" (Flavour unit)
Added back in Bison (Buffalo) and Musk_Ox bonus resources from Civ2.
Added in new Strategic resource - Titanium - required for Stealth Aircraft and some spacecraft parts.
Available at http://www.users.bigpond.com/kestrel18/Civ3.htm