Dark Sheer
Deity
Romance of the Three Kingdom (ROTK), a period of turmoil starting with the decline of the Eastern Han Empire through to the rise of the Three Kingdom of Wei, Shu & Wu as perceived by Zhuge Liang and ended with the rising of Jing.
First, I understand that Sarevok has already did one for Conquest in late 2004. However, I find that the most interesting part about ROTK is the characters themselves and also the various battlefield that those famous battles took place. I understand that these are pretty hard to implement in CivIII. However, I believe that if there is a will then there is a way.
Map:
In order to enact the various battles we need a pretty huge map. For this purpose I have made a map of China at 256x256 scale. Due to the size of the map, if I were to use the normal CivIII style cities then they would (1) appear too small as compared to the map (2) no siege warfare can take place and (3) battles will not happen at where they did in history. In order to take all these into consideration, I have created the city walls (now you guys know why I so painstakingly did those walls and keep cracking my head on how to implement them
). With the wall alone its not enough, as we know that the AI will beeline to your weakest city! To control this behavior I had to make a lot of terrain impassable and force the AI to take a certain fixed path to go from A to B. First, the normal CivIII rivers will not appear on the map. They are now represented by Coastal tiles for rivers. As naval battles only took place at certain places, I also made tiny land bridge at specific points. (once again those LM terrain tiles comes in very handy here as I can actually tailor the graphic tiles to make them actually look like river crossing and not joined land
). Of course, with the help of the walls I can also implement the various checkpoints where lots of the historical battles happen. 
Concept Heroes
As I have said earlier, the most interesting part of ROTK are the people. In this sense, each faction will starts with a number of unique units. These units will be the various generals with very high attack/defense/movement points but is not buildable. So once they are gone, they are gone for good.
This way you can have the general being surrounded by lots of enemy troops and still emerge victorious.
Only in this way can one truly appreciate how brave and fearless these people were historically. (When Liu Bei was retreating and was pursued by Cao Caos soldiers, Zhang Fei alone stand and guard a bridge shouting. Zhang Yi De of Yan is here, who dare to come and meet his death! According to the text, not only the soldiers dare not approach, a few actually scared to death and fell off their horses.
)
Concept Barbarians
During the ROTK period there are a lot of barbarian chiefdom around China. They sometime raids the border town and are truly a pain to the various faction. In this sense, the normal CivIII barbarians will not work. As alliance can be forged with these Chiefdom and joined force to attack other factions. Therefore, the barbarian chiefdom will be represented by 4 minor Civ, Jiang, ShanYue, WuWan & Nanman. Each of these Chiefdom will have only one city but lots of units that do not require support cost.
Concept units
There will be no unit building. All units will be spawned by the various building. And only specifc location can build specific building. Each new building will replace the older ones so no old obsolete unit will be spawned. If a faction is able to conquer a barbarian city then it gets the benefit of the barbarian units. The Northern factions will have stronger/faster Cavalry units, the Western factions will have stronger/faster infantry & nu-infantry (Chinese xbowman) while the Southern factions will have stronger/faster infantry & naval units.
Concept City Buildings
These will be CivIII cities within the city walls. I am still not sure whether to restrict it to 4 types of buildings or to follow Civinators invisible city path. Even with such a huge map I still need to restrict the cities to about 3x4 or 4x4 size within the walls. And since each city has to be at least 1 tile away from one another there really isnt too much space within the city walls.
These are the basic concepts that I have so far. Anyone is free to give comments and suggestions. Whoever would like be part of the designing/modding team just let me know. I will need lots of help to get this thing going.
First, I understand that Sarevok has already did one for Conquest in late 2004. However, I find that the most interesting part about ROTK is the characters themselves and also the various battlefield that those famous battles took place. I understand that these are pretty hard to implement in CivIII. However, I believe that if there is a will then there is a way.

Map:
In order to enact the various battles we need a pretty huge map. For this purpose I have made a map of China at 256x256 scale. Due to the size of the map, if I were to use the normal CivIII style cities then they would (1) appear too small as compared to the map (2) no siege warfare can take place and (3) battles will not happen at where they did in history. In order to take all these into consideration, I have created the city walls (now you guys know why I so painstakingly did those walls and keep cracking my head on how to implement them
). With the wall alone its not enough, as we know that the AI will beeline to your weakest city! To control this behavior I had to make a lot of terrain impassable and force the AI to take a certain fixed path to go from A to B. First, the normal CivIII rivers will not appear on the map. They are now represented by Coastal tiles for rivers. As naval battles only took place at certain places, I also made tiny land bridge at specific points. (once again those LM terrain tiles comes in very handy here as I can actually tailor the graphic tiles to make them actually look like river crossing and not joined land
). Of course, with the help of the walls I can also implement the various checkpoints where lots of the historical battles happen. 
Concept Heroes
As I have said earlier, the most interesting part of ROTK are the people. In this sense, each faction will starts with a number of unique units. These units will be the various generals with very high attack/defense/movement points but is not buildable. So once they are gone, they are gone for good.
This way you can have the general being surrounded by lots of enemy troops and still emerge victorious.
Only in this way can one truly appreciate how brave and fearless these people were historically. (When Liu Bei was retreating and was pursued by Cao Caos soldiers, Zhang Fei alone stand and guard a bridge shouting. Zhang Yi De of Yan is here, who dare to come and meet his death! According to the text, not only the soldiers dare not approach, a few actually scared to death and fell off their horses.
)Concept Barbarians
During the ROTK period there are a lot of barbarian chiefdom around China. They sometime raids the border town and are truly a pain to the various faction. In this sense, the normal CivIII barbarians will not work. As alliance can be forged with these Chiefdom and joined force to attack other factions. Therefore, the barbarian chiefdom will be represented by 4 minor Civ, Jiang, ShanYue, WuWan & Nanman. Each of these Chiefdom will have only one city but lots of units that do not require support cost.
Concept units
There will be no unit building. All units will be spawned by the various building. And only specifc location can build specific building. Each new building will replace the older ones so no old obsolete unit will be spawned. If a faction is able to conquer a barbarian city then it gets the benefit of the barbarian units. The Northern factions will have stronger/faster Cavalry units, the Western factions will have stronger/faster infantry & nu-infantry (Chinese xbowman) while the Southern factions will have stronger/faster infantry & naval units.
Concept City Buildings
These will be CivIII cities within the city walls. I am still not sure whether to restrict it to 4 types of buildings or to follow Civinators invisible city path. Even with such a huge map I still need to restrict the cities to about 3x4 or 4x4 size within the walls. And since each city has to be at least 1 tile away from one another there really isnt too much space within the city walls.
These are the basic concepts that I have so far. Anyone is free to give comments and suggestions. Whoever would like be part of the designing/modding team just let me know. I will need lots of help to get this thing going.
