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Dountela

Chieftain
Joined
Mar 18, 2024
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Civilization III Conquests Plus
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Download Link: https://forums.civfanatics.com/resources/civilization-iii-conquests-plus-finished.31207/

Civilization III Conquest with most of the Conquests Scenarios units, buildings, techs, resources and wonders. Extra PTW WW2 units are also included.
There are [58 new units], [13 new wonders], [16 new building improvments], [63 new techs] and [8 new resources].

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The basic premise of the mod is, that I wanted to add everything that comes packaged with the game.
That means there aren't any custom assets in this mod, this results in a consistent art style and makes every new addition fit together.

I have made a considerable effort to fit everything together and balance it as much as possible.
I have also edited Civilopedia extensively and tried to make sure everything is up to the Vanila game standards.
Finally, I have made some balance changes to some of the units and Civs.
Every change I made and new additions I made is explained on the Civilopedia.
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Civilization III Conquests Plus 2.01 Update
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- 3 new Buildings Improvements added (Codex, Cultural Preservation Bureau and Han school)
- 3 new Wonders added (Temple of the Moon, Temple of the Sun and Palace of the Masks)
- Did some bug fixes, Balance changes and Civilopedia improvements.

All the Conquests scenarios buildings are added now.

Enjoy the Update !

If you have any questions or suggestions please do not hesitate to ask.
 

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  • Middle Ages Tech Tree.png
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  • Industrial Ages American Tech Tree.png
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  • Industrial Ages German Tech Tree.png
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  • Modern Times Tech Tree.png
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Thanks for this! I’m really liking how it’s playing. The ancient age lasts longer because of how many techs are added to that era, making ancient-era units relevant for longer. This is also such a sandbox as far as modifying units - who they available to, how strong they are - with a complete civiliopedia. Thank you so much for all that work.
 
Thanks for this! I’m really liking how it’s playing. The ancient age lasts longer because of how many techs are added to that era, making ancient-era units relevant for longer. This is also such a sandbox as far as modifying units - who they available to, how strong they are - with a complete civiliopedia. Thank you so much for all that work.
Thank you for your kind words, I am glad you like the mod. I have updated the mod and fixed some bugs and balance issues. also added 3 new improvements and 3 new wonders. Check it out.
 
2.02 Hotfix

Fixed the palace not spawning in the capital.
As well as some building balance tweaks.
 
Civilization III Conquests Plus 2.03 Update
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- Fixed the temple of kukulkan, wonder splash crash
- Also did some bug fixes, Balance changes and Civilopedia improvements.
 
Installed and fired this up yesterday afternoon. Std 70% Continents, Emperor level, random-rolled the Inca as my Civ. Started a war against the Greeks very early on over a Goody Hut (forgetting that my Chasqi would give me a GA already, with only one Pop2 town founded *facepalm*), but I killed all the Warriors he sent at me so far, so haven't made peace yet. Thirty turns in, 2nd town up, 2 Grans built and 2 new Settlers about to pop when I had to stop and make dinner, but I will definitely be coming back to this game...

Had a look through the Ancient tech-tree. Very impresive work, integrating (almost!) ;) everything from the Conquests. I just have one little suggestion to make (so far!).

It never made sense to me (in unmodded Civ III) to have Temples available already with Ceremonial Burial (and it doesn't help the AI to have that building available so early either!). And one thing that still seems to be missing from your revised tech-tree is the "Burial Mound" improvement, from the Mesopotamian Conquest (and a few others?). So my suggestion is maybe consider using that building as the most basic Religious building instead*, and rather move the Temple a bit further into the tree (unlocked with e.g. Mysticism)?

*I can't remember the Burial Mound's stats in Mesopotamia, but for this epic mod I'd suggest making it cheap (10-20 shields), +1 Culture, and 0 GPT maintenance, (or maybe 1 GPT if it should also give +1 content face).
 
Installed and fired this up yesterday afternoon. Std 70% Continents, Emperor level, random-rolled the Inca as my Civ. Started a war against the Greeks very early on over a Goody Hut (forgetting that my Chasqi would give me a GA already, with only one Pop2 town founded *facepalm*), but I killed all the Warriors he sent at me so far, so haven't made peace yet. Thirty turns in, 2nd town up, 2 Grans built and 2 new Settlers about to pop when I had to stop and make dinner, but I will definitely be coming back to this game...

Had a look through the Ancient tech-tree. Very impresive work, integrating (almost!) ;) everything from the Conquests. I just have one little suggestion to make (so far!).

It never made sense to me (in unmodded Civ III) to have Temples available already with Ceremonial Burial (and it doesn't help the AI to have that building available so early either!). And one thing that still seems to be missing from your revised tech-tree is the "Burial Mound" improvement, from the Mesopotamian Conquest (and a few others?). So my suggestion is maybe consider using that building as the most basic Religious building instead*, and rather move the Temple a bit further into the tree (unlocked with e.g. Mysticism)?

*I can't remember the Burial Mound's stats in Mesopotamia, but for this epic mod I'd suggest making it cheap (10-20 shields), +1 Culture, and 0 GPT maintenance, (or maybe 1 GPT if it should also give +1 content face).
I am glad you are enjoying it so far. Thank you for your feed back , I will try to implement Burial Mound in the next update. If you any other suggestions please don't hesitate to share.
 
Civilization III Conquests Plus 2.04 Update
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- Added the burial mound
- Made teching faster by adding the philosophy techs, free tech bonus to physics, atomic theory and miniaturization
- Also did some bug fixes, Balance changes and Civilopedia improvements.
 
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