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Expanding Civ3: a Theov Mod

Discussion in 'Civ3 - Completed Modpacks' started by Theov, Nov 27, 2015.

  1. Theov

    Theov Chieftain

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    In my opinion Civ3 is one of the best games ever.
    But the developers left some options on the floor. The modding community picked these up and this is my expansion pack.

    I've added Elephant units, Pirate Ships, Techs, 2 governments, Great and Small Wonders, more bonus resources, Austrians as a playable civilization, better barbarians, the best popheads available and Elvis.
    All while keeping the game play intact.
    All 5 Culture Groups have a Unique Unit, and a Unique Building.
    Governments have a specific Small Wonder.
    You can be the first to conquer the world, or you can be the first to travel through Time, by building Balthasar's Time Machine.
    There are no 'flavor' units, only added unique units.

    Download --> https://www.dropbox.com/s/k34cit1shgmes5h/Theov.zip?dl=0
    from dropbox. (last update: 13 Aug 2017 - minor error updates)

    Installation:
    Move the folder into ...\Civilization III Complete\Conquests\Scenarios
    Take the .biq file out of the Theov folder and move it into the Scenarios folder.


    Tech trees are accurate.
    Ancient Tech tree:


    Spoiler :


    Middle Ages Tech tree:
    Spoiler :


    Insustrial Ages Tech tree:

    Spoiler :


    Modern Times Tech tree:

    Yes, that's a Time Machine.
    Spoiler :



    Popheads with nationality, happiness and specialty indicators:
    Download the popheads: View attachment popheads.pcx
    Spoiler :


    City/Worker/Irrigation graphics in-game: Citygraphics-> View attachment 402179
    Spoiler :


    Culture Groups:
    Spoiler :



    The Time Travel Victory, incuding Victory movie; both based on the 1960 movie:


    Its thread on the forums:
    http://forums.civfanatics.com/showthread.php?t=540498

    Graphic changes:
    - Complete and working Civilopedia.
    - Obsolete effects are now in the Civilopedia.
    - Gave the Barbarians the black civ colour.
    - Gave all Civs their own color; 32 colors, 32 civs. No more alternatives, no more duplicates.
    - Marketplace and the Harbor now have aging graphics.
    - changed the global warming indicator.
    - changed the World Setup screen with new images.
    - Ruins
    - Black Death
    - popheads
    - jungle
    - irrigation
    - barbarian camps
    - pollution
    - Elvis
    - minor but great change to the city graphics, the underneath ground is now visible.


    Gameplay - I try to keep these to a minimum:
    - Added the Austrians, Sioux and Taiwanese, including ALL leader art. They replace the Sumerians, Huttites and Celts. (if this offends any Sumerian people, please send a PM so you can explain your time travel.)
    - Moved Spain to the Mediterranean Culture Group. (more on Culture Groups later)
    - Made Ocean impassable for early ships (except the Portugese Carrack) until Navigation / Magnetism - early ships still have a chance of sinking at Sea.
    - Turned off the possibility of map trading. You'll have to discover it yourself from now on.
    These previous 2 points came with a reason. I noticed that half the age of discovery consisted of setting off a suicide galley, meet new people, trade maps and viola, most of the world is known to you. Not anymore; you'll have to research Navigation/Magnetism to be able to cross the oceans and you'll have to discover the world yourself.
    - Ivory has become a strategic recourse called Elephants to build Elephant units. (see below, Olive Oil is added as a luxury)
    - No settling on Marsh, Jungle, Tundra and Desert.
    - Pollution is lowered from 24 to 16 worker turns.


