Ernia; The Great Collection...

What do you think of the Ernia Mod?

  • It's great, I love it!

    Votes: 4 33.3%
  • It's decent.

    Votes: 4 33.3%
  • Hmmm....

    Votes: 3 25.0%
  • Delete!

    Votes: 1 8.3%

  • Total voters
    12

neorowen

The Newest of the Rowens
Joined
Jan 16, 2003
Messages
93
Location
Baltimore, MD
I looked over the civfanatic and after 3+ weeks of work I have created Ernia for both single and multiplayer PTW gamers.

Ernia boosts new civ advances , lots of new improvements, a few new units, more governments, additional resources, a few rule changes, and so much more. Ernia gives CIV III more depth and challenge as well as adding more fun to the game.

Here is the link, try it out and post back here:

Ernia Mod - 45mb

To install the mod, unzip the file into your CIV3PTW scenarios directory.

Please keep in mind this mod still in development and is missing some minor bells and whistles (mostly just pedia descriptions), but it is fully functional. WARNING!!! This new version of Ernia is not compatable with prior versions and once installed will make older Ernia saved games unplayable

Newest Update 06/10/03 : All sorts of new stuff added
ernia.jpg
 
Resources:

Stone - Required for walls, fortresses, outposts, the great wall, the pyramids, and the winter
palace. Available w/ Masonry
Cotton - Bonus Resource
Coffee - Luxury, Required for Starbucks
Herbs - Bonus Resource
Quartz - Required for most computerized units and improvements. Avaible w/ electronics
Crabs - Bonus resource, like fish
Sugar - Luxury
Tea - Luxury, Required for Starbucks


Citizens:

Scientists - Produces 2
Tax Collector - Produces 2


Civilization Advances:

Map Making - Allows right of passage agreements. Spices and whales appear on map. Increased Research Time
Philosophy - Allows Military Alliances, Increased Research Time
Amphibious War - Renamed to Amphibious Warfare
arcology - Allows construction of arcology Great Wonder
Astrology - Allows Angkor Wat to be built
Recyling - Increased Research time
Int. Offense - Allows Assualt Mechs
Writing - Decreased Research Time
Engineering - Increased Research time
Hb Riding - Increased Research time
Music Theory - Increased Research time
Democracy - Increased Research time
Free Artistry - Increased Research time
Espionage - Increased Research time
Electricity - Increased Research time
Medicine - Increased Research time
Steel - Increased Research time
Miniaturization - Increased Research time
Fundamentalism - Allows Fundamentalist government and crusader unit
Guild System - Allows U. Monarchy
A.I. - Allows AI Node
Martial Arts - Required for Military Tradition


Governments:

Enviromentalism - Available with Recycling
Fundamentalist - Available with Fundamentalism
Democracy - Worker rate changed to 200%
U. Monarachy - Available with Guild System


Improvements:

Temples - slightly cheaper to build
Courthouses - Give 1 culture per turn
The Pyramids - Resistant to Propaganda, Reduces Corruption and requires stone.
Starbucks - Available w/ corporation. Requires coffee, 1 happy face, and a little production.
Arcology - GW That provides an increase in commerce, culture, and production
Angkor Wat - GW Puts a temple in every city
Supreme Court - Puts a courthouse in every city
Park - Provides 1 happy face
Theater - Provides 1 culture and 1 happy face
Winter Palace - Provides an additional capital to be built
Wind Farm - SW Adds an additional power plant, replaces cities current power plant, generates a bit more
production, and an unhappy citizen
Fishery - Generates 1 more food per water square.
World Wide Web - GW Proves additional research and 2 advancements known by other civs. Most be built with
Internet.
Tokyo Tower - SW That simply generates a happy face and a few culture points.
S. Opera House - GW That provides happy faces and culture.
Guild Hall - Available with Guild System, improves production of a city.
The Sphinx - GW that adds a bit of culture
AI Node - Central brain for the AI Links
AI Links - Acts as a automated defence system for ocean, ground, and air.
Double Harbor - Boosts all gains from ocean squares
Aquarium - Adds a happy face and a culture
Winery - SW Requires wine to be in the cities radius, makes happy people and a bit of culture
War Memorial - Reduced War weariness in all cities, requires victorous army
Green Econ - GW Available only to enviromentalist governments.
Natural Fort - Sw Greatly increases city defence


Units:

Settler - Back to costing 1 citizen to build
Pioneer - Horseback settler which can travel 2 and costs 2 citizens to build, upgrades to Colonist
Barbarians - Basic Unit of Barbarians
Raider - Basic unit of Barbarians
Secret Agent - Unmarked foot unit for bombarment
Assault Mech - Robotic Assault Unit
Worker - Had some abilities removed
Keshik - Now ignores movement penalties on hills as well
Crusader - Available with Fundamentalism
Shadow Fighter - Available with Integrated Offence
Submergence - Available with Integrated Offence
Air Transport - Available with Advanced Flight
Rider - Also avaible to Atlatians
Truck - Ground transport unit, comes with combustion
Colonist - Replaces pioneer, comes with motorized transport, has some worker abilities
Horse Archer - Special unit for Atlantians
Submarine - Upgrades to Nuclear Sub now
Callier - Barbarian sea unit
Chin Spearman - Chinese spearman
Halberdier - Europeen spearmen
Rikot - Special sea unit avaible to asian civ's and Atlatians
Dragoon - Horse unit available to mediteranian civs


