Blockbuster Scenario: History of the world v1.2

omarshaheen

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Civilization III PTW Expanded: History of the World v1.2 (Industrial to Modern/Future Era)

This is a scenario and modification set for CivIII PTW (and above), it has numerous new units, techs, cities, civs, and tweaks for the rules. The scenario is set on a 250 x 200 sqs World map in the beginning of the Industrial Era, though those who reach the Modern Era will have many surprises, not least of which is more than 30 techs to sift through, and totally new unit concepts that should make this balanced map a joy to play whether for single or multiplayers.

The Concept:
A long title, and a very long development time, actually this is by far the most time consuming scenario that I have ever built for a sequel of my favorite game. It actually took me about a year and a half! Though, of course I worked on it only a third of this period. I’ve been playing Civ. Since its first version (Early 90s) and ever since then new versions never seem to disappoint.
Anyway, when I started I had an idea for a scenario set in the beginning of the Industrial Era and extend into the modern era while having some new units and techs. Well that was my initial intention, yet eventually I ended up making a whole new modification to the game’s rules and techs with 45 new units, 33 new techs, 3 new Improvements, a new government system, and a handful of tweaks to make the AI much more challenging, and you be the judge.


To Install: Download ALL 9 zip files below, and UNZIP All files into the scenarios folder under your Civ III PTW directory, the path for expansion should be as follows:
…\ CIV3PTW\Scenarios\.
Non of your original files will be replaced so you can answer yes to all prompts (they are all related to the new scenario folder).

http://www.civfanatics.net/uploads7/Civ3_Expandedv1.2.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units1.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units2.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units3.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units4.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units5.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units6.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units7.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units8.zip

2- Run Civ3_Expanded.bix:
Then on the toolbar click “scenario” then Play Properties. On the screen that pops up next choose the Player Number that corresponds to the civilization which you would like to play with. Then Click “OK” and choose save as you exit the editor.
3- Run Civilization III PTW and choose Load scenario:
“Civ III PTW Expanded: History of the World v1.2”
Note: Loading and configuring the scenario for the first time takes from 20 to 40 minutes on an Intel PIV 2GHz mobile processor (That’s why you’re advised to save the game before you start playing ). However, once configured the game will take less than 3 minutes a turn for AI moves.

More about this scenario:

The Geopolitical Landscape:
This scenario contains most of the civilizations that shaped the world as we know it today. Each of these civilizations had a peak point some time back in history, to make a world wide scenario interesting and challenging for everybody I combined all the great civilizations which controlled the earth in the beginning of the industrial age. I also included some of the modern world nations such as Brazil, and Australia, in order to make the game more challenging and also to limit the power of some civilizations.
The size of each of these civs vary from 1 city to over 60 cities! but notice that corruption has very limited effect, that's why I decided to increase production cost of ALL units.

General Rules:
I have noticed that the AI tends to use drastic measures which in many cases ruin the game, such as drafting huge number of citizens from cities when defending them, causing huge population losses, thus I simply removed the option of drafting citizens. I also tweaked several game aspects specifically civilization behavior to get AI controlled civs to behave in a manner that would make them more competitive. Of course if you don’t like the new behavior, you can tweak it as you please.

Technologies: You don’t really get to play up till the modern era; actually in effect you’ll be playing in a future era once you discover the original default technologies defined in the game. The Middle ages have one extra technology, the Industrial Era has 9 new technologies and the Modern Era comes with 23 new technologies.
Units: This is the real blockbuster! I’ll leave that as a surprise, so simply load the game and check your civiliopedia’s list to uncover what’s waiting for you with the discovery of new techs. I have to mention though that in order to make the new units more appreciated I changed some of the properties of the original units, basically making them more specialized. For instance, a Carrier has been modified to carry 3 air units only (instead of 4), while a nuclear carrier can carry up to 6 air units, and has a longer range.
Cities: The number of cities is very large, actually it is 512 cities, so you cannot build any more cities (unless of course you raise an enemy city first!), Computer controlled civs. shall not produce any settlers, and shall not attempt to build any more cities (unless a city or more has been lost).



Designer: Omar Shaheen
omarshaheen@yahoo.com
omar.shaheen@memscap.com
 
I am quite sorry, I Fixed the links, it seems that I copied text instead of the actual links.
 
I'm playing it right now. I like what I see, but there are a few inaccurancies that I noticed. I'm not sure if they're by desing or not but I'll point them out anyway.

1)You have the Ukaraine (line from Riga to Odessa going West) as German and it would fit in more with the Russians
2)Indonesia was split between the Dutch (Dutch East Indies), French, and British.
3)Britain should control more of India
4)Egypt was controlled by Britain
5)The US west of the Mississippi at the time was controlled by the French and Spanish.

I've made corrections to my version (minus the US) and could e-mail it to you if you like.

But overall, it looks great and I'm enjoying playing it.
 
Dear Mungman,
I'm glade that you find the scenario enjoyable, hope it will get more engaging as you progress towards the modern age, but that will take some time :),...
You're right about 1,2,3,5, though Egypt was NOT occupied by Britain until 1882. and it was briefly occupied by the french 1798 for three years, other than that, it had remained an ottoman state until the first world war when Britain declared it a British Protectorate. About 1,2,3 and 5 please read below (This was my reply to a similar post in the completed mod packs Theread):

I actually knew the exact date every single American state joined the union, actually, in this regard, the US/Russia are not the only incorrectly configured countries. As a matter of fact this US map could have been more accurate had it been the year 1850, but like all other scenario/game makers, I had to make a tough and tricky trade off between reality and game play, I want to make a balanced scenario, had I opted to a more accurate scenario, you would have had a world that is predominantly Spanish and British... that is also why I had to ignore cessation dates for some areas of the world (pushing them forward or backward) in order to get more strong player in this map. So I hope that you would appreciate these "Mistakes" - Even making mistakes can be tough! - in favor of having more serious AI/Human competitors...
Finally, an important note about cities contingency: You will also find some cities that were traded in between different civs, the purpose of this is to increase the strategic value of cities for different civs, you will generally find that all powerful civ has a certain number of strategically significant cities that are not scattered all over the map. I have noticed that generally civs with large number of cities that are scattered all over the world tend to be much more vulnerable and are more susceptible to attacks.
 
Ok, I thought that that might have been the reason but wasn't sure. Hopefully it won't take me too long to get to the modern area, it looks like it'll be interesting.
 
Everybody...
As a general rule check your civileopedia for any info. related to Units/Techs/Goverments,... You'll find details on benefits as well as description on what it's all about.
This should prove quite helpful in determining what units are capable of doing,.... and what techs/Governments are all about...
 
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