For dowload, see the realease post. https://forums.civfanatics.com/threads/expanding-civ3-a-theov-mod.559222/ 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. Ancient Tech tree: Spoiler : Middle Ages Tech tree: Spoiler : Insustrial Ages Tech tree: Spoiler : Modern Times Tech tree: Spoiler : (yes, that's a Time Machine) Popheads with nationality, happiness and specialty indicators: Download the popheads: View attachment 403609 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: Spoiler : Time Machine by Balthasar This is how I play Civ3 nowadays. I've added Elephant units, Pirate Ships, Techs, in my opinion the best popheads available, Great and Small Wonders, more resources, Austrians as a playable civilization, better barbarians; all while keeping the playability of the game intact. All 5 Culture Groups have one Unique Unit, and one Unique Building. Governments have a specific Small Wonder. The quest is not anymore of who's the first to travel into Space, the challenge now is to be the first to travel through Time, by building Balthasar's Time Machine. There are no 'flavor' units, only added unique unit 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, including ALL leader art. They replace the Sumerians. - 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 the world yourself from now on. These previous 2 points came with a reason. I noticed that 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. 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: Coast, lakes and tundra... although they don't seem to appear on tundra. I wonder what that is... Crocodiles: 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: - 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 Ancient Slave art... - Added Industrial Slave art... - Added Modern Slave art... - Added Middle Ages Worker art... (all these workers, thanks to Plotinus) - Added Modern Worker art (NavyDawg) So yeah, every era has his own art of slaves and workers.... - the Barbarian Warrior has now unique art and is 2/2/1. 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. - 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: - 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 (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 + 2 . 200 shields, 2 maint. Electricity, marketplace required. - Watermill. +25% production, 80 shields, city needs to be on river. Construction. 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) : American: Crocodile Warrior (2/1/1, defensive bombard, +1HP, replaces the Archer). Asian: Baa Atsawin (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 civs can also build Camel Cavalry. (see above) 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 8. Meaning 80% 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 maintanance, 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. 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. 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 Wonder, so can... A: No. Q: Where are the Sumerians? A: The what? Q: The Sumerians... it's a Civilization and I can't find them. A: Oh those, I removed them and replaced them with the Austrians, they are way more fun. I moved the Spanish to the Mediterraneans to balance it out. Looks better too. Q: But why the Sumerians? A: Because they deserved it, carry on... Q: I can't build the Pyramids, Palace, Walls, Colosseum, Cathedral, Great Wall and Hoover dam. Why is this? A: You need Stone. But now you mention it, I'll take a look if it's needed for the Cathedral, or Walls... Q: Those Black Pearls and Snipers are awesome! A: They are right! That why I included them! Gotta love them! Q: Pirate ships keep sinking my defenseless ships, now I can't expand like crazy at the end of the Ancient Age. 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, 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 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.