    Added Resources food/shields/commerce:
    Ivory/Elephants is a strategic resource to build Elephant units. It's replaced by Olive Oil
    Stone: 0/2/0, strategic resource required to build some buildings. Masonry.
    Olive Oil: 1/1/1, a luxury resource available with Ceremonial Burial.
    Sheep: 1/1/0, a bonus resource
    Silver: 0/0/3, a bonus resource
    Shellfish: 1/1/1, a bonus resource
    Seals: 2/1/0 Coast, lakes and tundra... although they don't seem to appear on tundra. I wonder what that is...
    Crocodiles: 1/0/1, marsh and jungle


    Tech Tree:
    Resources:
    - Wines appear with Pottery.
    - Stone appears with Masonry.
    - Olive Oil appears with Ceremonial Burial.
    - Incense appears on the map with Mysticism.
    - Shellfish appear with Map Making.
    - Elephants appear with Stirrups (Horseback Riding).
    - Whales appear with Ship Building.
    - Spice appears with Currency.
    - Furs appear with Navigation.
    Rest:
    - Added Animal Domestication (shows Cattle and Sheep) as prerequisite of the Wheel.
    - Irrigation is available with Pottery.
    - Mining is available with Bronze Working.
    - Ritual Sacrifice is available with Mysticism.
    - Changed Horseback Riding into Stirrups. Just a change of icon and name, as the tech gives access to Elephants and Camel units too.
    - Map making is cheaper (8 instead of 12) but added Ship Building and Piracy. (both 5, cheap techs)
    - Heroic Epic is now available with Literature.
    - Building Barricades requires the Monarchy tech.
    - Clearing Wetlands (Marsh, Jungle) requires the Engineering Tech.
    - 'Longevity' Wonder is now a Small Wonder, available with Sanitation. (same effect)
    - Removed Printing Press tech. Communication trading happens with Democracy.
    - Removed Theory of Gravity tech. Newton's University is now available with Physics.
    The AI likes to spend many beakers on these Techs, while most players leave these as there are other priorities.
    - Battlefield Medicine is now available with the Medicine Tech. No Hospitals required.
    - Economics now also requires Navigation. (because of the Oriental Trading Company Small Wonder)
    - Cavalry and some other units now upgrade to tanks and mech inf.
    - The Space Ship and the Apollo Program are replaced by a Time Machine and inventing Time Travel.

    Units A/D/M = Attack (bomb) /Defense /Movement
    Unit Changes:
    - All Unique Units of Religious civs can now enslave. (Arabia, Babylon, Celts, Egypt, India, Japan and Spain).
    - All Culture group unique units can enslave (yes, there are 5 culture group unique units)
    Which means that all civs can enslave, just some more than others.
    - the starting Settler (Tribe) has 3 movement and better vision so you can take 2 steps to a better spot and found your capital. He actually has one movement, but moves as if on a road. So it's 2 steps anywhere and settle.
    - Added Worker and slave art for every age.
    All these workers, thanks to Plotinus and NavyDawg)
    http://forums.civfanatics.com/uploads/37977/AmericanWorkerLARGE.jpg[/IMG]
    So yeah, every era has his own art of slaves and workers....
    - the Barbarian Warrior has now unique art and is 1/2/1. Also available to the Mongols with Hidden Nationality.
    - the Barbarian Rider has now unique art and is 3/2/2. Also available to the Mongols with Hidden Nationality.
    These will ruin your day when not given the right amount of attention. And Special Thanks to Tom2050!


    - Added 'Kratos', Produced by the Statue of Zeus, the personification of power in Greek mythology.
    (3/2/1 with ZoC, +1HP, no upkeep required).

    - The Ancient Cavalry is now available for everyone with Horses and Iron, he does not have +1HP anymore for game balance reasons. Can enslave. Available with Monarchy.
    - Added the 'Crusader Knight' (4/2/2). New unit is produced by the Knights Templar every 5 turns. No upkeep required.
    - Crusader, 5/3/1 is now available for everyone after Theology.
    - The F-15 is now available for everyone, but for 110 shields, instead of 100. The Navy SEAL (all-round ass kicker) is America's UU (replacing the Guerrilla).


