New Project Announcement: Native American Mod II

It's normally a good idea to have more "tree" like tech trees. You only got three big rows, while five to seven smaller ones would be much cooler. That way the progression feels better ingame, and tech trading becomes more intense.

If you want to see what I mean closely, take a look at the tech trees in my mod (check the screenshots in my profile). The first era was done much like yours, while the next to were more tree like. They just look much better. :)
 
Quick question: Should I have the tree advance more or less along the lines of real native american civilization because (apart from the constitution of the iroquois) we are heading into Mesoamerican/Andean waters here. At least in the second era.

Here is the new second era tree as it currently stands....

NAMIIEraTwoTechtree2.jpg
 
Just an idea but have u thought of adding techs like mound building and woodworking so u could build mississippi temple mounds and totem poles and stockade walls. These improvements would b more North American.
 
Looks like theres heavy involvement when it comes to Europeans in the third era, more than I planned originally.

Heres the plan: The mod will be played on a New World Map or random map. When European Mercs tech is researched, we have a number of options:

-1: A resource will appear of a particular European great power. If you have the resource you will be able to hire(Train) european units of that nation. For example, on the New World map, the Zapotecs might acquire a Spanish resource and be able to field some Spanish Conquistidors against the Aztecs, or the Iroquois could find a British resource and Hire Redcoats.

-2. Each tribe will be able to field mercanary units of a particular colonial European power which they historically had contact with. Think of it as a special UU.

In any case the European Colonial powers each have UUs which the Natives can acquire and use:

British: Redcoats: Strong Musket using infantry good at attack and defense, wheeled(cannot enter forests or jungles)

French: ?

Spanish: Conquistidor: Strong cavalry/explorer, good at exploring and attacking quickly, weak on defense.

Dutch: ?

What UU would the French or Dutch supply best in this mod btw?
 
There is a difference between European mercs` timeline appearance.
British redcoats are available only since about 1730-1750, but Spanish Conquistadors since 1520. First British, French and Dutch colonies were founded in 1607-1610 period, but Spanish and Portuguese found their first colonies a century earlier.

The best Dutch soldier of the Renaissance period was Dutch Matchlock Musketman and for the 1720-1760 period Dutch Fur Trader was the best. :)

French Trapper/Voyageur/Coureur-de-Bois was the best French soldier of the 1720-1760 period ... also French diplomats in negotiations with Natives were at their best in North America. :)
 
Hmmm may have to rethink the British UU then...we are mixing up the years to much. Or are we? Maybe we should extend the techtree to better represent the appearance of the Europeans. Such as it is it gives the impression they arrive all at once, which is not historically accurate of coarse...:(
 
Hmmm may have to rethink the British UU then...we are mixing up the years to much. Or are we? Maybe we should extend the techtree to better represent the appearance of the Europeans. Such as it is it gives the impression they arrive all at once, which is not historically accurate of coarse...:(

The main problem of the timeline difference is not with the Europeans, because we have lots of European units for American Conquest and Colonization period (and a lot more are coming ;)), but for the Natives, because their weapons were not changing too much during centuries.
 
I rather like that. It will be available for all civs to choose the one they wish (vs. flavorization) correct?
 
Yep.....one yields native wonders and Native units while the other yields European stuff(the natives don't fight anymore, they increasingly live on reservations), and units...:( Its a sad path I think but Its historicly accurate and in the mod because of this. Some native civilizations choose one, some choose the other at one point.

The great thing about Civ3 is that when you have researched all the "Resistance " techs you can set your research rate to Zero rather than research the "Cooperation" techs, which would render many past native wonders obsolete, as well as some new ones..
 
Ok heres a tentative list of improvements and wonders for the mod:

Improvements:

Barracks
Ball Court
Library
Observatory
Totem Pole
Medicine Hut
Temple
Tambo


Wonders:

Temple of Kulakan(Typo I know its the famaos Mayan temple also known as "El-Castillo in the ancient Mayan city of Chichen Itsa)

Temple of the Sun

Temple of the Moon

Palace of the Inca

Monk's Mound(Giant Cahokian Mississippian temple mound)

Totem City(Haida wonder)

Ghost Dance(Sioux Wonder)

Iroquois Constitution(Nuff said)

Temple Mayor(Last Aztec temple built, yet to be made by the Civ3 community :( )

Great Temple of the Gods(In the biggest city in pre-columbian Mesoamerica)

I need more wonders btw, non-mesoamerican, so if anyone has any ideas and is willing to make them for this mod I would greatly appreciate it.
 
Actually all of the wonders can be built by anyone. Theres not enough wonders at the moment for the non-mesoamerican tribes for the mesoamericans to have all of their wonders to themselves. I'd like to have them culture-specific like I have things set-up in FH:Reduxe but it simply wouldn't be balanced playwise in this case....:(
 
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