What is Arcane Imperium? A new fantasy mod for Civ 3 Conquests based on an entirely original world and built around the concept of a large and varied, but extremely rare, number of strategic resources. In practice this makes every game unique, as you get access to different units and buildings every time you played based on which resources you find, rather than on what nation you play.
Currently the mod is at about 25% completion (75% not counting graphics).
Here's some further info about the mod:
Civs:
Alnica - Militaristic, Expansionist
Unique Wonder - Mark of the Horde: Increases chances of leader appearance, reduces war weariness in all cities, increased army value.
Unique Units - Kashuj Archer, Kashuj Raider, Nebtaut Archer, Kashuj Spearman, Nebtaut Spearman
Inspiration/Backstory - I modeled Alnica on the Mongols and Huns, with a dash of Imperial Rome thrown into the mix to keep it spicy. They pretty much are a textbook definition of "Military Tradition". They favor mobile (preferably mounted) troops, and their favored weapons are the bow and the spear. Two of their unique units are horse archers (from competing tribal militaries, for lack of a better word - the Kashuj and the Nebtaut each have their own identity), one is a mounted spearman, and the other two are spear infantry. The Kashuj and Nebtaut units each have their own emphasis - Kashuj value strength and direct attack more, while Nebtauts favor manueverability and hit-and-run tactics. The Kashuj represent the greater portion of the Alnican military.
Cuirlen - Agricultural, Religious
Unique Wonder - Myriad Pantheon: Decreases corruption and propoganda in all cities, stealth attack barrier in all cities.
Unique Units - Windspeaker, Groverunner, Possessed, Windrider, Guardian
Inspiration/Backstory - Cuirlen is a deeply religious agricultural society that practices animism, or the belief that any/every object, creature, person, or plant has a spirit. That belief pretty much defines their society. Every child has their own guardian spirit, every house has its watchers, and the spirits of the crops, the fields, the rivers, and the rain must all be paid their proper due or the harvest will be poor. Fortunately for the Cuirlen, it seems that they've hit on the right formula for appeasing all their many many spirits, for their crops are consistently the most abundant and best tasting, and their people are healthy and lucky. Militarily, the Cuirlen tend to be rather passive, preferring not to fight offensive wars. Three of their unique units are archers. Two of those archers are especially attuned to the spirits of the wind, who guide their arrows with uncanny accuracy (double strength defensive bombardment). The third archer is able to move rapidly over any terrain due to pacts made with the spirits of wood and field. Their fourth unique unit is a warrior who has been physically and mentally possessed by his or her guardian spirit, and as such fight with extreme skill and courage. The final unique unit is an extra-strong citizen spearman for those times when Cuirlen cannot avoid offensive action.
Nerlan - Seafaring, Scientific
Unique Wonder - Vernath's Own: all cities produce veteran sea units and get +1 shields from all water tiles.
Unique Units - War Galley, Barge, Vernath's Spear, Vernath's Sword, Vernath's Bow
Inspiration/Backstory - I modeled Nerlan after the legends of Atlantis. They are a haughty, superior people who are adept at science and magic both. Nerlan has a Greek-style pantheon of dieties, but only one of them really matters to them: Vernath, the Lord of Sea and Storm. All of their ships have chapels (size dependant on the size of the ship) dedicated to Vernath, and all of Nerlan's elite troops are trained by the temples of Vernath in aquatic combat. Nerlan has two ships and three land units among her unique units. One of the ships is a stronger version of the universal Trireme (the first true warship), and the other is a very hefty transport ship capable of carrying an entire (base size) Army. The three land units are all amphibious attackers, trained by the temples of Vernath. Vernath's Spear, Sword, and Bow all have increased attack ability and a bonus hit point to indicate their training.
J'laya - Industrious, Commercial
Unique Wonder - Superior Roads: +1 trade in each tile in the city that builds it, pays maintenance for all commercial buildings.
Unique Units - Spirit of Passion, Spirit of Fury, Spirit of Superiority, Spirit of Pride, Spirit of Zeal
Inspiration/Backstory - J'laya's society is based off that of the Incas, but their religion is a warped mixture of many Native American and Mesoamerican religions and my own ideas. Whereas the citizens of Cuirlen believe that *everything* has a spirit, J'layans know that it is only animals who have spirits - but those spirits are all ancient and very, very powerful. J'layans worship these spirits and emulate the behavior of their respective animals as best they can. The J'layan unique units are all warriors who have been so successful at that emulation that they have acquired a lesser animal spirit for themselves. The Spirit of Passion is a jaguar, ferocious and indomitable in its own terrain. The Spirit of Fury is a bear, utterly implacable and able to shrug off damage that would kill men outright. The Spirit of Superiority is an eagle, with keen eyes and the ability to fly over limited distances, treating all terrain as roads. The Spirit of Pride is a lion, sure and strong in its mastery. The Spirit of Zeal is an ocelot, not as powerful in a straight fight as any of the others but possessing a unquenchable spirit that drives it to never give up even in the face of overwhelming numbers (in game terms, the blitz ability).
Stakkata - Industrious, Militaristic
Unique Wonder - Stakkata's Might: Build larger armies, increased chance of leader appearance, produces a Stakkatan Infantry Army every 20 turns (holds 2 foot units, 6 defensive bombard/collateral damage).
Unique Units - Ullipan Rider, Armsman, War Ullipan, Ullipan Archer, Stakkata
Hanayuma - Religious, Expansionist
Unique Wonder - Temple of the Way: 1 happy face in all cities, all cities resistant to propoganda.
Unique Units - Fated Swordsman, Iniyaro Horseman, Shadow Brother, Celestial Master, Sword Saint
Rikki - Seafaring, Commercial
Unique Wonder - Wave-chasers: +2 ship movement, all cities get +1 trade in water squares and allow water trade.
Unique Units - Gull, Osprey, Albatross, Banbu, Tikri Tavri
Lonik - Agricultural, Scientific
Unique Wonder - The Lyceum: 2 free tech advances, doubles research output in the city that built it.
Unique Units- Longarm Stone Thrower, Shortarm Stone Thrower, Gatecrasher, Arbalestier, Siege Escort
Tihuan - Miltaristic, Religious
Unique Wonder - Fountain of Blood: acts as a second capital, doubles sacrifice, produces a Blood Slave (0/0/1 sacrificable) every 10 turns.
Unique Units - Chosen of Tlaxan, Chosen of Itzanam, Blood Hunter, Slave Warrior, Priest of Couatl
Ruiten - Agricultural, Seafaring
Unique Wonder - Seabrothers: every city gets +1 food in water tiles.
Unique Units - Great Cog, Cog, Cutter, Citizen, Militia
Tourna - Scientific, Commercial
Unique Wonder - Imperial Ambition: Increases chance of leader appearance, produces a Tournan Legion (army trans 3 foot, +2 hp build road, fort, barricade 150% efficiency) every 30 turns.
Unique Units - Legionar Fidelis, Legionar Judicis, Legionar Veritas, Cataphract Imperator, Siege Tower
Sky People - Industrious, Expansionist
Unique Wonder - Supreme Adaptability: 1/2 unit upgrade cost.
Unique Units - Hunter, War Dancer, Tracker, Forerunner, Tribe
STRATEGIC RESOURCES
Fire Node: Allows construction of Salamanders, Pyromancer's Conclaves, and Blackfire. +2 commerce.
Earth Node: Allows construction of Golems, Geomancer's Enclaves, and The Philosopher's Stone. +2 commerce.
Water Node: Allows construction of Undines, Hydromancer's Enclaves, and Waveturner. +2 commerce.
Air Node: Allows construction of Sylphs, Aeromancer's Enclaves, and Weather Controller. +2 commerce.
Dragon's Lair: Allows construction of Ancient Wyrms. -4 food -4 shields -4 commerce.
Fire Dragon: Allows construction of Fire Dragons. -5 food -5 shields -5 commerce.
Storm Dragon: Allows construction of Storm Dragons. -6 food -6 shields -6 commerce.
Reflecting Pool: Allows construction of Spring of Pure Water. +1 commerce.
Glyph: Allows construction of Wizard's Tower. +2 commerce.
Dark Temple: Allows construction of Red Temple. +2 commerce.
Shadow Rift: Allows construction of Halls of Shadow. +1 commerce.
Aerie: Allows construction of Order of the Golden Feather and Order of the Sacred Gryphon. -1 food -1 commerce.
Thunder Lizard Eggs: Allows construction of Order of Thunder and Order of the Scaled Wing.
Spirit of Nature: Allows construction of Shrine of Nature. +1 food +1 commerce.
Spirit of Magic: Allows construction of Shrine of Magic. +2 commerce.
Spirit of Order: Allows construction of Shrine of Order. +2 shields.
