Camber
Resident Family Therapist
This is a multiplayer adaptation of the Intro3 New Alliances scenario that comes with Conquests. From the readme:
==MP New Alliances==
Original Scenaio by Firaxis Games for Civilization III Conquests
Adaptation by Camber for multiplayer games of 2 or 4 players
=================================
+Instructions:
Be sure you have installed Conquests patch version 1.22
Copy the file to the ../Civilization III/Conquests/Scenarios folder, NOT the ../Conquests/Conquests folder.
MP New Alliances will be playable in the Multiplayer menu.
+Known Issues:
Civilopedia does not reflect scenario changes. I have no plans to fix this; if anyone wants to do it feel free.
+Changes:
alterations to the Scenario Properties
* changes to Players tab: all players can be human or AI
* changes to Scenario tab: 440 turns max; scenario folders refers to proper folder; Barbarians are Restless; Preserve random seed checked; Space Race victory enabled
removal of locked alliances-unfriendly game features
*removed Mutual Protection Pacts from Nationalism tech (these can be used to get civs to declare war on their locked allies)
*removed mobilization from Nationalism tech (you cannot exit mobilization without a peace treaty or defeating an enemy; locked alliances make exiting mobilization too difficult)
redistribution of resources to improve balance
*all capitals have the potential to build an Iron Works
*all starting cities are located on rivers
*each alliance has at least 2 sources of all strategic resources
*bonus resources are balanced (each alliance has 9 land bonus resources, 4 Whales and 1 Fish)
*each alliance has exclusive access to 3 luxury resources, and semi-exclusive access to a 4th luxury resource (furs or wines).
*slight expansion of landmass on the right-hand side of the map, to equalize empire sizes
*each alliance has 19 tiles of floodplains, 4 tiles of marsh, 14 tiles of Jungle, and 2 volcanos; distribution of other land tiles is generally but less precisely balanced
costs
*all building, wonder, and technology costs have been cut in half, to make the scenario play faster
*reduced minimum research time from 6 to 3
*Cruise Missile cost reduced by 10 shields
*Upgrade costs reduced
*building costs for Mass Transit and Recycling Plant have *not* been halved
pollution
*all building pollution values have been doubled (to make global warming a bigger issue)
*some buildings have been given low (1) pollution values (Granary, Aqueduct, Hospital, Nuclear Plant, Research Lab, Hanging Gardens, Shakespeare's Theatre, Manhattan Project)
**either because they allow increased population (granary, aqueduct), or because they produce industrial waste (research lab, nuclear plant), or both (hospital)
global warming
*All initial land tiles (except forest, jungle, and marsh) are now landmark tiles
*landmark tiles have normal default values for food, production, and commerce
*Global warming causes these tiles to revert to non-landmark tiles, which have reduced value
**lower food value for desert, plains, grassland, and hills
**lower production value for desert, hills and mountains
**global warming also eliminates forest, jungle, and marsh; underneath the land tiles are non-landmark
*other terrain changes:
**irrigated landmark plains and grasslands superproduce food (+2 food)
**forest and jungle can be mined or irrigated (+1 food/shield), to reduce the incentive to deforest
barbarians
*Restless
*foot unit is Crusader, mounted unit is Ancient Cavalry, sea unit is Man-O-War
buildings
*Hanging Gardens now allows city size 2
*Forbidden Palace produces an army every 30 turns
*Intelligence Agency produces a guerilla every 15 turns
*Knights Templar is obsolete with Banking (both for historical accuracy and balance)
*Art of War is obsolete with Military Tradition
*Pyramids is obsolete with Scientific Method
units
*UUs: players have 2 UUs; 1st UU upgrades to second UU
**Germany: Teutonic Knight and Sipahi
**Byzantines: Dromon and Privateer (other civs no longer have access to privateer and privateer's stats have been increased--faster, slightly higher defense, better bombard)
**Netherlands: Swiss Mercenary and Musketeer
**Portugal: Carrack and Man-O-War
*upgrades:
**Ancient Cavalry upgrades to Cavalry
**Crusader upgrades to Guerilla
**Cavalry upgrades to Modern Armor
**Privateer upgrades to Destroyer
**Frigate and Man-O-War upgrade to Cruiser
*cruise missile ships
**all ships of the modern era have a transport value for cruise missiles
**cruise missiles can only be carried on these ships, regular transports won't carry them anymore
*nuclear submarine carrying capacity (of tactical nukes) increased to 2
*army: reduced capacity to 2 units
*explorer: gave it attack and defense value
*frigate: increased attack value to compete with Man-O-War
*ancient cavalry has higher attack value, to compete with medieval units
workers
*increased worker time for chopping forest and wetlands, and for planting forest
==MP New Alliances==
Original Scenaio by Firaxis Games for Civilization III Conquests
Adaptation by Camber for multiplayer games of 2 or 4 players
=================================
+Instructions:
Be sure you have installed Conquests patch version 1.22
Copy the file to the ../Civilization III/Conquests/Scenarios folder, NOT the ../Conquests/Conquests folder.
