Meteor Man
Cylindropuntia imbricata
DOWNLOAD TMA 1.11
Meteor Man Proudly Presents
A Mod for Sid Meier's Civilization 3
STAR WARS
The Mod Awakens
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25,000 BBY. For thousands of years, spacefarers have explored and mapped safe zones for faster-than-light travel through the galaxy: the hyperlanes. With travel came trade, with trade: prosperity, with prosperity: conflict, factionalism, war. On the planet Tython in the Deep Core arose the Je'daii, a cult dedicated to preserving balance between two conflicting sides of a mysterious energy field known as the Force. However, fighting soon broke out between adherents to the light side and dark side of the Force, in a conflict that would ingite multiple galaxy-spanning wars for thousands of years to come.
Five thousand years before the events on Tython, a dark power reached its peak. The Infinite Empire of the Rakata spanned the galaxy through the use of the Infinity Gates. The Rakata used the Force to construct a massive industrial machine capable of creating Rakatan war fleets: the Star Forge. However, because of its use for violence and war it became corrupted by the dark side of the Force, which in turn corrupted its makers. In 25,200 BBY, the Rakatans were struck by a plague that robbed them of their ability to use the Force, restricting their technology and causing the collapse of the Empire. During the collapse and retreat the Rakata destroyed their Infinity Gates and Star Maps, but over the millennia the Star Maps have repaired themselves and stood waiting to be used to locate Rakata Prime and the hidden plans for the Star Forge.
In 3956 BBY, Darth Revan traveled to the five Star Maps on Dantooine, Kashyyyk, Korriban, Manaan, and Tatooine, located the Star Forge and in the ensuing Battle of Rakata Prime, the Star Forge was destroyed. But, on the surface of Rakata Prime, still locked in the Temple of the Ancients lie the plans for another Star Forge. All that is needed to spark another galactic war is a Sith willing to unlock the power that lay in wait on Rakata Prime.
The year is now 12 ABY. Darth Sidious lay dead, the Galactic Empire has fallen, and the ruins are scattered around the galaxy, ripe for exploitation by the strong. In the Core Worlds, the fledgling New Republic shines as a lone beacon of democracy in the darkness of oppression that still shrouds much of the galaxy. A resurgent Confederacy has once again blossomed in the Outer Rim, determined to remain independent of Coruscant. Meanwhile, the Mandalorians have cast aside their brief experiment in pacifism and are rebuilding their fleets and expanding their influence once again. Most planets, many for the first time in decades find themselves independent, but just how long can they last?
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Star Wars TMA News:
February 28, 2019: 1.9 has been released! Months in the making, this update has a variety of additions, fixes, and quality-of-life improvements. Enjoy!
July 26, 2018: 1.7_01 The Speed Update! Turn times are dramatically decreased, at the cost of removing trade via spaceports. Unconnected planets can now have new hyperlanes charted to them!
June 11, 2018: Version 1.6 uploaded! Downloads and changelog below.

Meteor Man Proudly Presents
A Mod for Sid Meier's Civilization 3
STAR WARS
The Mod Awakens
----------------------------
25,000 BBY. For thousands of years, spacefarers have explored and mapped safe zones for faster-than-light travel through the galaxy: the hyperlanes. With travel came trade, with trade: prosperity, with prosperity: conflict, factionalism, war. On the planet Tython in the Deep Core arose the Je'daii, a cult dedicated to preserving balance between two conflicting sides of a mysterious energy field known as the Force. However, fighting soon broke out between adherents to the light side and dark side of the Force, in a conflict that would ingite multiple galaxy-spanning wars for thousands of years to come.
Five thousand years before the events on Tython, a dark power reached its peak. The Infinite Empire of the Rakata spanned the galaxy through the use of the Infinity Gates. The Rakata used the Force to construct a massive industrial machine capable of creating Rakatan war fleets: the Star Forge. However, because of its use for violence and war it became corrupted by the dark side of the Force, which in turn corrupted its makers. In 25,200 BBY, the Rakatans were struck by a plague that robbed them of their ability to use the Force, restricting their technology and causing the collapse of the Empire. During the collapse and retreat the Rakata destroyed their Infinity Gates and Star Maps, but over the millennia the Star Maps have repaired themselves and stood waiting to be used to locate Rakata Prime and the hidden plans for the Star Forge.
In 3956 BBY, Darth Revan traveled to the five Star Maps on Dantooine, Kashyyyk, Korriban, Manaan, and Tatooine, located the Star Forge and in the ensuing Battle of Rakata Prime, the Star Forge was destroyed. But, on the surface of Rakata Prime, still locked in the Temple of the Ancients lie the plans for another Star Forge. All that is needed to spark another galactic war is a Sith willing to unlock the power that lay in wait on Rakata Prime.
The year is now 12 ABY. Darth Sidious lay dead, the Galactic Empire has fallen, and the ruins are scattered around the galaxy, ripe for exploitation by the strong. In the Core Worlds, the fledgling New Republic shines as a lone beacon of democracy in the darkness of oppression that still shrouds much of the galaxy. A resurgent Confederacy has once again blossomed in the Outer Rim, determined to remain independent of Coruscant. Meanwhile, the Mandalorians have cast aside their brief experiment in pacifism and are rebuilding their fleets and expanding their influence once again. Most planets, many for the first time in decades find themselves independent, but just how long can they last?
----------------------------
Star Wars TMA News:
February 28, 2019: 1.9 has been released! Months in the making, this update has a variety of additions, fixes, and quality-of-life improvements. Enjoy!
July 26, 2018: 1.7_01 The Speed Update! Turn times are dramatically decreased, at the cost of removing trade via spaceports. Unconnected planets can now have new hyperlanes charted to them!
June 11, 2018: Version 1.6 uploaded! Downloads and changelog below.
Spoiler Previews and More Information :
Introduction:
Spoiler :
Hello, fellow Civfanatics and welcome to Star Wars: The Mod Awakens!
The story for this mod begins Christmas of 2017. I was browsing the forums in search of a Star Wars mod to sink my teeth into, and while there were a few from several years ago that I came across, none would scratch the itch I was getting: an itching for galactic conquest. Like many children, back in the day hundreds of hours were spent in Star Wars Battlefront II's Galactic Conquest game mode liberating the galaxy from tyranny or wiping out rebel scum. But I always wished there were more planets to conquer, grander campaigns to plan and greater battles to fight. Upon being disappointed with the Star Wars mods already on Civfanatics, I vowed to spend a little time and make a small Star Wars mod to fit my fancy.
I got a bit carried away!
Due to the fact that there does not exist many Star Wars units in the database, my initial plans for the mod were small. But then I proceeded to map the entire Star Wars galaxy. Instead of "one more turn" it became "one more planet" as I kept finding more and more important worlds to add to the map. Soon I realized my mod had grown a little larger than I had originally planned. Now that I'm making my own Star Wars units to fill out the roster, the sky is the limit with this mod.
The basic premise of the mod is as follows: systems are represented by single planets and can be directly captured and defended by starships. Ground units are not needed to control planets, but are available to build mostly for flavor and are moderately-powerful, cost-effective units. Starships can travel through all space terrain, but move fastest through the hyperlanes, which are represented in blue on the map. (Hyperlanes cannot be pillaged, and if they're destroyed through bombardment, constructors can repair them. New hyperlanes may be charted to unconnected planets. Use the "Route To" order.)
The story for this mod begins Christmas of 2017. I was browsing the forums in search of a Star Wars mod to sink my teeth into, and while there were a few from several years ago that I came across, none would scratch the itch I was getting: an itching for galactic conquest. Like many children, back in the day hundreds of hours were spent in Star Wars Battlefront II's Galactic Conquest game mode liberating the galaxy from tyranny or wiping out rebel scum. But I always wished there were more planets to conquer, grander campaigns to plan and greater battles to fight. Upon being disappointed with the Star Wars mods already on Civfanatics, I vowed to spend a little time and make a small Star Wars mod to fit my fancy.
I got a bit carried away!
Due to the fact that there does not exist many Star Wars units in the database, my initial plans for the mod were small. But then I proceeded to map the entire Star Wars galaxy. Instead of "one more turn" it became "one more planet" as I kept finding more and more important worlds to add to the map. Soon I realized my mod had grown a little larger than I had originally planned. Now that I'm making my own Star Wars units to fill out the roster, the sky is the limit with this mod.
The basic premise of the mod is as follows: systems are represented by single planets and can be directly captured and defended by starships. Ground units are not needed to control planets, but are available to build mostly for flavor and are moderately-powerful, cost-effective units. Starships can travel through all space terrain, but move fastest through the hyperlanes, which are represented in blue on the map. (Hyperlanes cannot be pillaged, and if they're destroyed through bombardment, constructors can repair them. New hyperlanes may be charted to unconnected planets. Use the "Route To" order.)
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Galactic Map 1.9:
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The Major Factions:
Galactic Map 1.9:

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The Major Factions:
Spoiler :

New Republic - Mon Mothma
The New Republic emerges from the Galactic Civil War in a position of economic and military strength, its numerous member worlds establishing it as the preeminent superpower in the galaxy. New Republic denizens are the happiest and most free of the galaxy's inhabitants, but not all is bright for this would-be successor to the Republic of old. Vast swaths of the galaxy still suffer under the Imperial banner, in one form or another, and most are either outright hostile or envious of the riches in the Core. New threats emerge in the form of the Republic's old nemesis the CIS and a newly militaristic Mandalorian state. The New Republic's military forces are strong but are forced to defend far-flung frontier worlds and are thus stretched perilously thin against any inevitable Imperial attacks, although temporary peace has been established for the time being. The last thing the New Republic needs are more enemies, but that might be just the thing they encounter, from the Unknown Regions or even from beyond the Galaxy itself...

Imperial Remnant - Thrawn
The Empire Thrawn returned to after his time in the Unknown Regions was but a shadow of its former self. Its once proud fleet had been whittled to a terribly dilapidated state by years of Rebel attacks in conjunction with internal strife between competing Imperial Warlords, topped off with ebbing morale and just plain desertion. Thrawn immediately set to work improving the professionalism of his forces, and, with the help of Commander Gilad Pelleaon, started a recruitment and propaganda campaign aimed at softening the Empire's image. He reversed a Palpatine-era policy, opening the Imperial ranks to non-human species, which effectively halted the serious "brain-drain" the Empire had been experiencing after the catastrophic defeat at Endor. Now, with an ambitious new starship construction program set in motion - one focused on the construction of capital ships instead of the superdreadnoughts which Thrawn considered particularly wasteful - the Grand Admiral sets his sights on acquiring raw materials in the Outer Rim for his war machine, a war machine fashioned as a durasteel dagger he intends to aim at the heart of the fledgling New Republic.

Confederacy of Independent Systems - Count Dooku
With the collapse of Imperial control in the Outer Rim, the reemergence of the CIS did not immediately seem a foregone conclusion: most of its leaders from the Clone Wars era had been killed or captured by the Republic in the closing months of the war. In fact, it was only with the reemergence of Count Dooku that the CIS was reformed, old cruisers refitted, and control over old Confederate strongholds reestablished. It was realized only later that the Dooku that had seemingly returned from the dead was in fact a clone of the late Count. But because the Clone was also as naturally gifted in the Force as the Count had been, he retained his position of power, determined to ursurp control of the Core Worlds and finally win the war which had been lost by his likeness decades before. The CIS fleet, though composed of starship relics from the Clone Wars, is still formidable and cost far less crew thanks to the Separatist reliance on droid technology. Droid starfighters deployed by the CIS are relatively weak but can be deployed in large numbers at low cost. Though surrounded on multiple sides by potential enemies, the CIS enjoys a moderately-sized base of power centered around the Arkanis sector in the Outer Rim, and from here they can strike Coreward against Prentioch's Dominion or, more conservatively, against Naboo to the west - though pursuing the latter may bring the CIS into conflict with the Eriadu Authority in the process.

Eriadu Authority - Sander Delvardus
From the shipyard planet of Eriadu, the influence of the Eriadu authority extends through the Outer Rim, giving a decent starting power base from which to expand. Coreward, the Imperial Remnant under Grand Admiral Thrawn blocks access to the Core but to the east and west lay weak independents and minor factions like Naboo and the Bothans. Extend too far west, however, and risk conflict with the Ssi-Ruuvi Imperium invading from the Unknown Regions.

Pentastar Alignment - Ardus Kaine
The Pentastar Alignment occupies a position of relative strength in the far northeast portion of the Galaxy, mostly in the Outer Rim. Though no longer even nominally connected to the Empire, the majority of its armed forces come from the prior Imperial fleet. Unique among the Imperial Remnant factions, however, the Pentastar Alignment aquired a large number of old CIS starships left over from the Clone Wars, and field them frequently alongside newer star destroyers. Opportunities for expansion into neutral territory abound, and the Alignment should be able to establish a strong power base from which to attack the New Republic by expanding eastward towards the Sith homeworlds. If this expansion doesn't occur fast enough, however, it could bring the Alignment into conflict with the Mandalorians, who are not apt to let anyone get in their way...

Corporate Sector Authority - Orman Tagge
The Corporate Sector Authority sits on the rim of the Galaxy, governing the Corporate Sector from its capital on Bonadan. The military and economic potential of the CSA is limited in its current state, but the opportunity to expand is available, given the risk of conflict with the Mandalorians or the Pentastar Alignment. Proximity with the Sith homeworlds is not to be understated, and there exist certain advantages (and disadvantages!) to having your back against a wall...

Mandalorians - Boba Fett
For too long the martial Mandalorian people have been forced into submissiveness by a submissive government: no longer. The time has come to retake the mantle of their forefathers and expand Mandalorian power to the edges of the Galaxy. Fortunately for them, most nearby systems are independent and thus undefended, and they can rapidly expand their influence without hindrance from other major powers...at least initially. The Mandalorians also start in a locked-war with the independent planets, facilitating their early expansion. There will come a time they turn their attention to the riches of the Core and whoever owns it, be it Imperial or Republic. Alternatively, the Hutts are starting to look weak...

Prentioch's Dominion - Utoxx Prentioch
From its capital on Denon, the Dominion of Utoxx Prentioch is among those best positioned for a strike against the New Republic, but is also among those most incapable initially. On top of this, expansion is hampered by the presence of strong empires to the north, east, south, and west. However, Prentioch does start with control over the shipyard planets Chardaan and Gyndine, which help with starship manufacturing potential. Above all, good diplomacy should be practiced to ensure that the Dominion does not become embroiled in a two-front conflict, as that would almost certainly lead to its downfall...

First Order - Kylo Ren
Hiding in the Unknown Regions, building strength and consolidating, lay the remnants of the most fanatic of the Old Imperials. They viewed the scant liberal vestiges that remained in the Empire, left over from its days as the Old Republic, as the root cause of the Empire's downfall. They instead founded a new order, the First Order: first in the purity of its purpose and its people. And its purpose is, ultimately, the destruction of the New Republic. But first, the First Order must bring more of the galaxy under its heel to establish the power base necessary to defeat the New Republic. And this necessitates conflict with the remnants of the Empire...

Restored Empire - Ennix Devian
When the Empire fractured after the Battle of Endor, the Imperial assassin Ennix Devian decided to create a faction devoted to the ideals of Human High Culture. This was initially called the Kaarenth Dissension, dedicated to the "sacred Restoration of the True Empire of Palpatine." Behind the scenes they waited through the tumultuous years post-Endor until gathering enough strength to begin acquiring planets. Supreme Commander Devian has managed to put together a large, though aging fleet of Venators and Acclamators at the main base on RZ7-6113-23, all it needs is a target...

Zsinj's Empire - Zsinj

Greater Maldrood - Treuten Teradoc

Sorcerers of Rhand
The Minor Factions:
Spoiler :
Ssi-Ruuvi Imperium - The Grand Shreeftut
Chiss Ascendancy - Chaf'orm'bintrano
Hutt Cartel - Jabba the Hutt
Naboo - Queen Kylantha
the Centrality - Tavell Green
Bothan Alliance - Savielk Trey'dra
Zann Consortium - Tyber Zann
Black Sun - Prince Xizor
Pyke Syndicate - Marg Krim
Chiss Ascendancy - Chaf'orm'bintrano
Hutt Cartel - Jabba the Hutt
Naboo - Queen Kylantha
the Centrality - Tavell Green
Bothan Alliance - Savielk Trey'dra
Zann Consortium - Tyber Zann
Black Sun - Prince Xizor
Pyke Syndicate - Marg Krim
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Screenshots (1.9)
Spoiler Imperial Remnant (from 1.7) :

Spoiler Fleet Techs :

Spoiler Special Weapons Techs :

Spoiler Galactic Administration Techs :

Spoiler Society & Culture Techs :

Spoiler Corporation Example :

Spoiler Updated Wookiepedia :

Spoiler Wookiepedia Artwork :


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Aesthetics-wise, there's also a few different Star Wars TMA Menus for different monitor sizes in the Art folder, as well as replacement music for the Main Menu. Remember to back-up your files!
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Credits
This Mod has been compiled by Yours Truly
Many thanks to:
Bluemofia - for his advice and units
Civinator - for much appreciated advice
King Coltrane - for his playtesting and advice
Vuldacon - for his selfless help
sepamu92 - for his base space terrain
Jobiwan7 - units
MarineCorps - units
Pleb - units
Chris85 - units
Flamand - units
tpasmall - units
polyphemus - units
Supa - buildings
Pounder - hyperlanes gfx
Delta_Strife - units
odintheking - player setup screen
georgestow - for the plain white interface gfx
ExoticcTofu - (deviantart) turbolaser defense tech
Fractalsponge (http://fractalsponge.net/?p=2170) - beautiful unit renders
the Thrawn's Revenge II: Ascendancy mod team,
the Sins of a Galactic Empire mod team,
and the Star Wars: Interregnum mod team for their unit renders
the galactic map was put together by myself with much help from Star Wars Galaxy Map. A truly fantastic Star Wars source!
I also did much of the SW interface additions. If only I were a Balthasar when it came to interface gfx... Several units were also made by me.
sepamu92's base space terrain was modified to its current state by me.
All of the in-game Wookiepedia is taken directly from The Wookiepedia. Many thanks to the contributors.
All the music comes from YouTube, much thanks to those who uploaded.
The mod would never have been realized without inspiration from an amazing online community. A special thanks to Civfanatics Forums.
Special thanks also to Firaxis Games, Sid Meier and the Civilization franchise, for a game that has truly stood the test of time.
Star Wars®, the Star Wars logo, all names and pictures of Star Wars characters, vehicles, and any other Star Wars related items are registered trademarks and/or copyrights of Lucasfilm Ltd., or their respective trademark and copyright holders.
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Future Plans:
Spoiler :
At the Star Wars Unit Thread I have a list of Star Wars units that are planned. I'll get to them, eventually.
There will be at least a few unit packs:
- Old Republic Unit Pack
- Yuzzhan Vong Unit Pack (?)
- Chiss Unit Pack
New Republic
- Viscount Star Defender
- MC80a 'Home One' Star Cruiser
- MC90 Star Cruiser
- MC80 Liberty-type Star Cruiser
- Republic-class Star Destroyer
- MC30c frigate
- Nebulon-B frigate
- Nebulon-B2 frigate
- CR90 'Corellian' corvette
- T-65 X-wing Starfighter
- RZ-1 A-wing Starfighter
- BTL Y-wing Starfighter
- A/SF-01 B-Wing Starfighter
- Bulwark Mark III Battlecruiser
- New Republic Trooper
- New Republic Special Forces
- Dauntless-class heavy cruiser (?)
- Dauntless-class cruiser
- Quasar Fire-class cruiser-carrier
- MC40a light cruiser
- Assault Frigate Mk. I
- Liberator-class cruiser
- MC80B star cruiser
- Nebula-class star destroyer
- Corona-class frigate
- Majestic-class heavy cruiser
- Endurance-class fleet carrier
- Gallofree GR-75 medium transport
- Bothan assault cruiser
- Proficient-class cruiser
- Executor-class Star Dreadnought
- Victory I Star Destroyer
- Victory II Star Destroyer
- Imperial I Star Destroyer
- Imperial II Star Destroyer
- Vindicator-class Star Frigate
- Dreadnaught-class cruiser
- TIE/ln Fighter
- TIE/IN Interceptor
- TIE/sa bomber
- Tector-class Star Destroyer (new graphics)
- Nebulon B2 frigate
- Allegiance-class battlecruiser
- Victory II-class Star Frigate
- Lambda shuttle
- Stormtrooper
- Heavy Stormtrooper
- Carrack cruiser
- Ton-Falk-class escort carrier
- Eclipse-class star dreadnought
- Secutor-class star destroyer
- Procursator-class star destroyer
- Mediator-class battlecruiser
- Corellian Corvette (Empire livery)
- Loronar Strike Cruiser
- Strike-class medium cruiser
- Vengeance-class dreadnought
- Enforcer-class picket cruiser
- Interdictor-class star destroyer
- Lancer-class frigate
- Gladiator-class star destroyer
- Raider-class corvette
- Bellator-class dreadnought
- Galaxy Gun
- Sovereign-class Star Dreadnought
- Kandosii-type Dreadnought
- Keldabe-class Battleship
- Kyramud-class Battleship
- Sagitta-class Star Destroyer
- Lictor-class Heavy Frigate
- Crusader-class corvette (new graphics)
- Alorade-type heavy corvette
- G1-M4-C Dunelizard Fighter
- Davaab-type Starfighter
- Firespray-class Interceptor
- Marauder-class corvette
- Mandalorian Supercommando
- Interceptor IV frigate
- M12-L Kimogila heavy fighter
- M3-A Scyk fighter
- Aurek-class tactical strikefighter
- Lucrehulk-class Battleship
- Providence-class cruiser
- Providence-class carrier
- Recusant-class destroyer
- Munificent-class star frigate
- Vulture-class Droid Starfighter
- Droid Tri-fighter
- Nantex-class Geonosian Fighter
- E-STAP Droid Starbomber
- Pinnace-class corvette
- Bulwark Mark I Battleship
- ZX-10 Battle Droid
- BX-series Commando Droid
- Captor-class heavy munitions cruiser
- Separatist supply ship
- Providence-class dreadnought
- Lucrehulk-class droid control ship
- Arquitens-class light cruiser
- Stalwart-class Rothana destroyer
- Resolute-class Rothana battleship
- Procurator-class star battlecruiser
- Mandator II-class star dreadnought
- Praetor-class battlecruiser
- Centurion-class battlecruiser
- Dynamic-class freighter
- Foray-class blockade runner
- Inexpungable-class tactical command ship