Spirit of War: Allows construction of Shrine of War. +1 shield +1 commerce.
Dwarven Halls: Allows construction of 8 Dwarven units and Dwarven Forges. +2 shields +1 commerce.
Goblin Tunnels: Allows construction of 8 Goblin units and Goblin Warrens. +1 food +1 shield +1 commerce.
Lizardman Village: Allows construction of 8 Lizardman units and Lizardman Hunters. +1 food +1 shield +1 commerce.
Amazon Village: Allows construction of 8 Amazon units and Amazon Temples. +2 food +1 shield.
Orc Village: Allows construction of 8 Orc units and Orcish Fortresses. +1 food +2 shields.
Elf Village: Allows construction of 8 Elf units and Elven Traders. +1 food +2 commerce.
Giant's Moot: Allows construction of 8 Giant units. +3 shields.
Crypt: Allows construction of Reverends of the Requiem, Catacombs, and The Lich Crown. -1 commerce.
Portal of Darkness: Allows construction of Black Vicars, Pentagram Chambers, and The Hellportal. +2 commerce.
Portal of Light: Allows construction of Prelates, Chantries, and The Crystal of Faith. +2 commerce.
Pyramid: Allows construction of Confessors, Basilicas, and The Wonderhall. +2 commerce.
Magic Circle: Allows construction of 8 Druidic units, Druid's Groves, and The Book of Secrets. +1 commerce.
Chaos Gem: Allows construction of 8 Sorcerous units, Sorceror's Keeps, and The Armory of Chaos. +2 commerce.
Dark Chasm: Allows construction of The Doomsday Device. +3 commerce.
Pure Mana Crystals: Allows construction of The Gate Nexus. +2 shields +7 commerce.
Well of Life: Allows construction of Elixir of Eternal Life. +12 food.
BONUS RESOURCES
Rocky Shore: +1 shield -1 commerce.
Giant Mushrooms: +2 food.
Goats: +1 food +1 commerce.
Caribou: +1 food +1 shield.
Chickens: +1 food +1 commerce.
Corn: +2 food.
Melons: +1 food +1 commerce.
Currently the mod is at about 25% completion (75% not counting graphics).
Here's some further info about the mod:
- 33 strategic resources, all of them vanishingly rare by vanilla civ standards.
- Each strategic resource allows the construction of from 1-8 units and/or buildings/wonders, all of which you'd be very much happy to use.
- 12 civs with 5 unique units (though they do not trigger golden ages) and a civ specific wonder (which always triggers a golden age) each.
- Completely reworked tech tree, city improvements, and wonders.
- Over 350 units total.
- 7 new governments.
Civs:
Alnica - Militaristic, Expansionist
Unique Wonder - Mark of the Horde: Increases chances of leader appearance, reduces war weariness in all cities, increased army value.
Unique Units - Kashuj Archer, Kashuj Raider, Nebtaut Archer, Kashuj Spearman, Nebtaut Spearman
Inspiration/Backstory - I modeled Alnica on the Mongols and Huns, with a dash of Imperial Rome thrown into the mix to keep it spicy. They pretty much are a textbook definition of "Military Tradition". They favor mobile (preferably mounted) troops, and their favored weapons are the bow and the spear. Two of their unique units are horse archers (from competing tribal militaries, for lack of a better word - the Kashuj and the Nebtaut each have their own identity), one is a mounted spearman, and the other two are spear infantry. The Kashuj and Nebtaut units each have their own emphasis - Kashuj value strength and direct attack more, while Nebtauts favor manueverability and hit-and-run tactics. The Kashuj represent the greater portion of the Alnican military.
Cuirlen - Agricultural, Religious
Unique Wonder - Myriad Pantheon: Decreases corruption and propoganda in all cities, stealth attack barrier in all cities.
Unique Units - Windspeaker, Groverunner, Possessed, Windrider, Guardian
Inspiration/Backstory - Cuirlen is a deeply religious agricultural society that practices animism, or the belief that any/every object, creature, person, or plant has a spirit. That belief pretty much defines their society. Every child has their own guardian spirit, every house has its watchers, and the spirits of the crops, the fields, the rivers, and the rain must all be paid their proper due or the harvest will be poor. Fortunately for the Cuirlen, it seems that they've hit on the right formula for appeasing all their many many spirits, for their crops are consistently the most abundant and best tasting, and their people are healthy and lucky. Militarily, the Cuirlen tend to be rather passive, preferring not to fight offensive wars. Three of their unique units are archers. Two of those archers are especially attuned to the spirits of the wind, who guide their arrows with uncanny accuracy (double strength defensive bombardment). The third archer is able to move rapidly over any terrain due to pacts made with the spirits of wood and field. Their fourth unique unit is a warrior who has been physically and mentally possessed by his or her guardian spirit, and as such fight with extreme skill and courage. The final unique unit is an extra-strong citizen spearman for those times when Cuirlen cannot avoid offensive action.
