ENEMIES OF ROME
Civ 3 version 1.29f (no expansions necessary)
Official Website CLICK HERE
Listen to the Music Soundtrack for EOR Click herehttp://www.emmeland.com/EOR_Soundtrack_mp3.mp3
ATTENTION!!! This is a long epic scenario and will require many hours to complete.Civ 3 version 1.29f (no expansions necessary)
Official Website CLICK HERE
Listen to the Music Soundtrack for EOR Click herehttp://www.emmeland.com/EOR_Soundtrack_mp3.mp3
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!!!!!! It is HIGHLY recommended to increase science spending, and to uncheck "Show Enemy Moves" under Preferences !!!!!!
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UPDATE 06/17/2007
(YOU ONLY NEED TO REDOWNLOAD THE TEXT AND SCENARIO FILE FOR THIS UPDATE. YOU DO NOT NEED TO DOWNLOAD ANY OTHER FILES FOR THIS UPDATE.)
Added another city improvement called "Water Storage". It becomes available with the discovery of pottery, and will allow your town to grow beyond population 4 to size 8. The Water Storage improvement is not necessary if your town sits on a river. If your city has an aqueduct or a palace then it has unlimited growth potential.
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UPDATE 06/17/2007
(YOU ONLY NEED TO REDOWNLOAD THE SCENARIO FILE. YOU DO NOT NEED TO DOWNLOAD ANY OTHER FILES FOR THIS UPDATE)
Took away the "Hurry Up Production" feature for Despotism in an attempt to fix a bug where AI Cities were mysteriously diminishing its population to 1. Hurry Up Production feature is still available for Monarchy and the Republic, but is monetary and does not diminish population.
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UPDATE 06/16/2007
(YOU ONLY NEED TO REDOWNLOAD THE SCENARIO FILE. YOU DO NOT NEED TO DOWNLOAD ANY OTHER FILES FOR THIS UPDATE)
Expanded the borders. Culture conversion completely disabled.
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UPDATE 06/16/2007
(YOU ONLY NEED TO REDOWNLOAD THE SCENARIO FILE. YOU DO NOT NEED TO DOWNLOAD ANY OTHER FILES FOR THIS UPDATE)
Changed population growth requirement from 1 food back to 2 foods.
Added a lot more forest around West Germanic territory.
Adjusted some populations for cities on the map.
Maximum City Population is now 4, unless you have a river or granary which increases it to 8. A palace or aqueduct allows unlimited growth potential.
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UPDATE 06/13/2007
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Corrected bug where slaves had names of heroes.
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UPDATE 06/13/2007
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Slave Master unit has been replaced with a unit simply called Slaves.
Slaves are created by capturing enemy workers or by winning battles with an elite unit.
Slaves can be used to accelerate production in a city.
You can capture slaves before discovering Slavery, but you will need the discovery of Slavery to build a Slave Camp.
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UPDATE 06/12/2007
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Added a new unit called Slave Master.
The Slave Master requires the discovery of Slavery and can accelerate production. Simply move your Slave Master to any city within your empire and he can complete the project under production. Once you use him, he's gone. The Slave Master is extremely expensive to produce. Every nation can build a Slave Master except for Minor Nations.
You can also create a Slave Master by capturing an enemy worker, or by winning a battle with an elite unit.
An Army can by built when you discover Warrior code. An Army will allow you to place up to 3 units in it, and you must have at least 4 cities for each Army. Not all nations are capable of creating an Army.
The price of all units and buildings have been doubled.
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UPDATE 06/09/2007
(ONLY THE SCENARIO AND THE TEXT FILE NEEDS TO BE RE-DOWNLOADED FOR THIS UPDATE, NO OTHER FILES)
Edited the Civilopedia description of Public Baths.
Adjusted the output levels for all terrains and natural resources.
Adjusted civilization colors.
Granary or a river is required to increase population beyond 8, to a maximum of 12.
A Palace or Aqueduct allows unlimited population growth for the city.
The cost to build a new palace has been dramatically increased.
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UPDATE 06/08/2007
(ONLY THE SCENARIO FILE NEEDS TO BE RE-DOWNLOADED FOR THIS UPDATE, NO OTHER FILES)
Fixed the God of War glitch. Cities over population 10 can now build the statue. I had to remove the city defense benefit which the statue provided. Now, it just increases city happiness and decreases the city's war weariness.
Adjusted the AI aggression level for each civilization. This adjustment should reduce the frequency of wars.
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UPDATE 06/07/2007
(ONLY THE SCENARIO AND THE TEXT FILE NEEDS TO BE RE-DOWNLOADED FOR THIS UPDATE, NO OTHER FILES)
These updates were put in place to counter the unhappiness level due to the rapid population growth, and the unhappiness created by slavery.
Polytheism now allows 4 new city improvements (not wonders). I would have created even more Gods and Goddesses, but the tech tree image for Polytheism can only hold up to 4 sub-images.
A statue of the God of War.
Adds 1 happy face. Inceases city defense. Decreases city's war weariness.
A statue of the God of the Sea.
Adds 1 happy face. Increases coastal defense.
A statue of the Goddess of Commerce.