    Unit Additions
    Land Units:
    - the Architect 0/2/1 (15 shields. Costs 1 population. 125% Worker speed. Can only build (Rail)Roads, Colonies and Fortresses/Barricades. Construction.)
    - the Colonist, 0/0/2 (40 shields. Costs 3 population. Replaces the Settler. Navigation)
    - the Siege Archer 2/2/1/ (25 shields, 2/0/1 defensive bombard, Zone of Control. Mathematics)

    - the Crossbow 3/1/1 (25 shields, amphibious. The Republic)
    - the Footknight (4/2/1, enslavement results in a Medieval Infantry) - produced by the Feudalism Small Wonder of the Crusading Order.
    - the Camel Cavalry, only available to Mid Eastern and Mediterranean civilizations: 5/2/2 (75 shields. Gunpowder)
    - the Grenadier 5/4/1 (75 shields. Saltpeter. Democracy.
    - the Armored Car 3/8/2 (90 shields. Industrialization)
    - the Sniper 9/1/1 (80 shields, stealth attack. Espionage)
    - the Machine Gunner. (85 shields, 8/4/1. Steel.)
    - the SAW Gunner 10/6/1 (90 shields, amphibious. Mass Production)
    - the Navy SEAL is now America's UU, replacing the Guerilla for America. (8/8/2, 3/0/1 bombard, amphibious, blitz, all terrain, Stealth Attack)
    - 6 'future' robot units that make you go mental in the final stages of the game.


    Elephant Units - require Elephants (Ivory):

    Elephant units upgrade to each other. Ivory is also required for the Indian War Elephant, which now replaces the Elephant Soldier, instead of the Knight. Knights are available to India.

    - the Elephant Rider 2/1/2 (30 shields, +1HP. Horseback Riding)
    - The Mediterranean Culture group builds the Elephant Archer 2/2/2 (30 shields, +1HP which can also enslave.
    - the Elephant Soldier 3/3/2 (70 shields, +1HP. Chivalry)
    - the Elephant Cavalry 6/4/2 (80 shields, +1HP. Military Tradition)




    Bombard Units (upgrade to each other):

    - the Fire Catapult 0/0/1 (30 shields, 5/1/2 bombard. Construction)
    - the Bombard 0/0/2 (40 shields, 7/1/2 bombard. Saltpeter. Physics)
    - the Smoke Mortar 0/0/2 (65 shields, 9/2/2 bombard. Fascism)


    Sea Units:
    - Gave the Barbarians a 2/2/3 ship instead of the Galley. Gave it defensive bombard.
    - the Scout ship 0/0/3 (20 shields, 2 transport. Writing.) The AI won't move settlers on ships without escort.
    - the Fire Ship 3/2/3 (50 shields. Chemistry)
    - the Royal Galley 3/2/3 (45 shields, defensive bombard, -1HP. Gunpowder)
    - the Heavy Galleass 3/2/4 (2/1/2 bombard. 70 shields, Navigation.)
    - the Ship of the Line 4/4/5 (4/1/2 bombard, 2 transport, +1 HP Bonus, Zone of Control. Built every 5 turns by the Oriental Trading Company. See below.)


    Added Hidden Nationality 'pirate' ships, upgrade to each other.
    All pirate ships have -1HP:

    - the Prize Ship (0/0/3, 3 transport, hidden nationality, only available by enslavement from a Ship of the Line, Heavy Galleass or Royal Galley.) Can be turned into a bonfire to please the gods for Culture points.
    - the Trireme 2/1/2 (40 shields. Piracy)
    - the Corsair 2/1/3 (50 shields. 2 Transport. Enslavement. Engineering)
    - the Black Pearl 4/3/5 (85 shields, 4/1/2 bombard. Navigation)
    - the Ocean Liner 0/0/5 (75 shields, 5 Transport. Electricity)


    Changed Buildings:
    - The Coastal Fortress is gone.
    - Shakespeare's Theater makes 4 people content (instead of 8) but doubles the happiness of all Amphitheaters (see below) ... and allows the city to grow beyond 12.
    - Moved the Secret Police HQ to Communism (was under Espionage).