Nerlan - Seafaring, Scientific
Unique Wonder - Vernath's Own: all cities produce veteran sea units and get +1 shields from all water tiles.
Unique Units - War Galley, Barge, Vernath's Spear, Vernath's Sword, Vernath's Bow
Inspiration/Backstory - I modeled Nerlan after the legends of Atlantis. They are a haughty, superior people who are adept at science and magic both. Nerlan has a Greek-style pantheon of dieties, but only one of them really matters to them: Vernath, the Lord of Sea and Storm. All of their ships have chapels (size dependant on the size of the ship) dedicated to Vernath, and all of Nerlan's elite troops are trained by the temples of Vernath in aquatic combat. Nerlan has two ships and three land units among her unique units. One of the ships is a stronger version of the universal Trireme (the first true warship), and the other is a very hefty transport ship capable of carrying an entire (base size) Army. The three land units are all amphibious attackers, trained by the temples of Vernath. Vernath's Spear, Sword, and Bow all have increased attack ability and a bonus hit point to indicate their training.
J'laya - Industrious, Commercial
Unique Wonder - Superior Roads: +1 trade in each tile in the city that builds it, pays maintenance for all commercial buildings.
Unique Units - Spirit of Passion, Spirit of Fury, Spirit of Superiority, Spirit of Pride, Spirit of Zeal
Inspiration/Backstory - J'laya's society is based off that of the Incas, but their religion is a warped mixture of many Native American and Mesoamerican religions and my own ideas. Whereas the citizens of Cuirlen believe that *everything* has a spirit, J'layans know that it is only animals who have spirits - but those spirits are all ancient and very, very powerful. J'layans worship these spirits and emulate the behavior of their respective animals as best they can. The J'layan unique units are all warriors who have been so successful at that emulation that they have acquired a lesser animal spirit for themselves. The Spirit of Passion is a jaguar, ferocious and indomitable in its own terrain. The Spirit of Fury is a bear, utterly implacable and able to shrug off damage that would kill men outright. The Spirit of Superiority is an eagle, with keen eyes and the ability to fly over limited distances, treating all terrain as roads. The Spirit of Pride is a lion, sure and strong in its mastery. The Spirit of Zeal is an ocelot, not as powerful in a straight fight as any of the others but possessing a unquenchable spirit that drives it to never give up even in the face of overwhelming numbers (in game terms, the blitz ability).
Stakkata - Industrious, Militaristic
Unique Wonder - Stakkata's Might: Build larger armies, increased chance of leader appearance, produces a Stakkatan Infantry Army every 20 turns (holds 2 foot units, 6 defensive bombard/collateral damage).
Unique Units - Ullipan Rider, Armsman, War Ullipan, Ullipan Archer, Stakkata
Hanayuma - Religious, Expansionist
Unique Wonder - Temple of the Way: 1 happy face in all cities, all cities resistant to propoganda.
Unique Units - Fated Swordsman, Iniyaro Horseman, Shadow Brother, Celestial Master, Sword Saint
Rikki - Seafaring, Commercial
Unique Wonder - Wave-chasers: +2 ship movement, all cities get +1 trade in water squares and allow water trade.
Unique Units - Gull, Osprey, Albatross, Banbu, Tikri Tavri
Lonik - Agricultural, Scientific
Unique Wonder - The Lyceum: 2 free tech advances, doubles research output in the city that built it.
Unique Units- Longarm Stone Thrower, Shortarm Stone Thrower, Gatecrasher, Arbalestier, Siege Escort
Tihuan - Miltaristic, Religious
Unique Wonder - Fountain of Blood: acts as a second capital, doubles sacrifice, produces a Blood Slave (0/0/1 sacrificable) every 10 turns.
Unique Units - Chosen of Tlaxan, Chosen of Itzanam, Blood Hunter, Slave Warrior, Priest of Couatl
Ruiten - Agricultural, Seafaring
Unique Wonder - Seabrothers: every city gets +1 food in water tiles.