- Paladin-class destroyer
- Interdictor-class cruiser (Sith and Old Republic liveries)
- Praetorian-class frigate
- Koros-Strohna (worldship)
- Suuv Ban D'Krid
- Miid Ro'ik
- Uumufalh
- Matalok
- Clustership
- Ro'ik Chuun M'arh
- Vua'spar interdictor
- A-vek Iiluunu
- Prosvoli Cruiser
- Frouro Cruiser
- Asdroni Frigate
- Nuruodo Broadside Frigate
- Ormos Fleet Carrier
- Vigilance Gunship
- Chaf Destroyer
- Prolipsi Interdictor
- Warlord Gunboat
- Syndic Destroyer
- Ascendancy Star Destroyer
- Phalanx Destroyer
- Peltast Star Destroyer
- Intego Destroyer
- D'kee-class Landing Ship
- Fw’Sen-class Picket Ship
- Sh'ner-class Assault Carrier
- Shree-class Battle Cruiser
- Wurrif-class Light Cruiser
- Swarm-class Battle Droid
- Ssi-Ruuvi Warrior
- P'w'eck Peon
Universal and Armored Ground Units:
- Constructor
- AA-9 Coruscant Freighter
- DF.9 Laser Cannon
- IG-227 Hailfire-class Droid
- OG-9 Homing Spider Droid
- SPHA-T
- T1-B Hovertank
- AT-TE
- AT-AT
- Anti-Starfighter Laser Cannon
- Derriphan-class battleship (unbuildable; produced by Star Forge)
- w-165 Planetary Turbolaser
- Delaya-class Courier
- Acclamator-class Assault Ship
- Naboo N-1 Starfighter (Naboo only)
- Naboo NB-1S Royal Bomber (Naboo only)
- V-19 Torrent Fighter
- Venator-class Star Destroyer
- Hammerhead-class Cruiser
- Katana-fleet Dreadnaught (Dark Force)
- Searcher for the Dark Force (Delaya-class courier)
- Slave-rigged Dreadnaught (upgraded from the Dark Force)
- Militia
- Mercenary
- Pirate
- Dark Trooper
- Dark Jedi
- Sith Warrior
- Jedi Master
- Sith Lord
- Admiral Ackbar - Home One
- Grand Admiral Thrawn - Chimaera
- Han Solo - Millennium Falcon
- Kylo Ren - Finalizer
- Count Dooku - Invisible Hand
- Boba Fett (?)
- Yoda (?)
- Luke Skywalker (?)
- Obi-Wan Kenobi (?)
and in addition to these, I plan on making a few scenarios:
all of these will come eventually once I have all the needed units. The units are time-consuming to produce, so these will probably take a while.
Also, though this mod is "complete," I do continuously add things to the mod, so expect many, many updates. Some things may need to be fixed for balance (tech costs, unit stats, etc).
- Clone Wars
- Galactic Civil War
- Mandalorian Wars
- Yuzzhan Vong Invasion
- Empire of the Hand
all of these will come eventually once I have all the needed units. The units are time-consuming to produce, so these will probably take a while.
Also, though this mod is "complete," I do continuously add things to the mod, so expect many, many updates. Some things may need to be fixed for balance (tech costs, unit stats, etc).
Additional notes:
Spoiler :
- Only pre-placed ecumenopoleis (city-planets like Coruscant) can exceed 12 population. A planet that is not an ecumenopolis cannot become one through the course of the game.
- There are no longer any locked-wars between major powers (some factions start at war with the independents, however).
- The Dark Force is a group of 25 Dreadnaught cruisers that if you can locate can be captured and refitted for your navy by upgrading. It spawns randomly around the galaxy, ensuring a different hiding spot each time.
- There are a few end-game superweapons, available only to the Sith: The Star Forge, the Darkstaff, Starkiller Base, and World Devastators.
- it is possible to switch from Dark Side to Light side an vice-versa by changing governments (improvements and wonders for one side will not work for the other when you switch, however).
- all cities have starting culture in order to prevent planet razing. However, use of the No-Raze patch IS required to prevent razing.
Civilopedia Notes:
The Civilopedia is "complete" in that the vast majority of it is completed. What still needs to be done is as follows:
- Tech descriptions. These are planned to be detailed.
- Game concepts. Will put all this extraneous information in there.
- Historical Archives. I have some major sections completed. I plan to put more relevant lore into the Archives, to tie the mod together thematically.
Further Additional Notes:
-I tried to make the production cost of units reflect their in-universe values, but these were obviously pulled from thin air and are not derivative of Star Wars economics at all. For example, the Imperial I Star Destroyer is purported to cost 150,000,000 credits in-universe, a mere 1000x the cost of a TIE bomber, at 150,000 credits. I ended up deriving unit costs from the length of the ship, then taking into account armor and armament.
-unit speeds are based on in-universe hyperdrive classes
-Most of the lore contained in the in-game Wookiepedia is from the "Legends" side of the canonicity, for a couple reasons. First, the volume of information contained in "Legends" is just far more rich than the "Canon" information. Second, this is a laid-back Star Wars mod that attempts to include a variety of interesting Star Wars planets, ships, buildings, superweapons, etc from all over the Extended Universe. Thus, attention to what was destroyed and when is intentionally lax. For example, the Darkstaff is present despite being destroyed in 19 BBY, and Count Dooku is the leader of the resurgent CIS faction.
