[C3C] Earth Fantasy Mod(EFM)

unartis

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Attention!
This mod (EFM) contained basic errors, so I closed it. If you saw fantasy in EFM but didn't enjoy the game because of the bugs, you can give it a try again in EFMII, I completely reworked. You can find more information on the following forum:
Earth Fantasy Mod II(EFMII)
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Earth Fantasy Mod(EFM)

31 species, clans and hordes start on the Earth in Middle Ages. There are Elf, Dark Elf, Orc, Dark-Orc, Dwarf (and Chaos Dwarf), Humans (Knight, Wizard, Dark Wizard, Nomad, and) Hobbit and Undead cultures in GAME.
efm-100-starting.jpg


From version beta 1.40 another form of victory is available, the victory of making the Elixir of Might or Elixir of Power (a content reworking of the Space Race victory)

Earth Fantasy Mod dowloads:

from Google drive:
https://forums.civfanatics.com/resources/earth-fantasy-mod-efm.28250/

Mod information:
1.01 version
Update time: April 19, 2021


Earth Fantasy Mod 1.00

(EFM_Beta_1.40.zip and _Earth_Fantasy_Mod_Beta1.48_patch.zip)

Available: Earth Fantasy Mod 1.01 patch

Maps in this Mod:
Earth Fantasy Mod 1.01.biq(Earth fantasy Beta 1.47.biq)
Earth Fantasy Mod 1.01+civ.biq(Earth fantasy Beta 1.47+civ.biq)
Earth Fantasy Mod 1.01+Eggs_War.biq(Earth fantasy Beta 1.48+Eggs_War.biq)
Earth Fantasy Mod 1.01+Eggs_War_GH.biq(Earth fantasy Beta 1.48 - Eggs_War_GH.biq)
EFM Random Map 1.00.biq(EFM Random Map Beta 1.48.biq)

Folders in this mod:
Earth fantasy
Earth fantasy 1
Earth fantasy 2



This mod was an idea on my part for a fantasy theme that has matured in me for years. I have already used the map on which the mode is based for several modes (Earth mod, Earth Globalism Mod, etc.).
Many of my own ideas for the mod were realized, the flags of the civilizations / species in the mod were made by assembling images found on the Internet. City buildings and resources were also made from images found on the Internet, using most of the images of the developments and the images in the epic game.
I took some of the terrain elements from other ways, such as the look of the jungle (Ancient forest) and the marsch, though I edited the jungle because there was a part I didn’t like.
City officials also got structured, I tried to figure out and create species-specific features. It worked because all species can use features on it, but there are also common officials that are available to everyone.
In this mod, I was also able to use the space competition part, it was replaced by the making of the Elixir of Might, the first idea that would have been the construction of the magic towers did not materialize in the end.
Thanks to all those who helped create the mod. Special thanks to those who are building units for Civilization 3 over the long years. I transferred many units from other fantasy themed mods to this mod because it could no longer be downloaded.
and thanks to everyone else who was involved in creating the animated units, map graphics.

:thumbsup:Special thanks to those who tried to help, fix bugs and test the mod::thumbsup:

@Civinator
@Diversant
@Fortis1
@jlvfr
@Node60
@Ozymandias
@swagalina
@Tigris of Gaul
@tjs282
@Vuldacon
@WildWeazel


...and many unknown developers.


:)There may still be errors in the mode, if anyone finds one, please report it.:)
 
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There are 7 new caracteristic species in the game mod:

SPECIES IN GAME MODE

1) Elves:

The elves are peoples close to nature, forest is their home in Earth Fantasy Game Mod, they do not cut down forests and ancient forests(jungle), but they are able to plant new ones.
have a little magical power (water magic),
They like good and beautiful things. They know the Elf traditions.
they are able to regenerate in enemy territory as soon as they build a source of life miracle.
They start with 30 gold at the beginning of the game.
 

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2) Dark elves:

The dark elves, inhabitants of dense dark forests in Earth Fantasy Game Mod, have strong magical power, know the secret of fire magic.
They have turned from good things to dark things, They know the elf traditions.
Some of its units are able to become invisible from other species and attack in hiding, or they can see the hiding units of other species.
They start with 30 gold at the beginning of the game.
 