Unique Units - Great Cog, Cog, Cutter, Citizen, Militia
Tourna - Scientific, Commercial
Unique Wonder - Imperial Ambition: Increases chance of leader appearance, produces a Tournan Legion (army trans 3 foot, +2 hp build road, fort, barricade 150% efficiency) every 30 turns.
Unique Units - Legionar Fidelis, Legionar Judicis, Legionar Veritas, Cataphract Imperator, Siege Tower
Sky People - Industrious, Expansionist
Unique Wonder - Supreme Adaptability: 1/2 unit upgrade cost.
Unique Units - Hunter, War Dancer, Tracker, Forerunner, Tribe
STRATEGIC RESOURCES
Fire Node: Allows construction of Salamanders, Pyromancer's Conclaves, and Blackfire. +2 commerce.
Earth Node: Allows construction of Golems, Geomancer's Enclaves, and The Philosopher's Stone. +2 commerce.
Water Node: Allows construction of Undines, Hydromancer's Enclaves, and Waveturner. +2 commerce.
Air Node: Allows construction of Sylphs, Aeromancer's Enclaves, and Weather Controller. +2 commerce.
Dragon's Lair: Allows construction of Ancient Wyrms. -4 food -4 shields -4 commerce.
Fire Dragon: Allows construction of Fire Dragons. -5 food -5 shields -5 commerce.
Storm Dragon: Allows construction of Storm Dragons. -6 food -6 shields -6 commerce.
Reflecting Pool: Allows construction of Spring of Pure Water. +1 commerce.
Glyph: Allows construction of Wizard's Tower. +2 commerce.
Dark Temple: Allows construction of Red Temple. +2 commerce.
Shadow Rift: Allows construction of Halls of Shadow. +1 commerce.
Aerie: Allows construction of Order of the Golden Feather and Order of the Sacred Gryphon. -1 food -1 commerce.
Thunder Lizard Eggs: Allows construction of Order of Thunder and Order of the Scaled Wing.
Spirit of Nature: Allows construction of Shrine of Nature. +1 food +1 commerce.
Spirit of Magic: Allows construction of Shrine of Magic. +2 commerce.
Spirit of Order: Allows construction of Shrine of Order. +2 shields.
Spirit of War: Allows construction of Shrine of War. +1 shield +1 commerce.
Dwarven Halls: Allows construction of 8 Dwarven units and Dwarven Forges. +2 shields +1 commerce.
Goblin Tunnels: Allows construction of 8 Goblin units and Goblin Warrens. +1 food +1 shield +1 commerce.
Lizardman Village: Allows construction of 8 Lizardman units and Lizardman Hunters. +1 food +1 shield +1 commerce.
Amazon Village: Allows construction of 8 Amazon units and Amazon Temples. +2 food +1 shield.
Orc Village: Allows construction of 8 Orc units and Orcish Fortresses. +1 food +2 shields.
Elf Village: Allows construction of 8 Elf units and Elven Traders. +1 food +2 commerce.
Giant's Moot: Allows construction of 8 Giant units. +3 shields.
Crypt: Allows construction of Reverends of the Requiem, Catacombs, and The Lich Crown. -1 commerce.
Portal of Darkness: Allows construction of Black Vicars, Pentagram Chambers, and The Hellportal. +2 commerce.
Portal of Light: Allows construction of Prelates, Chantries, and The Crystal of Faith. +2 commerce.
Pyramid: Allows construction of Confessors, Basilicas, and The Wonderhall. +2 commerce.
Magic Circle: Allows construction of 8 Druidic units, Druid's Groves, and The Book of Secrets. +1 commerce.
Chaos Gem: Allows construction of 8 Sorcerous units, Sorceror's Keeps, and The Armory of Chaos. +2 commerce.
Dark Chasm: Allows construction of The Doomsday Device. +3 commerce.
Pure Mana Crystals: Allows construction of The Gate Nexus. +2 shields +7 commerce.
Well of Life: Allows construction of Elixir of Eternal Life. +12 food.
BONUS RESOURCES
Rocky Shore: +1 shield -1 commerce.
Giant Mushrooms: +2 food.
Goats: +1 food +1 commerce.
Caribou: +1 food +1 shield.
Chickens: +1 food +1 commerce.
Corn: +2 food.
Melons: +1 food +1 commerce.