-The only known First Order planet, canon or otherwise, is Starkiller Base. We are told that the First Order "claimed the large, unexplored region to the west of the Core as its heartland, with the emergent power expanding across the vast swaths of space left untouched for millennia by galactic explorers." For gameplay purposes, I've added in some of these hypothetical planets in the Unknown Regions with Lucas-esque names that I have chosen. Also in the Wookiepedia, the system Attera is specifically mentioned, but its location not given, apart from "Outer Rim". Thus, I've chosen a plausible location for this system to match gameplay sensibilities. Also note that I've moved Starkiller Base SW of Ilum for gameplay purposes.
-Tech levels start low, despite the purported start date of after the Battle of Yavin. This is because I want the player to be able to experience the upgrades between e.g. the Victory I > Victory II > Imperial classes. Similarly, the CIS has to research for better starships in spite of the Clone Wars taking place canonically decades prior. In short, it's for gameplay reasons. Maybe I will release a version in the future that features canon tech levels.
-No one seems to know where Oba Diah is, just that it's somewhere near Kessel and Felucia. "Fly Casual" suggests it's on the Kessel Run. There's no more room on the Kessel Run in my mod. So, I placed it halfway between Felucia and Kessel, near Wobani.
-Moons are not very accurate. They've been placed for gameplay purposes for the most part. Care was given to Iego, which has tons of moons, as do the gas giants.
Known Bugs:
1. Imperial music plays for the CIS diplo screen. (Unfortunately this can't be fixed and is caused by the fact that in Vanilla Civ3, the European and Mediterranean civs use the same music for the modern era.)
2. Combat over planets sometimes destroys important improvements. I attempt to fix this by placing "infrastructure" improvements that allow the rebuilding of important improvements. If the infrastructure improvements are destroyed, however, there's no coming back.
3. other small bugs related to the limitations of the Civ3 engine such as being forced to manually load starfighters back into transports after performing missions, etc. The Independent factions will sometimes sign military alliances with factions to help with their locked wars against the Mandalorians and the Imperial Remnant. (I view this as somewhat realistic, anyway.)
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Mod Download:
TMA 1.11 DOWNLOAD
If you are playing via Civ3 Complete on Steam:
Move the Labels.txt file located in the download to the mod's Text folder, overwriting the previous file. See the Readme.
This modification for Sid Meier's Civilization III: Conquests is released as freeware, and by downloading, the user acknowledges that he/she will not use the mod for commercial purposes and/or will not re-upload the mod without the creator's explicit permission.
Optional Downloads:
You can fix the magenta strip on the border of the civilopedia pages by downloading the following and replacing the Conquests.exe (optional)
However, that fix DOES NOT include the No-raze patch. If you don't want to see important planets razed, use the No-raze patch exe instead included in the main download.
DOWNLOAD Magenta Fix
(original thread)
Current Version & Changelog:
v1.11
Spoiler Changelog & Legacy Downloads :
1.11
- fixed music bug by removing 15 songs
- fixed Arc Hammer wonder splash missing entry in pediaicons
- increased bombard of V-19 Torrent Fighter from 6 to 8
- increased bombard of Droid Tri-fighter from 7 to 10
- increased bombard of X-Wing from 8 to 9
- increased bombard of TIE Interceptor from 6 to 8
- increased bombard of Dunelizard Fighter from 6 to 8
- increased bombard of E-STAP Droid Starbomber from 14 to 16
- increased bombard of Y-Wing from 16 to 18
- increased bombard of B-Wing from 7 to 9
- increased bombard of TIE Bomber from 15 to 17
- increased bombard of Naboo Royal Bomber from 15 to 16
- changed stats of the Dummy Unit to defense of 1 and -3 HP bonus
- wonder Maw Installation now no longer requires 25 Research Stations
- unit World Devastator stats changed to 60 attack, 40 defense and enslave now results in creation of new World Devastators instead of Victory II SDs
- wonder World Devastator Project cost reduced from 600 to 400
- wonder Arc Hammer cost reduced from 500 to 150
- improvement Battle Droid Factory cost reduced from 150 to 100
- population of Chozastea (First Order) reduced from 3 to 2
- added custom scenario.c3x_config.ini to work with Flintlock's patch/mod C3X
- city razing disallowed via C3X
- phantom resource bug and various other bugs fixed by C3X
- better AI logic via C3X
1.10
-added unit "Secutor-class Star Destroyer"
-added unit "Dauntless-class Heavy Cruiser"
-added unit "Arquitens-class Light Cruiser"
-added starting Orbital Shipyard to Csilla
-Chiss Pirate units replaced with Militia
-fixed: locked wars are back (the First Order, Mandalorians, and Empire of the Hand are all now at war with the Independents)
1.9 (Steam labels.txt)
-added an Introduction page and Faction Overview pages in the civilopedia
-added "Baradium Missile Project"
-added "Spice Trade"
-added "Reunite the Republic" for the New Republic (a non-identical analouge wonder for the "Reunite the Empire")
-added "Battle Droid Factory" which autoproduces B1 Battle Droids for the CIS
-added unit "Turbulent-class Star Destroyer"
-added unit "Sorcerer of Rhand" and upgraded versions
-added unit "Baradium Missile"
-added unit "Stalwart-class Destroyer"
-added unit "B1 Battle Droid"
-added unit "B2 Super Battle Droid"
-added unit "Nuclear Missile"
-added hero "Dooku - Invisible Hand" and upgrades
-added playable faction "Zsinj's Empire"
-added playable faction "Greater Maldrood"
