Seileach
Chieftain
- Joined
- Feb 1, 2002
- Messages
- 79
The original idea is to shift the game time frame from "Ancient-Medieval-Industrial-Modern" to "Paleolithic-Neolithic-Ancient-Classical".
The most original modification I made is that all resources and worker tasks have to be researched. Which means the player won't be able to build roads or exploit fisheries untill he discovers the apropriate civilization advance. This will make the first era quite different from what most players are used to.
Obviously, the tech tree is vastly modified. Extensive modifications were made on improvements and units as well. There are several less improvements, as I excluded a lot who didn't fit the time frame and added none. The units suffered a less severe cut in numbers as I used the civ-specific units to create new units.
There are a few sligth modifications here and there, like a new form of government (Empire) and the shift of Ivory from luxury to strategic resource (Elephants).
No graph modifications were made. I mean to, but I still don't know how. The aspect of cities and citizens has to be modified, but I don't know how to do that yet...
This idea can still be greatly improved( namely, graphicly), this is just a first attempt. I'd like if someone else would give a shot at playing it, to see how it feels, and then get back to me...
I haven't played it myself, 'cause my machine goes beserk every time I try to play an extensibly modified scenario (please see my post called "scenario error" in the Civ 3 - Technical Support Forum). I found a bug in scenario tech tree (science screens don't work properly and all techs take 32 turns to research regardless of cost), please tell me if the same happens to anyone else.
Cheers,
Seileach
The most original modification I made is that all resources and worker tasks have to be researched. Which means the player won't be able to build roads or exploit fisheries untill he discovers the apropriate civilization advance. This will make the first era quite different from what most players are used to.
Obviously, the tech tree is vastly modified. Extensive modifications were made on improvements and units as well. There are several less improvements, as I excluded a lot who didn't fit the time frame and added none. The units suffered a less severe cut in numbers as I used the civ-specific units to create new units.
There are a few sligth modifications here and there, like a new form of government (Empire) and the shift of Ivory from luxury to strategic resource (Elephants).
No graph modifications were made. I mean to, but I still don't know how. The aspect of cities and citizens has to be modified, but I don't know how to do that yet...
This idea can still be greatly improved( namely, graphicly), this is just a first attempt. I'd like if someone else would give a shot at playing it, to see how it feels, and then get back to me...
I haven't played it myself, 'cause my machine goes beserk every time I try to play an extensibly modified scenario (please see my post called "scenario error" in the Civ 3 - Technical Support Forum). I found a bug in scenario tech tree (science screens don't work properly and all techs take 32 turns to research regardless of cost), please tell me if the same happens to anyone else.
Cheers,
Seileach