    Added Buildings:
    - Brewery. +2 culture. 20 shields, no maintenance. No tech required.
    - Winery: +50% tax, +1 :), must have access to wines. 80 shields, 2 maint, 1 culture. Pottery, granary is required.
    - Amphitheatre: +50%Lux, +1 :). 100 shields, 1 maint, 3 culture. Philosophy.
    - Brothel: Reduces War Weariness. 70 shields, 1 maint. Polytheism.
    - Blacksmith: +25% shields in city. 80 shields, must have Iron in city radius. Obsolete with Steam Power. Adds pollution.
    - Supermarket: +50%Lux + 1 :). 200 shields, 2 maint. Electricity, marketplace required.
    - Watermill. +25% production, 80 shields, city needs to be on river. Construction.
    - Port. Add-on to the harbor. Allows the city size level 2. 60 shields. Ship Building.
    - Windmill. +25% production, 80 shields. Currency.
    - Wind Park. +50%. 260 shields. Add-on to the Solar Plant. Recycling.


    Added Culture Group Unique Buildings (at the start of the game, all cost 80 shields, cost 1 maint and add 2 culture):
    European: City Hall, lowers corruption and adds 50% tax. Obsolete with Electronics.
    Mediterranean: Public Baths, adds 50% Tax, +1 :) Obsolete with Sanitation.
    Mid Eastern: War Council, reduces War Weariness, +1 :) and is a Stealth Barrier. Doesn't become obsolete.
    Asian: Temple Grounds, adds 50% science, +1 :) and adds 4 culture instead of 2. Obsolete with the Scientific Method.
    American: Sacrificial Altar, doubles Ritual Sacrifices, reduces corruption. Obsolete with Medicine.


    Added Culture Group Unique Units (they replace another unit, except for the Mid Eastern Camel Rider)
    All can enslave (results in a slave):

    American: Crocodile Warrior (2/1/1, defensive bombard, +1HP, replaces the Archer).
    Asian: Marauder (3/3/1, replaces the Swordsman).
    European: Mounted Crossbow (3/1/2, replaces Horseman)
    Mediterranean: Elephant Archers (2/2/2, replaces Elephant Rider)
    Mid Eastern: Camel Archers. (2/2/2, requires incense, moves faster in desert and floodplains).
    Mediterranean and Mid Eastern: the Camel Cavalry: 5/2/2 (75 shields. Gunpowder)


    Added Small Wonders:
    - The Oriental Trading Company. Makes a Ship of the Line every 5 turns. And is similar to the Colossus Wonder (adds commerce to the city). Available with Economics. 5 Harbors required. Obsolete with the Corporation.
    - National Railway. +1 :) in all cities, Steam power. Coal required in city.
    - Assembly Line. Half unit upgrades. Steel. Iron required in city. 5 Factories are required. Adds pollution. (Leo's workshop becomes obsolete with Steel)


    Added Government Specific Small Wonders, all 200 shields:
    1: Despotism: Hillfort double barbarian bonus and 100% defense bonus for the city.
    2: Republic: Circus Maximus, +2 :) in city, +1 :) in every city on continent.
    3: Monarchy: Tax office, +5% added to the Treasury - cumulative with Wall Street, +50% tax in city
    4: Feudalism: Crusading Order. Builds a Footknight every 5 turns and lowers WW.
    5: Fascism: Party Rallies - adds a palace, produces a smoke mortar every 5 turns.
    6: Communism: Secret Police HQ
    7: Democracy: National Health Care - +2 :) in all cities.
    8: Libertarianism: Statue of Liberty - Modern Colossus, allows to grow beyond 12, reduces WW.
    9: Theocracy: Holy City - treasury earns 5%, +1 :) in every city.


    Added Great Wonders:
    - Olympic Games. Doubles effects of Colosseums. Tourist attraction. Nationalism.
    - Theory of Relativity. Grants two Civilization Advances. Grants any Advance known by 2 others. Fission.
    - Stonehenge. Gives every city a brewery. 200 shields, available with Ceremonial Burial.


    Governments:
    - Despotism has a rate cap of 7. Meaning 70% is the maximum science rate.
    - Monarchy has a rate cap of 9. Meaning 90% is the maximum science rate.
    - Feudalism has a rate cap of 9. Meaning 90% is the maximum science rate.
    - Added Theocracy.
    - Added Libertarianism. "Inspired" by the Bigger Better Worlds mod.
    It has no maintenance, but also no unit support for town and cities. Only Metros support units. Worker efficiency is up. There is a military police, although this represents an idea that a military will defend the citizen's freedom. Production can not be hurried though.

