Here's beta version 1 of the mod: http://www.3ddownloads.com/civfanatics/civ3/modpacks/C3C_Improved.zip Just unzip it to your 'scenarios' folder And some of the more exciting features: Armies made through combat are Great Armies - stealth attack and other bonuses Minor tribes can sometimes appear when you clear a village. These guys are a resource that allows you to build combat units (barbarian cavalry, camelback cavalry), slaves (workers without a population unit), and guides (scouts). Missionaries are 1.1.1 units that can stealth attack laborers and settlers, making other missionaries. These new missionaries can then be sacrificed. Leaders can only come about through science ages. There are several varieties, though: Leader - make great army, finish improvement Prophet - make great army, finish improvement, act as an invisible missionary Holy Army - great army that makes convert missionaries Leaders can finish normal improvements, but they can also finish Leader improvements, which are too expensive to make normally. These include: Economic Leader - +5% interest on gold Political Leader - second capitol Military Leader - can train armies Religious Leader - 16 culture, allows construction of Holy City (4 culture, money, tourism) Production Leader - adds to production in a city Science Leader - two free advances Insurgency improvement hurts happiness and culture, but produces Rebel Guerillas, who have a hidden nationality Government, not religious, improvements create culture. A nation's influence comes more from its government, and when one naiton conquers another, the conquered nation loses its governmental, not religious, institutions. Wonders and other things create culture as well. Happiness comes more from improvements than from luxuries because the Marketplace no longer gives a luxury bonus. Government types include dictatorship, republic, and monarchy (excluding starting govs). Government modifiers include absolute, limited, feudal, theocratic, fundamentalist, communist, fascist and democratic. More steps between units (Spearman - Phalanx - Garrison - Pikeman, for example) As time progresses, old resources stop being as vital. Just like you stopped needing saltpeter by the industrial age, you stop needing iron by medieval times and rubber by modern times. I'd like to thank GIDustin for a lot of animations, the RaR team for tea, wool, Thailand, Refrigeration tech, and the Clipper anim, and the Ancient Med team for the Elven spearman anim and Assyria.