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3)Orcs:
Orcs are inhabitants of the wilderness/plains and damned lands in Earth fantasy game mode, they have no magical power.
They start with 30 gold at the beginning of the game.
They Like of battles, and can produce many units cheaply, their units are of average strength, but they are able to catch slaves and loot.
They have some stronger-than-average units, but they can be expensive to buy.
They like bad and dark things.
Orc workers can cut down the tree, but they can't plant new ones (they don't want to), some of their improvements produce a little dirt, dirt, they don't clean it up.
 
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(4A)Dark Orcs:
The dark orcs turned to the demons to confirm their power in Earth fantasy game mode.
Some of their Units are stronger than average, but also more expensive!
They have a strong magical power, they know the secret of fire magic.
They start with 30 gold at the beginning of the game.
 
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(4B)Goblins:

The Goblins are a merchant, a rich race, and the friends of the dark orcs also turned to the demons to strengthen their power in Earth Fantasy Game Mod.
Some of their Units are stronger than average, but also more expensive!
They have a strong magical power, they know the secret of fire magic.
They start with 40 gold at the beginning of the game.
 
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(5A)Dwarves:

The dwarves are the inhabitants of the hills of the mountains and the richest species in Earth Fantasy Game Mod,
only the dwarf workers are able to build a mine and later a minecart railway.
they like good and beautiful things. They know the dwarf traditions.
They have a little magical power, they know the secret of Earth Magic.
They have a strong people, stronger-than-average attack units. They know the dwarf traditions.
They start with 50 gold at the beginning of the game.
 

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(5B)Chaos Dwarves:

The dwarves that have turned from good things to dark things are the chaos dwarves in Earth Fantasy Game Mod.
They have a strong magical power, they know the secret of fire magic.
They have turned from good things to dark things, They know the dwarf traditions of chaos.
They start with 50 gold at the beginning of the game.
 
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(6)Humans:

(6A)Knights:

Knights with strong heavy armor are the most powerful cavalry units in Earth Fantasy Game Mod, they have no magic power.
Their units are not the fastest of the equestrian units due to their heavy armor.
they like good and beautiful things. People and know the knight traditions.
They start with 30 gold at the beginning of the game
 
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(6B)Wizards:

The wizards are the grand masters of white magic in Earth Fantasy Game Mod, have strong magical powers, and know the secret of air magic.
They like good and beautiful things. People and know the wizard traditions.
They start with 30 gold at the beginning of the game.
 
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(6C)Pirates:

The lords of the seas, the builders of the best naval units in Earth Fantasy Game Mod, have no magical power.
Their ships are faster than average ships, and some of their ships can attack without a insignia.
Some of its units can attack from the sea.
They like bad and dark things. People and know the pirate traditions.
They start with 20 gold at the beginning of the game, but are given a naval reconnaissance unit at the beginning of the game.
 
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(6D)Nomadic riders:

Nomadic cavalry are the fastest cavalry units in Earth Fantasy Game Mod, build light cavalry and cavalry reconnaissance units, have no magical powers.
they like good and beautiful things. People and know the nomadic traditions.
They start with 30 gold at the beginning of the game.
 
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(7)Undead:
The undead are the inhabitants of the wilderness and the cursed lands, they can create a large army of once-lived units, some of their units also enrich the mass of the undead from their enemy units in Earth fantasy game mode. Because they have such a rich raw material, their units are cheaper than everyone else, although they are a little weaker than average at first. They have a strong magical power, they know the secret of earth magic.
They like bad and dark things. They know the undead traditions.
They start with 30 gold at the beginning of the game.
 

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This looks interesting, but where is the mod?

That is, is there already available (somewhere!) a zipfile of your mod's .biq and folders, for us to download and play(test)? And if so, where is it?

(I already looked at your Resources page, but did not see this new mod uploaded yet)

Or is this thread only an announcement of your intentions for the mod?
 
