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New Rules for CivConquest

Discussion in 'Civ3 - Completed Modpacks' started by cfeyyaz, Oct 4, 2005.

  1. cfeyyaz

    cfeyyaz Chieftain

    Oct 4, 2005
    I was working for that for years. What I did, is to play the game and see the mistakes in the game (of course in my glance) and tried to solve the problem. And I did some interesting improvements. I will write the modifications but İ won't be remember all of them because I have already forgotten the original rules. Note that there is no map for this scenario so you can choose a random map or I will maybe give some interesting world maps in the future.
    So my modifications:

    -Some nation powers are changed.
    -Improved gunpowder units attack, which means you can attack with rifleman or infantry but still they have better defense.
    -Modern units are made stronger that it is much more harder to be beaten when they are fighting with ancient units.
    -Knights have better attack, which completely overwhelmes ancient units (5/3)
    -Medieval inf has the att./def 3/3. Truth be told this change wasn't quite necessary.
    -Longbowman has defense rating 2.
    -You can't upgrade the infantry to mechanized inf. because I think foot units play an important role in battle.
    -Armored units are somewhat more expensive again for the same reason.
    -Cavalary can be upgraded to tank.
    -Medieval foot units can be upgraded to rifleman.
    -Caravel has the attack-defense 2/2 which may cause more naval battle in the middle ages.
    -Frigates are stronger than caravels.
    -Medieval naval units can be upgraded to destroyers.
    -Modern naval units are much more stronger.
    -All Artillery units have lethal land bombardment. The unit "Artillery" has also lethal sea bombardment.
    -Medieval ships have lethal sea bombardment. Destroyers, Battleships etc. have also lethal land bombardment.
    -Bombers have lethal land bombardment.
    -Unique units are also change parallel to other units.

    Resources and Terrain:
    -Nearly all resources' bonus were changed. Especially silk gold and gems have quite much commerce bonus.
    -Important: Flood plain has food 2 but when irrigated it gives 4 food each turn.

    City Improvements:
    -Fishstore: Electronics- gives extra food for each sea square (like harbor)
    -Museum: Flight- Culture 5
    -Printworks: Printing Press- %50 more scientific research
    -Palace is much cheaper

    Wonders of Worlds
    I created some wonders that easy to build and gets tourist attraction in the future.
    -The Large Temple-Mystism 2 content faces
    -Obelix-Masonry 2 content faces
    -TOTGOW (Temple of the God of War) Polytheism- slight defensive bonus+1 content face
    -MAthematicians School- Mathematics- Same effect with the Library

    New Wonder: Naval Academy: Combustion- produces a destroyer every 5 turns.

    Note: I forget to tell some other modifications, because I cant keep all of them in mind. Iwill write them here:
    -Minimum # research turn is 1. So you dont need to wait too long when you are resarching cheap technologies. Also maximum # research turn is 50.

    New Version:I solved the problem that, you can't upgrade a Horsemen to a unique Knight (For Example Keshik). I did small modifications in upgrading path so there is no problem anymore.

    Attached Files:

  2. Padma

    Padma the Inbond Administrator

    Dec 10, 2001
    Omaha, Nebraska USA
    Moderator Action: Moved to Completed Modpacks. It strikes me as more a mod, than a scenario. :)
  3. cfeyyaz

    cfeyyaz Chieftain

    Oct 4, 2005
    Sorry, you are right

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