Adds 1 happy face. Increases city tax output by 50%. Reduces corruption.
A statue of the Goddess of Wisdom.
Adds 1 happy face. Increases city research by 50%.
Colosseum greatly increased in cost, but now produces 5 happy citizens.
Temple now creates 2 happy citizens.
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UPDATE 06/06/2007
(ONLY THE SCENARIO FILE NEEDS TO BE RE-DOWNLOADED FOR THIS UPDATE, NO OTHER FILES)
Slave Camp doubles city shield production and increases city luxury and tax output by 50%. However, each camp adds 1 unhappy face in every city throughout your empire. Requires slavery.
Increased cost for buildings and units.
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UPDATE 06/05/2007
(ONLY THE SCENARIO AND THE TEXT FILE NEEDS TO BE RE-DOWNLOADED FOR THIS UPDATE, NO OTHER FILES)
Added a new city improvement called Public Baths. This will add 1 happy face and remove all population pollution for the city. Requires aqueduct.
Added a new city improvement called Slave Camp. This will increase city production by 10 shields, increase city luxury and tax output by 50%. However, each camp adds 1 unhappy face in every city throughout your empire. Requires slavery.
Colosseum now produces 3 happy faces instead of 2. Requires construction and a slave camp.
Each city population now only requires 1 food instead of 2. This will create larger cities.
Increased the population for most cities, but not to the Huns or to Brittania Minor Nations.
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UPDATE 06/03/2007
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Changed the picture for Minor Nations on the Foreign Advisor's screen.
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UPDATE 06/03/2007
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Redistributed resources on map.
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UPDATE 06/02/2007
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Replaced the Civilization Advance of Diplomacy with Diplomacy1 and Diplomacy2. Diplomacy1 is an early stage of diplomacy which all civilizations can easily obtain early in the game. Diplomacy1 allows diplomats, mutual protection pacts, right of passage treaties, and military alliances. Diplomacy2 is an advanced form of diplomacy and will take an extremely long time to reach, especially for the barbarian and less advanced civs. Diplomacy2 allows trade embargoes, over-seas trading, map trading, and communications trading.
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UPDATE 06/02/2007
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An optional music soundtrack is ready for download. Just visit the website for more info.
Listen to the songs right now:
Music Track 1
Music Track 2
Music Track 3
Music Track 4
Music Track 5
Music Track 6
Music Track 7
Music Track 8
Music Track 9
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UPDATE 05/28/2007
(ONLY SCENARIO FILE NEEDS TO BE RE-DOWNLOADED FOR THIS UPDATE, NO OTHER FILES) -
Ocean, Sea, and Coastal zones yield 2 food each now. I took the cultural aspect out of the game. This is purely a political and military strategy scenario now. Temples, Colloseums, etc. still create happy citizens. Adjusted AI thinking a bit. Gave a HUGE bonus to the AI in the number of initial units.
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UPDATE 05/27/2007
(ONLY SCENARIO FILE NEEDS TO BE RE-DOWNLOADED FOR THIS UPDATE, NO OTHER FILES) -
Removed the resource requirement of horses and iron for the Rider unit. This will ensure the AI for Huns and Germanics will produce many of the Rider units towards the end of the game.
Increased Spearman's defense from 1 to 2. Increased Hoplite's defense from 1 to 4.
Removed Samnites and replaced them with MINOR NATIONS. Minor Nations is a playable faction. The Minor nations consist of several Celtic tribes on the Brittania Isle, various Baltic tribes such as the Illyrians, Thracians, Scythians, Dacians, and more... Minor nations has severe limitations such as the inability to produce workers, settlers, and most military units. However, Minor Nations can produce warriors, archers, horsemen, and war galleys. It cannot transport units across water since it is unable to produce the transport galley.
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UPDATE 05/26/2007
(ONLY TEXT & SCENARIO FILE NEEDS TO BE RE-DOWNLOADED FOR THIS UPDATE, NO OTHER FILES)
Added many unplayable Baltic tribes. Gave more archers to Huns at beginning of game. Adjusted attributes for the Hun Bowman. Discovery of Warlord I now allows conscription. Hun Bowman requires Iron Working. Chariots movement reduced from 3 to 2. Chariots can no longer pillage. Corrected the icon glitch for wealth and Colosseum. The price of technology has increased. Corruption has been reduced a bit. Republic and Monarchy can now hurry production by using money instead of using lives. Therefore, currency is now required for Republic and Monarchy.
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UPDATE 05/25/2007
(ONLY SCENARIO FILE NEEDS TO BE RE-DOWNLOADED FOR THIS UPDATE, NO OTHER FILES)
Map is now completely full of cities. Huns can no longer build warriors and swordsmen. Huns now begin game with warrior code and can build archers right away. Remember, archers are defensive units in this game and cannot pillage. It will take many many turns until Huns can build offensive units. This was necessary since Huns begin with such a vast territory. Workers are now EXTREMELY expensive. The more civilized nations begin game with several workers, while the lesser civilized nations begin with little to no workers at all.
[I'm asking the Mods to please delete my previous threads for this scenario in "Completed Mods" section and in this section. I would prefer this thread to be my official thread for this scenario. Thank you.]