WildWeazel
Carthago Creanda Est
Legacy is a full epic mod that I've been working on for quite a while. It's currently in its third theoretical incarnation, but this is the first that actually made it to development. I've been slowly accumulating ideas and content over the last couple of years (including a few threads to gather opinions) that eventually formed themselves into a full mod. I've drawn inspiration from Rhye's mod, RaR, MEMII, player1's patch suggestion mods, and various others, but hopefully this will be a unique and fun experience.
The purpose of the mod is simple: introduce new concepts without sacrificing the familiar feel of Civ3, and increase realism and depth without sacrificing gameplay.
I started out with a nearly empty BIQ and have implemented almost all of the first era. It's fully playable but needs some balancing. Also, aside from LH animations, there is no custom artwork yet, so screenshots at this point would be pretty boring.
Civs: I pulled out Byzantines, Koreans, Hittites, Sumerians, Netherlands, and Portugal; and added Austria, Siam, Sioux, Mali, Ethiopia, and Israel. Each civ will eventually have 2 UUs, in the same or different timeframes depending on the history of the civ.
BTW, does anyone know where I can find that one for Persia? I found it months ago and can't remember where
Techs: Each era will be divided into two ages: Ancient & Classical, Medieval & Rennaissance, Colonial & Industrial, Atomic & Digital. To get to the second age you must research most of the final techs from the first age. There will be about twice as many techs per era as in the regular game, but each will provide something new.
Units: Unit lines have been completely reworked, but for the most part follow the same basic lines as the regular game: offense, defense, support, fast, etc. Each age (two per era) will typically introduce a new unit in each line. I discussed units in this thread a while back. I can't keep the graphics up to date with Sandris releasing new unit packs every weekend, but the names and roles probably won't change much.
Buildings: Most of the original improvements and wonders are still here, many with the same functions, but many more are being added. These include, in the ancient era, Baths, Shrine, Docks, Arena, Stonehenge, and the Silk Road.
Resources: All of the same resources that appear in the regular game plus many more. Camels and Elephants give access to alternate cavalry units, many ancient wonders require Stone, and new luxuries such as Tea and Salt have been added. Most strategic and luxury resources in a city radius provide an improvement for added benefit.
Govs: In addition to the standard governments, more have been added: City State for small peaceful civs, Imperialism for expansionist warmongers, and more to come in later eras.
Concepts: MEMII's Empire system of wonders has been incorporated, allowing conquered nations to act as vassal kingdoms under the Imperialism government. Several minor civilizations will appear as resources in only one location, providing special free units. Slavery is represented as a set of buildings, requiring access to Natives, providing increased production and free labor, at the cost of unhappiness. Religions will be associated with certain techs, which will provide a free wonder representing a Holy City. The Religious trait has been renamed Political, and now reduces the cost of administrative buildings in addition to no anarchy.
Balancing: UUs will have increased stats or abilities, but not start a Golden Age. Only Armies and Wonders can do that. Armies hold only 1 unit, but have a massive HP bonus. One type is created in battle and has superior stats, but each civ can have only 1 at a time. Another, slightly inferior Army will be spawned from the Military Academy. Artillery units will be spawned from buildings that may only be built in certain cities. All civs can build Scouts, but Expansionist civs also will have a superior Tracker unit. Civs will have a primary and secondary trait. Both will include the hard-coded ability, but the primary trait will come with a free no-era tech that gives some special bonus or item.
SO ANYWAY
I have most of the mod planned out, with only grunt work standing in my way. There are a few things that I need some help with though, mostly advice.
One thing that I'm stuck on right now is Civ traits. Since I'm including free techs for the "primary" trait, I'd like to give each civ a unique combination of primary and secondary traits. With 8 traits that's 56 possibilities, no problem there. But I just don't know enough about many of these civs to accurately assign them traits without doubling up or shooting in the dark. This is what I have so far, but it's all open for debate:
The purpose of the mod is simple: introduce new concepts without sacrificing the familiar feel of Civ3, and increase realism and depth without sacrificing gameplay.
I started out with a nearly empty BIQ and have implemented almost all of the first era. It's fully playable but needs some balancing. Also, aside from LH animations, there is no custom artwork yet, so screenshots at this point would be pretty boring.
Civs: I pulled out Byzantines, Koreans, Hittites, Sumerians, Netherlands, and Portugal; and added Austria, Siam, Sioux, Mali, Ethiopia, and Israel. Each civ will eventually have 2 UUs, in the same or different timeframes depending on the history of the civ.
BTW, does anyone know where I can find that one for Persia? I found it months ago and can't remember where
Techs: Each era will be divided into two ages: Ancient & Classical, Medieval & Rennaissance, Colonial & Industrial, Atomic & Digital. To get to the second age you must research most of the final techs from the first age. There will be about twice as many techs per era as in the regular game, but each will provide something new.
Units: Unit lines have been completely reworked, but for the most part follow the same basic lines as the regular game: offense, defense, support, fast, etc. Each age (two per era) will typically introduce a new unit in each line. I discussed units in this thread a while back. I can't keep the graphics up to date with Sandris releasing new unit packs every weekend, but the names and roles probably won't change much.
Buildings: Most of the original improvements and wonders are still here, many with the same functions, but many more are being added. These include, in the ancient era, Baths, Shrine, Docks, Arena, Stonehenge, and the Silk Road.
Resources: All of the same resources that appear in the regular game plus many more. Camels and Elephants give access to alternate cavalry units, many ancient wonders require Stone, and new luxuries such as Tea and Salt have been added. Most strategic and luxury resources in a city radius provide an improvement for added benefit.
Govs: In addition to the standard governments, more have been added: City State for small peaceful civs, Imperialism for expansionist warmongers, and more to come in later eras.
Concepts: MEMII's Empire system of wonders has been incorporated, allowing conquered nations to act as vassal kingdoms under the Imperialism government. Several minor civilizations will appear as resources in only one location, providing special free units. Slavery is represented as a set of buildings, requiring access to Natives, providing increased production and free labor, at the cost of unhappiness. Religions will be associated with certain techs, which will provide a free wonder representing a Holy City. The Religious trait has been renamed Political, and now reduces the cost of administrative buildings in addition to no anarchy.
Balancing: UUs will have increased stats or abilities, but not start a Golden Age. Only Armies and Wonders can do that. Armies hold only 1 unit, but have a massive HP bonus. One type is created in battle and has superior stats, but each civ can have only 1 at a time. Another, slightly inferior Army will be spawned from the Military Academy. Artillery units will be spawned from buildings that may only be built in certain cities. All civs can build Scouts, but Expansionist civs also will have a superior Tracker unit. Civs will have a primary and secondary trait. Both will include the hard-coded ability, but the primary trait will come with a free no-era tech that gives some special bonus or item.
SO ANYWAY
I have most of the mod planned out, with only grunt work standing in my way. There are a few things that I need some help with though, mostly advice.
One thing that I'm stuck on right now is Civ traits. Since I'm including free techs for the "primary" trait, I'd like to give each civ a unique combination of primary and secondary traits. With 8 traits that's 56 possibilities, no problem there. But I just don't know enough about many of these civs to accurately assign them traits without doubling up or shooting in the dark. This is what I have so far, but it's all open for debate: