King Flevance
Deity
Version 2.07 (7/13/08)
FLAVA FLEV!!! Hehe. I couldn't think of a cool name for my mod so this is what we have to work with because I think its funny. This is actually 2 mods in production being worked on at the same time:
Flevance's Civ3 Terrain Mod
Flava Flev's Mod
Flava Flev's mod is a personal mod I have made to simply rebalance the game. It's all the changes I wanted to see in the game back when I used to play Civ 3 heavily. (Before I knew of these forums and modding.)
Progress so far: Ancient age is balanced about where I think it should be for now. I have not really got to the middle ages just yet. The version number should tell you how far along I am.
Version 1 No tech changes, just rescaling the game
Version 2 New ancient tech tree
Version 3 New medeival tech tree
Version 4 New industrial tech tree
Version 5 Finished
Changes of note so far:
-Made tobacco as a luxury resource.
-Moved many resource spawn locations.
-945 turns max.
-Research is alot more expensive but each tech will offer multiple advantages. (10 turn min.)
-Curraphs can now transport 1 unit but are 0/1/2
-Archery units are now the defensive units and spears are offensive.
-Settlers and Workers have 2 movement
-Buildings costs have been raised to counteract the corruption. (You may want to check the maintenance to see if you can afford the building.)
Known bugs:
-Gallows only cost 1 shield - (this wont be resolved until version 3, have fun.)
-Some incomplete Civilopedia entries.
-Archers upgrade to pikemen instead of longbows. (fixed in V2.07)
-Arrows in the ancient tech tree are a little off their desired position. (wont be resolved until version 3)
-Max turns for research will be lowered to 30 turns (currently 50 from version 1) (fixed in V2.07)
-Important Game Breaker: Building War Galleys may crash the game.
New Note: I am adding in the bugs as I find them. I found the archer/pikemen bug last night in a MP game. V2.07 should be uploaded today.
If you are interested and want to check it out this early, awesome - I would appreciate any feedback. Right now I am posting this so a few friends will be able to update the patches more conveniently. (I was going to post it when it was near or finished.) All feedback will be considered in this mod. I try not to pull too much away from the original flavor of Civ 3 though. (More like CIv 3 with ketchup
)
For a screenshot of the terrain click here
EDIT: The marshes in vanilla were bugging me so I inserted Rhye's. Hopefully, he won't mind.
So credit for them goes to Rhye (which probably 99% of the people that download my mod would probably recognize. Also my farms are borrowed from someone elses mod - can't remember who on that one. (Sorry) They are pretty popular though it seems from screenies I have seen. Oh yeah, the trees too... I have alot of thank yous in store. I will hunt down the creators before this really gets anywhere.
FLAVA FLEV!!! Hehe. I couldn't think of a cool name for my mod so this is what we have to work with because I think its funny. This is actually 2 mods in production being worked on at the same time:
Flevance's Civ3 Terrain Mod
Flava Flev's Mod
Flava Flev's mod is a personal mod I have made to simply rebalance the game. It's all the changes I wanted to see in the game back when I used to play Civ 3 heavily. (Before I knew of these forums and modding.)
Progress so far: Ancient age is balanced about where I think it should be for now. I have not really got to the middle ages just yet. The version number should tell you how far along I am.
Version 1 No tech changes, just rescaling the game
Version 2 New ancient tech tree
Version 3 New medeival tech tree
Version 4 New industrial tech tree
Version 5 Finished
Changes of note so far:
-Made tobacco as a luxury resource.
-Moved many resource spawn locations.
-945 turns max.
-Research is alot more expensive but each tech will offer multiple advantages. (10 turn min.)
-Curraphs can now transport 1 unit but are 0/1/2
-Archery units are now the defensive units and spears are offensive.
-Settlers and Workers have 2 movement
-Buildings costs have been raised to counteract the corruption. (You may want to check the maintenance to see if you can afford the building.)
Known bugs:
-Gallows only cost 1 shield - (this wont be resolved until version 3, have fun.)
-Some incomplete Civilopedia entries.
-
-Arrows in the ancient tech tree are a little off their desired position. (wont be resolved until version 3)
-
-Important Game Breaker: Building War Galleys may crash the game.
New Note: I am adding in the bugs as I find them. I found the archer/pikemen bug last night in a MP game. V2.07 should be uploaded today.
If you are interested and want to check it out this early, awesome - I would appreciate any feedback. Right now I am posting this so a few friends will be able to update the patches more conveniently. (I was going to post it when it was near or finished.) All feedback will be considered in this mod. I try not to pull too much away from the original flavor of Civ 3 though. (More like CIv 3 with ketchup

For a screenshot of the terrain click here
EDIT: The marshes in vanilla were bugging me so I inserted Rhye's. Hopefully, he won't mind.
