Turkish history I find to be very complex. The reason being that there were so many different clans, but with enough research you can get a picture of where the Turks came from and their impact/contribution to the world we live in today. The one question though that my studies has never indicated is the cause for such a large scale migration of people. Some blame it on the Mongols, but the fact is that Turks were very integrated in the Mongol Empire, to the point where Turkish was the language used within its borders. The Huns, Avars, Khazars, Kipchaks, Kazaks, Uygurs and the list goes on, where did these people come from? Why such a large scale exodus from Asia into China, India, Europe and the Middle East? Anyways, back to CIV
I made a scenario; it is just completed and has the following changes done to it:
1- I revised a map of the world that is extremely accurate. The resources are in right locations, rivers are detailed and the terrain is accurate as its going to get. Spent hours going over maps, atlases, and history books ensuring the proper placement for everything.
2- Races: Turks, Arabs, Abyssinians, Mongols, Zulu, Egypt, Greeks, Romans, French, German, English, Russians, Indians, Chinese, Japanese & Persians. The Turks start in Central Asia, wanna be the Ottomans then you must pave the way with the Seljuks first
Starting Locations:
American/Turkish X124 Y52
Russians X106 Y46
Germans X96 Y50
French X88 Y58
English X89 Y51
Baby./Arabs X109 Y83
Aztecs/Abssyinians X111 Y95
Chinese X155 Y61
Japanese X161 Y69
East Indians X128 Y82
Persians X114 Y68
Romans X92 Y62
Greeks X98 Y66
Egypt X100 Y76
Irq./Mongols X136 Y46
Zulu X104 Y 136
3- All resources reflect that actual place they are found in the world, or their historical starting places. I made one exception however; at times certain cities would not grow, like Rome. I could not play around too much with the map, there is not much land to change around Rome anyway... so what I did was to add fish, cattle etc to bump up the population. But the cities are in the right starting locations and they have enough resources to prosper into the true great cities they were meant to be. I did not adjust all cities however, some like Karakorum was never a real large scale city like Rome.
4-Leader no longer builds armies or hurries production, instead they have been seriously beefed up so that IF you are lucky enough to acquire it, you will have a devastating force at your disposal, 10 attack - 10 defense. This is I think correct since many of the worlds greatest conquests have been the result of a great leader. So let's say you are the Greeks and you get Alexander the Great, well you most definitely can embark on a conquest, after all what is to stop you? Maybe a leader from another Civilization
5-There are two new Governments, one a Dictatorship/Fascist, another a religious government.
6- Much larger hit points have been given to more experienced units. And Settlers are EXTREMELY expensive to build. This causes less cities popping up and thus less scattered empires - what I mean by that is you dont have one piece here then another there - now you get empires that are connected.
7- You can pretty much play any race you would like, all you need is the civ3mod file I will provide shortly, and then follow the instructions above.
Feel free to change anything you want, will be posting this mod file soon..
I made a scenario; it is just completed and has the following changes done to it:
1- I revised a map of the world that is extremely accurate. The resources are in right locations, rivers are detailed and the terrain is accurate as its going to get. Spent hours going over maps, atlases, and history books ensuring the proper placement for everything.
2- Races: Turks, Arabs, Abyssinians, Mongols, Zulu, Egypt, Greeks, Romans, French, German, English, Russians, Indians, Chinese, Japanese & Persians. The Turks start in Central Asia, wanna be the Ottomans then you must pave the way with the Seljuks first
Starting Locations:
American/Turkish X124 Y52
Russians X106 Y46
Germans X96 Y50
French X88 Y58
English X89 Y51
Baby./Arabs X109 Y83
Aztecs/Abssyinians X111 Y95
Chinese X155 Y61
Japanese X161 Y69
East Indians X128 Y82
Persians X114 Y68
Romans X92 Y62
Greeks X98 Y66
Egypt X100 Y76
Irq./Mongols X136 Y46
Zulu X104 Y 136
3- All resources reflect that actual place they are found in the world, or their historical starting places. I made one exception however; at times certain cities would not grow, like Rome. I could not play around too much with the map, there is not much land to change around Rome anyway... so what I did was to add fish, cattle etc to bump up the population. But the cities are in the right starting locations and they have enough resources to prosper into the true great cities they were meant to be. I did not adjust all cities however, some like Karakorum was never a real large scale city like Rome.
4-Leader no longer builds armies or hurries production, instead they have been seriously beefed up so that IF you are lucky enough to acquire it, you will have a devastating force at your disposal, 10 attack - 10 defense. This is I think correct since many of the worlds greatest conquests have been the result of a great leader. So let's say you are the Greeks and you get Alexander the Great, well you most definitely can embark on a conquest, after all what is to stop you? Maybe a leader from another Civilization
5-There are two new Governments, one a Dictatorship/Fascist, another a religious government.
6- Much larger hit points have been given to more experienced units. And Settlers are EXTREMELY expensive to build. This causes less cities popping up and thus less scattered empires - what I mean by that is you dont have one piece here then another there - now you get empires that are connected.
7- You can pretty much play any race you would like, all you need is the civ3mod file I will provide shortly, and then follow the instructions above.
Feel free to change anything you want, will be posting this mod file soon..