    27 JULY 2017 Major Update!
    (I tried to keep track of them all)
    Leaderheads
    I wanted to change some leaders that we meet - so I searched for nice Leaderheads to replace some old ones.
    Russia: now lead by Peter the Great
    France: under the great leadership of Napoleon Bonaparte.
    India: no under the ruling of Ashoka
    Japan: now lead by Meiji
    China: I replaced Mao Zedong by Li Shi Min - created by Firaxis for the Chinese market.
    Germany: to balance the evil, I replaced Bismark by Chancellor Adolf Hitler. Yeah it's controversial - but it's fun for a change.

    Civilization Substitutions
    The Sumerians were replaced by the Austrians in the first edition of this mod.
    The Celts are now the Taiwanese with Chiang Kai-shek as their leader - new unique unit.
    The Hittites are now the Sioux with Chief Rain-in-the-face as leader - new unique unit.

    The Celtic Warrior is now available by building the Maiden Castle.
    The 3-man-chariot is now available to everyone!

    Didn't you think the "Magellan's Expedition" Wonder graphics were horrible??
    They have been replaced by something more respectable.


    Civilopedia is complete!
    Tech Trees are adjusted!
    Added City Names!
    Civ1 Easter eggs!




    Many thanks to all creators of the graphics.


    FAQ...

    Q: Elephants are slower or weaker on offense, when should I build them instead of horses?
    A: When you don't need the speed (small island, neighbors) or when you expect counter attacks from horses! Elephants can take more damage, so they will take out more counter-attacks, so you don't need to bring defensive escort.
    They are also faster in forests, jungles, on hills and mountains!

    Q: The units built by the wonders don't require upkeep, is this correct?
    A: Yes, it is also in the Civilopedia which I tried to make it as complete as possible. My reasoning is that free units are free units. So just like slaves or prize ships, units from wonders (Kratos, Crusader Knight, Footknight, Ship of the Line) don't require upkeep.

    Q: I have selected the Mongols as an opponent by accident, can you turn them off in-game?
    A: No one selects the Mongols by accident.

    Q: Hi, my style of strategy always includes building this one Wonder, so could you...
    A: No.

    Q: Where are the Sumerians, or the Celts... or the Hittites?
    A: The what, who?
    Q: The old guys! I loved them! They were Civilizations and I can't find them.
    A: Oh those, I removed them and replaced them with the Austrians, the Taiwanese and the Sioux; they are way more fun. I moved the Spanish to the Mediterraneans to balance it out. Looks better too.
    Q: But why them?
    A: Because they deserved it, carry on...

    Q: I can't build the Pyramids, Colosseum, Cathedral and Great Wall. Why is this?
    A: You need Stone. But now you mention it, I'll take a look if it's needed for the Cathedral...

    Q: Those Black Pearls and Snipers are awesome!
    A: They are! That why I included them! Gotta love them!

    Q: Pirate ships keep sinking my ships, now I can't expand like crazy. What's going on?
    A: The Barbarians have a tougher ship and Pirate ships built by your opponent don't have a nationality; they can attack without triggering war. The AI uses this very well - and so should you. Yes, expansion is tougher and naval warfare has gotten a boost.

    Q: You added Belgian cities to the Dutch and French.
    A: That's not a question.
    Q: But I'm highly offended right now. What can I do?
    A: Don't select the Dutch or the French.

    Q: Where did you get all these units?
    A: I'm very grateful to the makers of these in the unit graphics subforum and the rest of the Customization forum. If you made a unit/graphic and want me to mention you, no problem, just let me know. It's just that I didn't keep track of all the makers of the units and buildings/graphics that I added.
     
    Last edited: Mar 16, 2018
  2. Theov

    Theov Chieftain

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    I made spices become available with Currency and furs available with Navigation. It makes the game more dynamic.

    I've changed the ancient era a little bit - Map Making costs now 8 instead of 12, but added is Ship Building (5) and Piracy (5).

    I made the Black Pearl invisible, only a Ship of the Line and another Black Pearl can spot it. (and some modern ships)
    If you play this mod, tell me if that works out well or not.

    I also want to add a cheap early city improvement that only generates a little culture.
    [edit] done; I added the brewery
     
  3. Inexist

    Inexist Chieftain

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    Sadly, civ iii gaming is on life support, so don't really expect many downloads. Except mine...
    (Trying to dload as many civ ii mods/scenarios as I can before their uploads one by one all disappear.)
     
  4. Inexist

    Inexist Chieftain

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    Love the Kratos idea btw
     
  5. Theov

    Theov Chieftain

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    Thanks, they are slower Ancient Cavs who were a bit overpowered, but they have ZoC and don't require upkeep. So I like the trade-off.

    What I like most is the Piracy ships, the graphics (popheads, cities, Elvis and jungle, medieval worker art) and the Barbarians. Seriously: the Mongols are a whole different ballgame.

    I've tweaked little things since my last upload- I'll upload it later today or tomorrow if you're interested.

    This is my ongoing tweak of Civ3 :D Anytime I have an idea, I add it and make it. When I don't like it I change it back or do something else. Any ideas are welcome.
     
  6. timerover51

    timerover51 Chieftain

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    Sorry that I missed this, Theov. I will have to download on my Windows laptop and take a look at it. I just have been busy working on my own Dinosaur/Nature civilization Mod. It does look interesting, and adding the Austrians is a very good idea. They do tend to be forgotten about, but they were a major power up to 1918.
     
  7. Theov

    Theov Chieftain

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    Hey, thanks man.
    I've just uploaded the newest version (with the new tech tree and minor updates).

    Most people say that the game still feels like Civ3, only with more variety. I hope you enjoy.

    Again. Beware for the Mongols if you wish to play against them. They are to be treated as Barbarians.
     
  8. timerover51

    timerover51 Chieftain

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    I will have the time to take a thorough look after Christmas, as it will be busy up to then.

    Since you are the Netherlands, shouldn't it be Saint Nicholas, who should have been there on December 6th?
     
  9. Inexist

    Inexist Chieftain

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    Mkay, gonna download the update from dropbox and play a bit
     
  10. Gojira54

    Gojira54 The folly of Man

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    I will have to check this out as well :)
     
  11. Theov

    Theov Chieftain

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    I updated the city graphics. The originals were kind of a mess. So I cleaned it up.

    I gave scouts radar. It makes sense to me.

    Since the expansionist trait is one of the weaker ones, this was a good addition. Less barbarians (and barbarians are stronger in my mod) are a good advantage.
    Slave mining is a stronger option since more units have the enslavement ability; the choice is yours.
     

    Attached Files:

  12. Inexist

    Inexist Chieftain

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    I recommend making the first elephant unit 35 shield (5 more than the comparable cav unit). This would provide a tiny bit more balance. Overall, the game has a much nicer feel and doesn't feel too much like a mod, but rather a natural improvement. gj
     
  13. Theov

    Theov Chieftain

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    The elephant is a little stronger, but I still think the horse counterpart will be a favorite, for the stronger offense.
    So if I'm going to make the Elephant Rider 5 shields more expensive, I'd give it something else than just +1HP, also since all the other UUs that come with horseback riding are 30 shields.
    Which reminds me, I need to change that tech to Stirrups, since you can ride horses, Elephants and camels with it :)
    Oh and maybe I can add another Camel unit... I've seen a few around. [edit: done!]

    [edit]
    1: changed Horseback Riding into Stirrups. Just a change of icon and name, as the tech gave access to Elephants and Camel units too.

    2: added the 'Brewery'. A 20 shield building that costs no maintenance and produces 2 culture.
    Brewery... you know. To make beer.

    3: added the Camel Cavalry. :)

    4: all updates added to the new upload available in the dropbox link above
    [\edit]

    Thanks! 'not a mod, but an improvement'... that's what I am aiming for.
     
  14. tolstoi

    tolstoi Chieftain

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    Will try! Been ages since i played the original game, and this is close to it. Looks good.
     
