New ModPack/Scenario

omarshaheen

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Civilization III PTW/conq. Expanded: History of the World v1.2 (Industrial to Modern/Future Era)

This is a scenario and modification set for CivIII PTW/Conq, it has numerous new units, techs, cities, civs, and tweaks for the rules. The scenario is set on a 250 x 200 sqs World map in the beginning of the Industrial Era, though those who reach the Modern Era will have many surprises, not least of which is more than 30 techs to sift through, and totally new unit concepts that should make this balanced map a joy to play whether for single or multiplayers.

The Concept:
A long title, and a very long development time, actually this is by far the most time consuming scenario that I have ever built for a sequel of my favorite game. It actually took me about a year and a half! Though, of course I worked on it only a third of this period. I’ve been playing Civ. Since its first version (Early 90s) and ever since then new versions never seem to disappoint.
Anyway, when I started I had an idea for a scenario set in the beginning of the Industrial Era and extend into the modern era while having some new units and techs. Well that was my initial intention, yet eventually I ended up making a whole new modification to the game’s rules and techs with 45 new units, 33 new techs, 3 new Improvements, a new government system, and a handful of tweaks to make the AI much more challenging, and you be the judge.


To Install: Download ALL 9 zip files below, and UNZIP All files into the scenarios folder under your Civ III PTW directory, the path for expansion should be as follows:
…\ CIV3PTW\Scenarios\.
Non of your original files will be replaced so you can answer yes to all prompts (they are all related to the new scenario folder).

http://www.civfanatics.net/uploads7/Civ3_Expanded.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units1.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units2.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units3.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units4.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units5.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units6.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units7.zip
http://www.civfanatics.net/uploads7/Civ3_Expanded_Units8.zip

2- Run Civ3_Expanded.bix:
Then on the toolbar click “scenario” then Play Properties. On the screen that pops up next choose the Player Number that corresponds to the civilization which you would like to play with. Then Click “OK” and choose save as you exit the editor.
3- Run Civilization III PTW and choose Load scenario:
“Civ III PTW Expanded: History of the World v1.2”
Note: Loading and configuring the scenario for the first time takes from 20 to 40 minutes on an Intel PIV 2GHz mobile processor (That’s why you’re advised to save the game before you start playing ). However, once configured the game will take less than 3 minutes a turn for AI moves.

More about this scenario:

The Geopolitical Landscape:
This scenario contains most of the civilizations that shaped the world as we know it today. Each of these civilizations had a peak point some time back in history, to make a world wide scenario interesting and challenging for everybody I combined all the great civilizations which controlled the earth in the beginning of the industrial age. I also included some of the modern world nations such as Brazil, and Australia, in order to make the game more challenging and also to limit the power of some civilizations.
The size of each of these civs vary from 1 city to over 60 cities! but notice that corruption has very limited effect, that's why I decided to increase production cost of ALL units.

General Rules:
I have noticed that the AI tends to use drastic measures which in many cases ruin the game, such as drafting huge number of citizens from cities when defending them, causing huge population losses, thus I simply removed the option of drafting citizens. I also tweaked several game aspects specifically civilization behavior to get AI controlled civs to behave in a manner that would make them more competitive. Of course if you don’t like the new behavior, you can tweak it as you please.

Technologies: You don’t really get to play up till the modern era; actually in effect you’ll be playing in a future era once you discover the original default technologies defined in the game. The Middle ages have one extra technology, the Industrial Era has 9 new technologies and the Modern Era comes with 23 new technologies.
Units: This is the real blockbuster! I’ll leave that as a surprise, so simply load the game and check your civiliopedia’s list to uncover what’s waiting for you with the discovery of new techs. I have to mention though that in order to make the new units more appreciated I changed some of the properties of the original units, basically making them more specialized. For instance, a Carrier has been modified to carry 3 air units only (instead of 4), while a nuclear carrier can carry up to 6 air units, and has a longer range.
Cities: The number of cities is very large, actually it is 512 cities, so you cannot build any more cities (unless of course you raise an enemy city first!), Computer controlled civs. shall not produce any settlers, and shall not attempt to build any more cities (unless a city or more has been lost).



Designer: Omar Shaheen
omarshaheen@yahoo.com
omar.shaheen@memscap.com
 
Might've chosen a more appealing title for this thread...

Since I'm on dial-up, can you say how big the files are?
 
-Seems interesting...but...with 512 cities, how long will it take to load the scenario?
 
As far as the title is concerned, we can post a new thread if you like, just give me your suggestions.

Once you start the game it should take (according to the selected Civ.) something in the range of 25min to about an hour (these figures were obtained using an intel PIV-2GHz Mobile Processor.

Hint: Don't forget to choose your Civ. To do so:
Load the editor and select the player -corresponding to the civ.- you would like to play with, (Put a check on the "Human Player") check box. save and exit, then run CivIII.
 
File Size is as follows:
Civ3_Expanded.zip: 2MB
All other files "Civ3_Expanded_Unitsx.zip: aprox. 3MB

I had to use different unit graphics due to the addition of over 40 units! that's what caused the size to increase, If you find it difficult to download just use existing unit graphics (You'll need the first file only in this case), to do so you must have some knowlage of the use of "civiliopedia.txt" as well as the Civ3 editor,...
 
omarshaheen- I don't know if you did it on purpose, to make the game more balanced or you just don't really now geography....But there is a lot of mistakes in the map, about sityes being in the wrong hands...The USA looks really fuuny....it's 1780! The states aren't even independnt...And half of the sityes shouldn't be there....
Russia doesn't control Kiev...Odessa and plenty of other sityes...I only looked half a minute on the map, so I belive that there is tones of other mistakes...(San Diego, Los angels and all there San Saint stuff is suposed to be Mexican....Well, not even Mexican...Spanish....
 
Dear Timberwoolf,
I actually knew the exact date every single American state joined the union, actually, in this regard, the US/Russia are not the only incorrectly configured countries. As a matter of fact this US map could have been more accurate had it been the year 1850, but like all other scenario/game makers, I had to make a tough and tricky trade off between reality and game play, I want to make a balanced scenario, had I opted to a more accurate scenario, you would have had a world that is predominantly Spanish and British... that is also why I had to ignore cessation dates for some areas of the world (pushing them forward or backward) in order to get more strong player in this map. So I hope that you would appreciate these "Mistakes" - Even making mistakes can be tough! :) - in favor of having more serious AI/Human competitors...
Finally, an important note about cities contingency: You will also find some cities that were traded in between different civs, the purpose of this is to increase the city strategic value for different civs, you will generally find that all powerful civ has a certain number of strategically significant cities that are not scattered all over the map. I have noticed that generally civs with large number of cities that are scattered all over the world tend to be much more vulnerable and are more susceptible to attacks.
 
Everybody...
As a general rule check your civileopedia for any info. related to Units/Techs/Goverments,... You'll find details on benefits as well as description on what it's all about (mainly for new techs of the Industrial/Modern/Future).
This should prove quite helpful in determining what units are capable of doing,.... and what techs/Governments are all about...
 
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