Enemies of Rome - version 1.29f (no expansions necessary)

king_dean

Warlord
Joined
May 6, 2007
Messages
198
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.
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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
(YOU ONLY NEED TO REDOWNLOAD THE SCENARIO FILE. YOU DO NOT NEED TO DOWNLOAD ANY OTHER FILES FOR THIS UPDATE)

Corrected bug where slaves had names of heroes.
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UPDATE 06/13/2007
(YOU NEED TO REDOWNLOAD SCENARIO, TEXT, AND UNIT FILES. YOU DO NOT NEED TO DOWNLOAD ANY OTHER FILES FOR THIS UPDATE)

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
(YOU NEED TO REDOWNLOAD SCENARIO, TEXT, AND UNIT FILES. YOU DO NOT NEED TO DOWNLOAD ANY OTHER FILES FOR THIS UPDATE)

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
(ONLY TEXT FILE NEEDS TO BE RE-DOWNLOADED FOR THIS UPDATE, NO OTHER FILES)

Changed the picture for Minor Nations on the Foreign Advisor's screen.
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UPDATE 06/03/2007
(ONLY SCENARIO FILE NEEDS TO BE RE-DOWNLOADED FOR THIS UPDATE, NO OTHER FILES)

Redistributed resources on map.
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UPDATE 06/02/2007
(SCENARIO & TEXT FILES NEED TO BE RE-DOWNLOADED FOR THIS UPDATE, NO OTHER FILES)

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
(NO FILES NEED TO BE RE-DOWNLOADED FOR THIS UPDATE. SEE WEBSITE)

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.]
 
I had a look at your website, your attention to historical detail seems well thought out. Anytime a mod offers something different it's good. (forest bad for defense, archers defensive, spearmen offensive, horsemen very expensive - all neat ideas)

Personally, I'm not a fan of big maps, so i probably wont play this mod. Also, there's a lot of cool things you can mod with conquest, but i'm sure there are users that apreciate a vanilla mod.

More people will play your mod if you put all the downloads in one file.

Shouldn't there be more cities on the map? In the map preview it looks like there is only one city for each civ?
 
I had a look at your website, your attention to historical detail seems well thought out. Anytime a mod offers something different it's good. (forest bad for defense, archers defensive, spearmen offensive, horsemen very expensive - all neat ideas)

Personally, I'm not a fan of big maps, so i probably wont play this mod. Also, there's a lot of cool things you can mod with conquest, but i'm sure there are users that apreciate a vanilla mod.

More people will play your mod if you put all the downloads in one file.

Shouldn't there be more cities on the map? In the map preview it looks like there is only one city for each civ?


Yep, this weekend I'm going to lay down all the cities for all the civs, because after playing the scenario I noticed the AI is very stupid in establishing cities. Thanks for the kudos! Take care.
 
Ok, cities have been laid down over the entire map. A lot of great changes have been made. This is one heck of an ancient scenario for vanilla civ 3.
 
The website is a great idea, more people should follow this innovation.

One pretty big issue though, why only Huns and Macedonians in the East? Where are the Illyrians or the various Slav and Baltic tribes?

Thanks for making this.
 
Okay. I added a playable faction called "Minor Nations". Illyrians and several others are now in it.
 
Here's some of the tribes that you can control when you play as "Minor Nations":

Illyrians
Thracians
Scythians
Gethians
Dacians
Dalmatians
Scordisians
Pannonians
Liburnians
Istrians
 
I was test playing as the Persians, and MY GOD! I love the massive AI army aspect. I had one hell of a Persian-Jewish war. Leaders were born, armies were created. The suspense of dozens of units on the battlefield is overjoyful. Awesome!
 
Ok sweet! I am going to have to download this and see what happens...
 
I'm working on a soundtrack now and it should be up for download in the next couple days. It will give a more ancient-Roman feeling.
 
Thanks Hannibal.

I'm stuck right now on the soundtrack. If I replace the MP3 files in the folder, the game plays the songs in super fast-forward, so it sounds like chipmunks. Very odd.

I'm not giving up yet. It's awesome music, so I'm going to keep trying to figure it out.
 
There's a couple of tutorials about. You have to set the music exactly right, otherwise normally the game crashes...

I've noticed that you have Spearmen+Hoplites as offensive units in your scenario. What I'd do instead is to have them Multi-Role units, and have the Swordsmen the offensive units. This is because Hoplites and the such were defensive troops, which was there attacking advantage (there's no offense like defense- if the enemy couldn't break their lines, they'd be skrewed ;))
 
Okay, I've fixed the soundtrack files. The MP3 files need to be 128 KBS / 44100 MHZ.

I'll put the files for download soon...
 
There's a couple of tutorials about. You have to set the music exactly right, otherwise normally the game crashes...

I've noticed that you have Spearmen+Hoplites as offensive units in your scenario. What I'd do instead is to have them Multi-Role units, and have the Swordsmen the offensive units. This is because Hoplites and the such were defensive troops, which was there attacking advantage (there's no offense like defense- if the enemy couldn't break their lines, they'd be skrewed ;))

Hey there Virote_Considon,

True dat! In this scenario, the swordsmen are equally as good on offense as they are on defense except for some of the Germanic versions which have a greater offense to account for their ambush abilities.

I cannot give the spearmen/hoplite units a high defensive rating simply because they were extremely vulnerable on the flanks and the rear. They were extremely slow in rotating direction, and were extremely vulnerable to javelins and arrows. I did increase their defensive rating some a while back.

A pinned unit up against a Phalanx is going to get annihilated by the long spears, which makes the phalanx a devastating offensive unit.

The hoplite can move 1, while the Roman legion can move 2. All of this comes together to demonstrate how the Roman legions exploited the weaknesses of the Greek phalanx. That's the reason why the units are set as they are.

Historically, that's exactly what happened. The Romans simply outlfanked the phalanx formation and butchered them.
 
Just played as the Romans. I invaded "Minor Nations" early in the game in south Italy. Little to my knowledge, they had a pact with the East Germanics. 20 turns later, a domino effect of pacts and alliances turned against me. Before I know it, 5 civilizations are at war against me.

I invaded too soon. I should have created some alliances of my own before invading. I'm restarting the scenario as Romans again.
 
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