Jason's North American Colonization v1.6 beta
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Take control of one of 5 European powers (Spain, France, England, Netherlands, and Russia) or one of 11 native tribes (Sioux, Ute, Apache, Arawak, Cherokee, Nez Perce, Cree, Aztec, Iroquois, Micmac and Chippewa).
The major difference between the two groups is that the native civs are still in the Ancient Era whereas the European civs are firmly in the Middle Ages. This gives the Europeans a distinct advantage as they start the game with gunpodwer, monotheism, magnetism and either monarchy or republic. The native civs have to work their way up to that level or, if possible, trade for gunpowder to catapult themselves into the next era.
This was accoplished with some changes to the tech tree. I decided to set the beginning of the Middle Ages to correspond with the sorts of advances that allowed European colonization of North America. Thus, astronomy, invention, chivalry and gunpowder were moved back to Ancient Times, where gunpowder becomes the necessary advance to reach the next age; monotheism, engineering, magnetism, and monarchy now begin the Middle Ages. Also, fuedalism has been replaced with a new advance, mercantilism, which is now necessary to develop banking. Magnetism and Navigation have been rearranged to fix the perplexing original arrangement.
Becuase Europe doesn't fit on the current map, there are five islands some distance off the coast which serve as the starting bases of the European powers. Included in the zip is a utility to place all civs in realistsic starting locations.
**This is a beta test version. So far it has worked for me, but if you have any problems, please report them to this forum. This is a very experimental Mod, so it may crash at odd times. Save often.
(Version 1.5b deleted after 107 downloads)
Jason's Civ3 Archive
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Take control of one of 5 European powers (Spain, France, England, Netherlands, and Russia) or one of 11 native tribes (Sioux, Ute, Apache, Arawak, Cherokee, Nez Perce, Cree, Aztec, Iroquois, Micmac and Chippewa).
The major difference between the two groups is that the native civs are still in the Ancient Era whereas the European civs are firmly in the Middle Ages. This gives the Europeans a distinct advantage as they start the game with gunpodwer, monotheism, magnetism and either monarchy or republic. The native civs have to work their way up to that level or, if possible, trade for gunpowder to catapult themselves into the next era.
This was accoplished with some changes to the tech tree. I decided to set the beginning of the Middle Ages to correspond with the sorts of advances that allowed European colonization of North America. Thus, astronomy, invention, chivalry and gunpowder were moved back to Ancient Times, where gunpowder becomes the necessary advance to reach the next age; monotheism, engineering, magnetism, and monarchy now begin the Middle Ages. Also, fuedalism has been replaced with a new advance, mercantilism, which is now necessary to develop banking. Magnetism and Navigation have been rearranged to fix the perplexing original arrangement.
Becuase Europe doesn't fit on the current map, there are five islands some distance off the coast which serve as the starting bases of the European powers. Included in the zip is a utility to place all civs in realistsic starting locations.
**This is a beta test version. So far it has worked for me, but if you have any problems, please report them to this forum. This is a very experimental Mod, so it may crash at odd times. Save often.
(Version 1.5b deleted after 107 downloads)
Jason's Civ3 Archive