Hi tjs282
Thank you for your interest in my mod. :)

I was completely done with the mod, but the mod is in pre-beta state because there are bugs.
I have encountered several errors already.
There were more from the import files(such as units). This mod is not yet provided, for the time being, I tested it to fix the big bugs.
I will upload later.


Annoying mistake of diplomacy screen blackness:sad:, this may be an error in the edited biq file.
 
Hi Ozymandias,

I had some ideas that, implemented here.
New Strategic and Luxury Resources:
Air Mana, Water Mana, Earth Mana, Fire Mana
Clay, Hardwood,(Stone), Golden Apple and New Gems(Amber, Amethyst, Citrine Crystal,Diamond, Emerald, Garnet Crystal, Peridot, Ruby, Sapphire, Topaz), Dragon Thoot and Dragon Scales, Basilisk Scales, Unicorn Horns, etc...


There are strategic resources that are species specific, such as grain and cattle substitute resources.
The elves and dark elves know the elfberry and lembas
The orcs and dark orcs know the orcish thorn( and berry) and orcish bullock
The dwarves and chaos dwarf know the cave porcini and mountain buffalo
The humans(knights, wizards and pirate) know the wheat and cattle
The hobbits know the carrot and pumpkin
The Undeads know the bones and Freshly Buried Tom.

In Mod there are monster/creature factories: :crazyeye::
Dragon cave, griffin nest, harpy nest, eagle nest, centaur hut, gnoll hut, lizardman eggs, little ent plant, etc...

Good and dark things:
Fresh water, mithril, unicorn hair, agaric, cobweb, blood, toad, crow, witch hut.

New Buildings:
Tavern, Smithy, Stable, Pottery Workshop, Armory, three types of castles: Bailey Castle(Clay), Wooden Fortress(hardwood), Stone Castle(stone), Portal Gate, Witch Kitchen( allows you to make multiple potions)and many species specific buildings.

New Wonders and Artifact:
Many Gemstone Rings, Magic Orbs, Magic Books, and Other Fantasy Wonders and Artifact(Cornucopia, Gods Anvil, Gold for Goblins, Great Dwarf Axe, etc...)
 
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A few quick thoughts -
  • Use "Mithril" as a Strategic Resource WITH Shields as well.
  • Perhaps "Marble" not "Stone"
  • Rather than "Orchish Bullocks" some animal inedible to humans ... I'll give the specifics more thought.
  • "Cave Boar" not "Porcini" (although I must say that's a good one :) )
    • Also perhaps simply "Mountain Goats."
  • Maybe "Turnips" not "Carrots" (in the spirit of keeping as much as possible not "garden variety" - pun unintended!
  • Not "Bones" - "Crypts," as in "forgotten ones."
  • Re: Monsters - Go to tom2050's d/l list or the d/l db & check out the gazillions of fantasy monsters he made.
  • Maybe make "unicorns" "enslavable" and - for maybe elves & humans upgradable to ... Oh my, I dont know if there's a "unicorn knight" anywhere ...
... To be continued.
 
Good Ideas :)
-The mithril will be used as a strategic resource in the game mod, stronger armed units will be built on the good side(
the dwarves, elves, good people see it).

-Marble may still be included, but the stone will remain. The stone is an important strategic resource because it is the raw material of catapults, stone castles.
The Cave Porcini is a mushroom, maybe it would be better to rewrite it: Penny bun or Edible Mushroom or Cep,
i don't know which name to use. if you have a cave mushroom, you can make a mushroom plantation
I forgot to describe that, wild boar is in game mod, just like wolves are as a strategic resources.
-Mountains Buffalo=muskox ;),dwarves are another food resource strategic resources.

-I like your idea I rewrite the food of the hobbits, instead of carrots will be Turnips.
I also reedited her picture.


-The bones appear almost everywhere as a ubiquitous source, the raw material of the crypt building. If there are bones, we can build a crypt. The crypt is a kind of granary for the Undead civilizations.

-I will review tom2050's details

-"unicorns" "enslavable" This is also a very good idea :thumbsup:, Unicorn Rider. I found Unicorn Rider(Battle Angel) for game mod.
 
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