MeteorPunch
#WINNING
for Civilization III Conquests 1.22
Modern Age 2 is what I would call an experimental and bare bones modern military scenario. It takes place at the present day 2010, and includes real life nations, leaders, units, etc. There are no techs to learn, buildings to build, resources to acquire, or future units to look forward to. Everything is, "as is," with economies and production already preset and balanced.
The subtitle "First Strike," is a reference to how the game play works. Each nation begins with a full compliment of units and able to start up a war (the whole point of the game) within the first few turns. However, for some it can certainly be better to wait a little and build a few units.
All the nations are not created equal, but everyone has a chance to win. I believe the smaller ones are actually more fun to play because of having a higher shield to city ratio. I would actually advise to not play as Russia for this reason - they have the 3rd best overall production, but it is spread over so many cities.
UNITED NATIONS:
There are 30 regular playable nations in the game and the remaining ones not included are all wrapped up in a large and unplayable "United Nations." Several things have been done to weaken this civ, without making them complete pushovers.
First of all they have no airlifting via airports, and no access to sea transports - if you are in South America, you will only face continental resistance. Islands are relatively heavily defended, because the units already on the isle are all you will face. Similarly, UN air units have extremely short ranges.
Overall the UN is split into 5 parts - South America, Eastern Europe, Middle East/Asia, Africa, and Islands, with Egypt, Russia, and Turkey acting as a stop gap. It's advisable to not attack the UN as one of these 3 nations early on.
STUFF TO KNOW:
There are a few dozen or so units I included which aren't available to any Civ. They were extras that can be used for whatever (sounds included).
KNOWN ISSUES:
Core Files: 265MB from Megaupload
BIQs: Modern Age 2 version 1.05 .zip file
FILE STRUCTURE:
SCREENSHOTS:

Modern Age 2 is what I would call an experimental and bare bones modern military scenario. It takes place at the present day 2010, and includes real life nations, leaders, units, etc. There are no techs to learn, buildings to build, resources to acquire, or future units to look forward to. Everything is, "as is," with economies and production already preset and balanced.
The subtitle "First Strike," is a reference to how the game play works. Each nation begins with a full compliment of units and able to start up a war (the whole point of the game) within the first few turns. However, for some it can certainly be better to wait a little and build a few units.
All the nations are not created equal, but everyone has a chance to win. I believe the smaller ones are actually more fun to play because of having a higher shield to city ratio. I would actually advise to not play as Russia for this reason - they have the 3rd best overall production, but it is spread over so many cities.
UNITED NATIONS:
There are 30 regular playable nations in the game and the remaining ones not included are all wrapped up in a large and unplayable "United Nations." Several things have been done to weaken this civ, without making them complete pushovers.
First of all they have no airlifting via airports, and no access to sea transports - if you are in South America, you will only face continental resistance. Islands are relatively heavily defended, because the units already on the isle are all you will face. Similarly, UN air units have extremely short ranges.
Overall the UN is split into 5 parts - South America, Eastern Europe, Middle East/Asia, Africa, and Islands, with Egypt, Russia, and Turkey acting as a stop gap. It's advisable to not attack the UN as one of these 3 nations early on.
IMPORTANT: The game is designed with the Aeon no-science system, which means that the science slider should be left at 50% at all times - moving it is cheating. Additionally there is a bug which will reset your tax slider to 50% after each turn if you move it - so even if you do move it, it resets back to where it should be every turn.
IMPORTANT: old information - This is a No-Raze patch mod, which means that captured cities will never be razed by the AI. To play this, there is a replacement Civ3Conquests.exe file includedwhich must be used to replace the original one. Remember to create a backup copy of the original.
new information - You do NOT need to replace your Conquests.exe with the NoRaze-Patch to work. Just name it C3C_NoRaze.exe or similar, and put it in the same folder as the original exe. The game can be launched from that exe as well.
IMPORTANT: Some graphics configurations cannot handle the Space Victory Progress Screen (F10), so I've included a second .biq file with that victory disabled. Things such as a non-standard resolution or dual monitor setup will possibly cause a game freeze.
STUFF TO KNOW:
- Cities do not flip ownership.
- Movement along roads is 6 instead of 3.
- Rioting in cities is quelled in 1 turn.
- Mountains are impassable.
- Airports are located in every city. Veteran sea and land units are only available in 2 cities from pre-placed small wonders.
- Chance for air units to be intercepted is 75%.
- Defensive bonuses are: fortified +50%, within a city +25%, within the capital +25% (additive).
- Victory Conditions are: Conquest, Domination, Victory Point Scoring, and Space Race (which is achieved by capturing 10 important cities).
- The AI likes to make demands more often than usual games. I can't turn this off, so just pay them, or take a risk because they bluff a lot.
- Air units are very useful, however if yours aren't that great compared to your enemies, definitely take stock in land-based anti air and howitzers instead.
- Sub bug: If the AI runs into an undefended sub it will start a war. Keep submarine units defended or in ports.
There are a few dozen or so units I included which aren't available to any Civ. They were extras that can be used for whatever (sounds included).
KNOWN ISSUES:
- Music hasn't been added and hearing any of Civ 3's music during this scenario is just wrong.
- Advisers are sometimes from the wrong era.
- Initial game start: 1-4 minutes (varies by Civ).
- Game reload and in-between turns (minus any animations, attacks, etc.): ~35 seconds.
- My computer is 6 years old, so I'm hoping it will be much faster for others.
Core Files: 265MB from Megaupload
BIQs: Modern Age 2 version 1.05 .zip file
FILE STRUCTURE:

CREDITS:
Aaglo
Aluminum
Ares de Borg
Balou
Bebro
Bjornlo
Gary Childress
Goldfool
Goodwin
JuuL
Kal-El
Kinboat
Kindred72
Kuratko
La Dav
LizardmenRule!
NavyDawg
Nemesis Rex
Ogedai the Mad
Orthanc
Ozymandius
Pounder
Ripptide
Rhodie
Smoking mirror
Sourboy
Steph
Tom2050
Utahjazz7
Vingrjoe
Vuldacon: helped with a custom unit.
Weasel Op
Wolfhart
Wyrmshadow: made most of the units - big thanks!
Yoda Power
SCREENSHOTS:
Spoiler :
Player Setup.
Chinese Start.
India advancing through Iran after taking Pakistan and Afghanistan.
Civilopedia entries.

Chinese Start.

India advancing through Iran after taking Pakistan and Afghanistan.

Civilopedia entries.