  15. Theov

    Theov Chieftain

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    Update 31-Dec-2015:
    Added Libertarianism. Nihilistic government.

    Update 01-Jan-2016:
    - Added Statue of Liberty, Libertarianism Small Wonder. +1 commerce, reduces WW.
    - Changed two ambiance sounds.
    - Added era specific graphics for the harbor.
    - Added era specific graphics for the marketplace.
    It always had the modern harbor and marketplace version, which I thought was weird so I changed it.
    - Added a Watermill. Adds 25% production - City needs to be on a river.
    Production is quite slow before the factories happen, so with the Watermill and the Blacksmith I added some shields to the early ages.
    - changed the global warming indicator.
    - changed the World Setup screen with new images.


    To do list:
    - add a war friendly middle age gov. (Fundamentalism/Theocracy/Absolute Monarchy/Tyranny/ideas welcome)
    - add Government specific small wonders. (ideas welcome)
    1: Despotism:
    2: Republic:
    3: Monarchy:
    4: Feudalism:
    5: Fascism:
    6: Communism: Secret Police HQ
    7: Democracy:
    8: Libertarianism: Statue of Liberty - Modern Colossus, allows to grow beyond 12, reduces WW.

    - add an air transport

    Jan 1 are uploaded.
     
  16. timerover51

    timerover51 Chieftain

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    I would recommend Absolute Monarchy

    For Fascism, how about the Roman Fasces in the form of a statute. similar to the Heroic Epic or Art of War?

    For Feudalism, I would think that a castle would be good. I think someone posted a model of the Octagon Castle that was built in northern Italy, but I cannot remember where I saw it.

    For Democracy, what about a Ballot Box, or perhaps a New England Town Meeting Hall?

    For Republic, how about the SPQR symbol, or perhaps the Greek Parthenon for the Athenian Republic?

    For Monarchy, it would be hard to beat Versailles.

    When I think of Despots, I think of fortresses to hold down the populace. Edward the First of England built quite a few fortresses in Wales to keep it subdued. Harlech Castle would be a good model.

    For an air transport, I would recommend the C-47, probably the single most-used transport in history.
     
  17. Theov

    Theov Chieftain

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    But my friend, which effects do you have in mind.
    And where would you add it on the tech tree?
    My preference goes to a Gov in the early Middle Ages that is an alternative to the Republic.
    ok - I'll check it out. But so late in the game, I think it'd be something that has to do with nazi-germany.

    effects? If you get me the idea of the effect, I'll find the corresponding graphics :)

    eh. no.
    sounds cool. I'll see if I can find it and what I can do with it.
    I hear you. Thanks.
    he and some others

    thanks
     
  18. timerover51

    timerover51 Chieftain

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  19. Theov

    Theov Chieftain

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    :D thanks.
    I'll put it in, other things come later.
     
  20. Theov

    Theov Chieftain

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    Yay! I have completed 5 government specific Small Wonders!
    I wanted these all to be small wonders, so every civ can build it if it's under the required government.
    Ideas for the last 3 are welcome.

    1: Despotism: Hillfort; double barbarian bonus and 100% defense bonus for the city.
    2: Republic: Circus Maximus; +2 :) in city, +1 :) in every city on continent.
    3: Monarchy: Tax office; +5% added to the Treasury - cumulative with Wall Street, +50% tax in city
    (there's a maximum of 50 gold per turn... I think this is hard coded. Does anyone know?)
    4: Feudalism: Crusader Order, loweres WW and produces a Footknight (4/2/1, enslavement results in a Medieval Warrior) every 5 turns.
    5: Fascism: Party Rallies.
    6: Communism: Secret Police HQ
    7: Democracy: National Health Care; +2 :) in all cities.
    8: Libertarianism: Statue of Liberty; Modern Colossus, allows to grow beyond 12, reduces WW.
    9: Theocracy: Holy City.

    Changed the Space Race to Time Travel Race.
    Instead of a space ship, a Time Machine is built. :)
    http://forums.civfanatics.com/showthread.php?t=552967
     

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