MeteorPunch
#WINNING
This is an epic mod with Random Map and World map versions. The Random Map is currently for 4-12 Civs, while the World Map, which is a modified version of Rhye's 180x180 Map, is for 31 Civs. I like World Maps with real Civs, but they tend to get slow at some point and this one is no exception. I'm still making it though, because someone may like it, and the supercomputers of the future may be able to handle this old game. The Random Map version on the other hand, plays pretty fast.
The Civs are categorized into 4 groups:
Major - The best game play experience. More Units and Wonders
Normal - Normal experience.
Minor - Unplayable. These civs are "extras" for the World Map version.
Allied - Unplayable, resource-based Civs which exist only to help with Alliance Wonders. There are additional Native American Allied Civs on the World Map version.
Major
China
France
Germany
Greece
India
Italy
Japan
Russia
Turkey
United Kingdom
United States
Normal
Egypt
Iran
Iraq
Israel
Korea
Mexico
Peru
Saudi Arabia
Spain
Sudan
Sweden
Tunisia
Minor
Australia
Canada
Ethiopia
Guatemala
Mongolia
Nigeria
South Africa
Thailand
Allied
Austria
Brazil
Haiti
Hungary
Ireland
Netherlands
New Zealand
Philippines
Poland
Portugal
Vietnam
Native American Allied
Apache
Blackfoot
Californian
Cherokee
Cheyenne
Comanche
Delaware
Huron
Iroquois
Mississippian
Osage
Pawnee
Seminole
Sioux
Winnebago
All the Civs are based on modern nations. As the game progresses through time, the inhabitants of that land represent that Civ. For example, here is Iraq's first 3 sub-eras:
There are a few things to note here.
The 4 Tech Eras are divided into 20 different sub-eras with full compliments of units.
Units gradually gain in strength over time, yet within each sub-era exists Civs which can be weak, normal, strong, and "era-powers." For example, many European Civs start off very weak compared to their more advanced Middle-eastern Civs. Ancient Era United Kingdom - weak, Industrial Era - strong, even "era-power" for a time. In the picture above, Sumerians are average strength, while Babylonians and Neo-Assyrians are strong.
It's very rare, but sometimes a Civ can take a dramatic fall in power, causing new units to be weaker than previous
When a Civ is "occupied" by another Civ, they may use that Civ's units, but with downgraded strength. For example, the Ottomans are based out of Turkey, but occupy Iraq and other Middle-eastern nations for a decent time frame.
Civs are not balanced, fairness-wise. This leads to needing a little strategic planning when dealing with certain Civs. You probably don't want to be neighbors with many Mediterranean or Middle-eastern Civs early on, but they may be easier to tackle if you wait a bit. Conversely, taking out a European Civ before the the Middle Ages or worse, Industrial Era, can be necessary. I used culture groups for those examples, but each Civ is different in terms of when and how they are strong.
Most Wonders are Civ-specific. You won't see the Eiffel Tower in China... unless they capture it from France.
If you made a quality reality-based unit, it's likely to be in the game - right now there is just shy of 6000 unit entries in the editor from around 3600 unit folders. Needless to say, there's a lot of cool units with cool abilities, but there's one thing I want to mention here - The Targeting System, known in Conquests as Stealth Attack. Land units are categorized as types, which can be Targeted by other units with an ability tag. Elephant units can "Trample" on melee units. Horse-mounted units can "Flank" footmen. A modern tank can "Lock-On" and Target any land unit. Targeting only works against units with Attack/Defense strength > 0.
This is a very basic rundown of the Target system, minus a few exceptions:
Right now the mod is completely playable, but there is still a lot of testing and tidying up to do. I will add new posts to this thread sporadically.
*everything subject to change*
*Note: Aeon II didn't survive development and is getting skipped*
The Civs are categorized into 4 groups:
Major - The best game play experience. More Units and Wonders
Normal - Normal experience.
Minor - Unplayable. These civs are "extras" for the World Map version.
Allied - Unplayable, resource-based Civs which exist only to help with Alliance Wonders. There are additional Native American Allied Civs on the World Map version.
Major
China
France
Germany
Greece
India
Italy
Japan
Russia
Turkey
United Kingdom
United States
Normal
Egypt
Iran
Iraq
Israel
Korea
Mexico
Peru
Saudi Arabia
Spain
Sudan
Sweden
Tunisia
Minor
Australia
Canada
Ethiopia
Guatemala
Mongolia
Nigeria
South Africa
Thailand
Allied
Austria
Brazil
Haiti
Hungary
Ireland
Netherlands
New Zealand
Philippines
Poland
Portugal
Vietnam
Native American Allied
Apache
Blackfoot
Californian
Cherokee
Cheyenne
Comanche
Delaware
Huron
Iroquois
Mississippian
Osage
Pawnee
Seminole
Sioux
Winnebago
All the Civs are based on modern nations. As the game progresses through time, the inhabitants of that land represent that Civ. For example, here is Iraq's first 3 sub-eras:
There are a few things to note here.
The 4 Tech Eras are divided into 20 different sub-eras with full compliments of units.
Units gradually gain in strength over time, yet within each sub-era exists Civs which can be weak, normal, strong, and "era-powers." For example, many European Civs start off very weak compared to their more advanced Middle-eastern Civs. Ancient Era United Kingdom - weak, Industrial Era - strong, even "era-power" for a time. In the picture above, Sumerians are average strength, while Babylonians and Neo-Assyrians are strong.
It's very rare, but sometimes a Civ can take a dramatic fall in power, causing new units to be weaker than previous
When a Civ is "occupied" by another Civ, they may use that Civ's units, but with downgraded strength. For example, the Ottomans are based out of Turkey, but occupy Iraq and other Middle-eastern nations for a decent time frame.
Civs are not balanced, fairness-wise. This leads to needing a little strategic planning when dealing with certain Civs. You probably don't want to be neighbors with many Mediterranean or Middle-eastern Civs early on, but they may be easier to tackle if you wait a bit. Conversely, taking out a European Civ before the the Middle Ages or worse, Industrial Era, can be necessary. I used culture groups for those examples, but each Civ is different in terms of when and how they are strong.
Most Wonders are Civ-specific. You won't see the Eiffel Tower in China... unless they capture it from France.
If you made a quality reality-based unit, it's likely to be in the game - right now there is just shy of 6000 unit entries in the editor from around 3600 unit folders. Needless to say, there's a lot of cool units with cool abilities, but there's one thing I want to mention here - The Targeting System, known in Conquests as Stealth Attack. Land units are categorized as types, which can be Targeted by other units with an ability tag. Elephant units can "Trample" on melee units. Horse-mounted units can "Flank" footmen. A modern tank can "Lock-On" and Target any land unit. Targeting only works against units with Attack/Defense strength > 0.
This is a very basic rundown of the Target system, minus a few exceptions:
Right now the mod is completely playable, but there is still a lot of testing and tidying up to do. I will add new posts to this thread sporadically.
*everything subject to change*
*Note: Aeon II didn't survive development and is getting skipped*
Spoiler :