Rules:

Golden Ages now last 25 turn
Base land units of barbarians changed
Turn Penalty for Drafting has been reduced to 15 (less then killing a person)
Minimum Research time has been reduced to 2 turns
Increased Regent difficulty slightly
+1 on hill production
Bonus foods got an additional +1
Additional Space Ship Parts Requirements; 3 Thrusters, 2 fuelcells, 2 storage, 3 exteriors
No airfields on hills and mountains


Graphics:

New Goody Huts Icons
O X select icons changed o a check mark and an X
Smaller Roads
Mountains are less red
New City Icons
Deserts now have dunes
Winterized Tundra Forests
Dunes in the deserts
Population added to city view
Atlatis Leader Head!


Civilizations:

Atlatians - Representing an old but advanced civ and is white
Barbarians - Have been changed to a neutral grey color


Credits:

Most of my added graphics came from the "Double Your Pleasure" MOD. Some of the concepts and rules
changes as well. Resources graphics mostly came from the Harlan's resource pack.

Also thanks to:
piernik, etain, sween32, labmonkey, thamis, buk, and Grey Fox (If I used your graphic or idea and missed you, please
tell me and I will add you to the list)
 
Did you know that it is in fact illegal to change any of the PTW graphics in any way. You should change that, Thunderfall will delete this if he sees it...
 
Originally posted by Sir John
Did you know that it is in fact illegal to change any of the PTW graphics in any way. You should change that, Thunderfall will delete this if he sees it...

Huh? Since when? Modders have been changing the graphics since CivII. Firaxis has always been supportive of this, as was Microprose.

Marc
 
It is illegal to change what graphics?
 
I've downloaded the mod. Just some things right off the bat:
Why are temples cheaper?
Why do courthouses produce culture?

Directories: You're a little confusing with the way you have the directories in your zip. To make things easier for the person downloading, you might want to try having it as follows:

Scenarios\[Mod Name]\[Art and Text]\[Et Cetera]

Why is there a default map?
I haven't checked the scenario itself yet, but in your post, you've misspelled Archaeology. If you haven't done it yet, you might want to spell check.

I will play the game over the weekend and let you know how it goes.

Marc
 
It's archology, not archaeology. An archology is a self contained city, like a biodome.

Temples are basic structures for your people to practice religion and not much else. Courthouses spread and enforce your civilization's laws, which means your culture is being enforced.

Yes that was a side effect of using winzip, I'm going to be fixing that pretty soon.

Thanks for testing it out!!!
 
Originally posted by neorowen
It's archology, not archaeology


I don't suppose you've a citation for that? I've checked dictionary.com, as well as just a general search, and all I come up with is that it's a misspelling of archaeology.

Marc
 
:hmm: It's not a common word or concept, here's a link:

Dictonary of Difficult words

BTW for those of you who played sim city will remember the archology concept and building since it was one of the greatest things a city could build.

Mostly the idea of an archology thrives in the sci-fi world, since we do not currently have the technology to build such a massive structure. Needless, it is simply an idea that found a home in this mod.
 
Originally posted by Sir John
Did you know that it is in fact illegal to change any of the PTW graphics in any way. You should change that, Thunderfall will delete this if he sees it...

no its not illegal.
 
I thought it was arcology. In SimCity they were called Arcos. They were also in CCTP, and also called Arcologies.
 
Cool, I looked it up and found a better reference then what I had, Arcology it is.
 
Verison .74 is out and available at the link above!

I guess people are busy with school starting back out or something. I can almost hear the crickets chirping in this thread.
 
Actually, a prototype arcology is being built in Arizona.

From an Arcosanti flyer:

"Arcology is a term coined by Paolo Soleri to describe the concept of architecture and ecology working as one integral process to produce new urban habitats. Arcosanti, a project of the nonprofit Cosanti Foundation, is a prototype arcology for 5,000 people, combining compact urban structure with large-scale, solar greenhouses on 10 acres of a 4,000 acre preserve. In the early stages of construction, Arcosanti rises dramatically from basalt cliffs near Cordes Junction, 60 miles north of Phoenix."

I took a tour of it a few years back. It's really worth seeing if you're ever in Arizona.
 

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Actually I go out to Sedona, AZ about once a year so yeah I'll check that out. I had heard about it a long time ago but I never thought it was actually being built.

Thanks!
 
Good mod Neo. Here's a couple of things I noticed:

National History Museum is spelled Museam in all places it appears.
The choice for accepting a deal in diplomacy shows up as "(No Reply)"
 
opps, I'll fix the spelling right away.

Yeah a friend just told me that yesterday, I'm looking into it because it seems to affect all civ's but the romans.

Thanks for the comments, I was begining to wonder if the mod was getting attention at all.

Hey everyone, I'd like to put in different types of goody huts (since they all are supposed to represent different tribes) but I lack the graphics. Attached is what I have so far and I welcome more graphics to add.

gh.jpg
 
Thanks to piernik I now have a leader head for the atlanteans, so expect a new version of the mod ASAP. However it may be held up because I am running out of server space to host the file.

Atlantis Leader Head thread: Link
 
I have really enjoyed this mod. One problem I am having though is with Arcology. No shields are credited to building it consequently it never gets built. Any comments?
 
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