dugfromthearth
Warlord
- Joined
- Aug 21, 2004
- Messages
- 179

Paths of Glory
This is a full blown mod of the dawn of civilization through the ancient world. But it is not a single path like the standard game. You choose your own way. Development should be organic - develop the technologies you want and need. Build the improvements you want and need. Develop and build the army you want and need.
There are no unique units. Instead each time you play you can take a unique path through the tech tree. Want archers? Research them. Want pike phalanx? Research it. But if you do not want archers or pike phalanxes do not waste your time.
There are 4 government types, and you get them early. Democracy is best for reducing corruption, stratocracy (rule by military) is best for large armies and producing veteran units cheaply, theocracy (rule by priests) is best for culture, plutocracy (rule by wealthy) is best for trade. Corruption and war weariness can be modified somewhat by changing government types but are mostly handled by building improvements in the cities that need them.
There are two major divisions: agricultural and hunting. Non-agricultural societies get access to better units fast, but agricultural societies get population much faster. Choose the one that is better for you - or develop agriculture when you want it (you can't go back).
This mod is all about choices. As you play there are typically many things to research and build. There are a lot of new resources that can dramatically change your cities and civilization, so each time you play, each new map changes the game.
You really can play a culture like the Mongols developing horse archers and raiding your enemies without ever bothering with bronze or ships (no Mongol civ though, sorry). Or you could play the Phoenecians and just establish trading cities scattered across the coasts of the world (coastal cities are dramatically improved with the right technologies). Or play the Celts and have vast numbers of hunters roaming the woods, spreading your territory and raiding where you will.
I hate to say something like "I expanded ancient ships" which might make it sound like a naval game. Or "I have detailed development of agriculture" which makes it sound like a farming game. This is an epic game of the ancient world. It has innumerable technologies (they would be countable if I researched mathematics, but it would be a large number), a vast array of improvements, and a horde of military units from infantry to ships to chariots to cavalry.
There is much more to the mod then I can describe here, and words just cannot do it justice. So download it and try for yourself (the zip file is only 23mb).
I am happy to answer any questions you might have.
After you download the zip file, open it into a folder named after it "Paths of Glory" then place the entire Paths of Glory folder into your Conquests folder. It contains a jpg with the tech tree for reference and a readme with some notes about the mod.
Download: http://www.civfanatics.net/downloads/civ3/modpack/Paths_of_Glory.zip
To fix some of the tech tree clutter I am going to use narrow tech borders.
I got the info from Isak (thanks Isak) on narrow tech borders. I will do an update with them, but if you want to add them yourself you can.
Get the file from this thread
In the Art/ folder create a folder called Advisors and put the pcx file in there. It does make the tech tree easier to read.
Edit: Third Patch of biq.
In response to comments I have made some changes to the biq. They are listed in a post further down the thread (since new users won't care about the fixes). You can dl this zip and put the biq file in your scenario folder to replace the one in the big zip file.