MP New Alliances will be playable in the Multiplayer menu.
+Known Issues:
Civilopedia does not reflect scenario changes. I have no plans to fix this; if anyone wants to do it feel free.
+Changes:
alterations to the Scenario Properties
* changes to Players tab: all players can be human or AI
* changes to Scenario tab: 440 turns max; scenario folders refers to proper folder; Barbarians are Restless; Preserve random seed checked; Space Race victory enabled
removal of locked alliances-unfriendly game features
*removed Mutual Protection Pacts from Nationalism tech (these can be used to get civs to declare war on their locked allies)
*removed mobilization from Nationalism tech (you cannot exit mobilization without a peace treaty or defeating an enemy; locked alliances make exiting mobilization too difficult)
redistribution of resources to improve balance
*all capitals have the potential to build an Iron Works
*all starting cities are located on rivers
*each alliance has at least 2 sources of all strategic resources
*bonus resources are balanced (each alliance has 9 land bonus resources, 4 Whales and 1 Fish)
*each alliance has exclusive access to 3 luxury resources, and semi-exclusive access to a 4th luxury resource (furs or wines).
*slight expansion of landmass on the right-hand side of the map, to equalize empire sizes
*each alliance has 19 tiles of floodplains, 4 tiles of marsh, 14 tiles of Jungle, and 2 volcanos; distribution of other land tiles is generally but less precisely balanced
costs
*all building, wonder, and technology costs have been cut in half, to make the scenario play faster
*reduced minimum research time from 6 to 3
*Cruise Missile cost reduced by 10 shields
*Upgrade costs reduced
*building costs for Mass Transit and Recycling Plant have *not* been halved
pollution
*all building pollution values have been doubled (to make global warming a bigger issue)
*some buildings have been given low (1) pollution values (Granary, Aqueduct, Hospital, Nuclear Plant, Research Lab, Hanging Gardens, Shakespeare's Theatre, Manhattan Project)
**either because they allow increased population (granary, aqueduct), or because they produce industrial waste (research lab, nuclear plant), or both (hospital)
global warming
*All initial land tiles (except forest, jungle, and marsh) are now landmark tiles
*landmark tiles have normal default values for food, production, and commerce
*Global warming causes these tiles to revert to non-landmark tiles, which have reduced value
**lower food value for desert, plains, grassland, and hills
**lower production value for desert, hills and mountains
**global warming also eliminates forest, jungle, and marsh; underneath the land tiles are non-landmark
*other terrain changes:
**irrigated landmark plains and grasslands superproduce food (+2 food)
**forest and jungle can be mined or irrigated (+1 food/shield), to reduce the incentive to deforest
barbarians
*Restless
*foot unit is Crusader, mounted unit is Ancient Cavalry, sea unit is Man-O-War
buildings
*Hanging Gardens now allows city size 2
*Forbidden Palace produces an army every 30 turns
*Intelligence Agency produces a guerilla every 15 turns
*Knights Templar is obsolete with Banking (both for historical accuracy and balance)
*Art of War is obsolete with Military Tradition
*Pyramids is obsolete with Scientific Method
units
*UUs: players have 2 UUs; 1st UU upgrades to second UU
**Germany: Teutonic Knight and Sipahi
**Byzantines: Dromon and Privateer (other civs no longer have access to privateer and privateer's stats have been increased--faster, slightly higher defense, better bombard)
**Netherlands: Swiss Mercenary and Musketeer
**Portugal: Carrack and Man-O-War
*upgrades:
**Ancient Cavalry upgrades to Cavalry
**Crusader upgrades to Guerilla
**Cavalry upgrades to Modern Armor
**Privateer upgrades to Destroyer
**Frigate and Man-O-War upgrade to Cruiser
*cruise missile ships
**all ships of the modern era have a transport value for cruise missiles
**cruise missiles can only be carried on these ships, regular transports won't carry them anymore
*nuclear submarine carrying capacity (of tactical nukes) increased to 2
*army: reduced capacity to 2 units
*explorer: gave it attack and defense value
*frigate: increased attack value to compete with Man-O-War
*ancient cavalry has higher attack value, to compete with medieval units
workers
*increased worker time for chopping forest and wetlands, and for planting forest