-added playable faction "Sorcerers of Rhand" (Sorcerers of Rhand)
-added planet "Rhand" (Rhand) in the Unknown regions
-added planet "Nihil" (Rhand) in the Unknown regions
-added planet "Entropos" (Rhand) in the Unknown regions
-added planet "Giaca" (Independents) in the Unknown regions
-added planet "Iol" (Independents) west of the Core
-added planet "Koda's World" (Independents) in the Unknown regions
-added planet "Morcanth" (Independents) in the Unknown regions
-added planet "Jaminere" (Independents) near Lianna
-added planet "Plagen" (Independents) near Malastare
-added planet "Glee Anselm" (Imperial Remnant) between Dorin and Ansion
-added planet "Ord Grovner" (Independents) near Shadda bi Boran
-added planet "Bovo Yagen" (Prentioch) near Aridus
-added planet "Otavon XII" (Independents) near Corsin
-added planet "Kiros" (Independents) near Ord Mantell
-added large stellar void "Void of Chopani" near Sernpidal
-added label "Void of Chopani"
-added label "Perann Nebula"
-added potential hyperspace route through the Great Hyperspace Barrier between First Order homeworlds and Jedha
-added resource "Inhabited Asteroid"
-added era-none tech "Force Users" (this is so the Sorcerers of Rhand don't see the Light/Dark side techs)
-added era-none tech "Rhand"
-added tech "Way of the Dark"
-added tech "The Void"
-added tech "Eternal Destruction"
-added tech "Darksight"
-added tech "Nuclear Weaponry"
-added tech "Experimental Design"
-added war trigger units to start wars with the Independents
-added time limit - 600 turns or 50 years
-added pre-placed culture to planets
-added new wonder popup interface and larger wonder splashes
-added new government type "Confederation" specifically for the Pentastar Alignment, so they no longer have communal corrupution/waste like the CIS
-added some unnamed, uncharted hyperlanes in the Unknown regions connecting the Imperium/Chiss/Rhand space
-added good "Kessel" (for Spice Trade)
-added Repulsor Coils to planets Lantillies and Daupherm
-added Planetary Garrisons for independent planets (hidden nationality units to entice the AI to attack the Independents)
-added government "Monarchy" for Naboo
-added graphical tech lines to the Technology advisor screen
-added graphics for production in city screen and wookiepedia
-added "Planet" to the end of the name of many resources and terrain types
-added pre-placed irrigation
-added some Imperial-Is to all the Imperial remnants' starting fleets
-added names for all New Republic and Imperial Remnant capital ships
-new domestic advisor interface
-new trade advisor interface
-new culture advisor interface
-new foreign advisor interface
-new graphics for the Tile Info interface
-new wookiepedia margin artwork
-new city screen graphics for "Sarapin Energy Shipments"
-new city screen graphics
-more factories given a higher production bonus
-Victorys (Is and IIs), Providences, Venators, and Turblents each have +4 HP bonus rather than +5, due to small size or tech age
-gave the First Order more territory in the Trans-Hydian Borderlands near Atterra
-almost all capital ships can now bombard
-moved Nebula-class Star Destroyer to require tech "Experimental Design"
-increased carrying capacity of Bulk Transport, Acclamator, and Stalwart
-inhabited asteroids can now be connected to the galactic trade network (The Maw still cannot)
-hydroponics and starports can now be constructed on both Space and Hyperroute tiles
-level-3 planet size increased to 15 pop
-adjusted Fog-of-War
-reworked Terrain defensive bonuses: most terrains have a 0% bonus. The values for certain defensive structures have been altered. See the Wookiepedia for details
-completely reworked the civilization strengths
-Star Forge now requires 3 of 5 Star Maps
-adjusted faction colors
-the Pentastar Alignment is now Militaristic/Commerical
-the Imperial Remnant is now Militaristic/Scientific
-Prentioch's Dominion is now Industrious/Commercial
-all ground units now have the "Requires Escort" flag
-changed around tile values - hyperroutes are more important
-uncharted hyperroutes are now visible, slightly
-Jedi Temples now produce +2 planet happiness
-Acclamator is now obsoleted by the Stalwart (does not directly upgrade)
-Dictatorship is no longer the 'default government'
-tech entires now list the units and improvements made available by the tech
-Jedi Republics can now support +2 more units per 'city'
-unit "Tector-class Star Destroyer" can now carry ground units
-"Lucrehulk Droid Control Ship" stats are now 40 attack, 70 defense
-renamed "Crimson Aces Mercenary" to "Pirate Headhunter"
-renamed "Imperial Remnant" to "Empire of the Hand"
-renamed tech "Advanced Concussion Missiles" to "Assault Concussion Missiles"
-building "Remains of Shawken Spire" replaced with resource "Shawken"
-switched roles of "MC80 Liberty" and "MC80a Home One" (stats switch; Home One type is now the more powerful)
-moved Atterra system to the vicinity of Telos
-lowered the agression level of the Hapes Consortium
-decreased the stats of X-wings to 4 attack, 4 defense
-increased the stats of Vulture Droids to match TIE-fighters at 2 attack, 2 defense
-decreased stats of Y-wing to 1 attack, 2 defense
-decreased stats of Z95 Headhunter to 3 attack, 4 defense
-slight adjustment of Sith Lord and Jedi Master A/D values
-fixed autoproduction shipyards now require the same resources needed to construct the units
-fixed the AI bonus units for higher difficulty levels (maybe? This seems to have strange effects)
-fixed the capital of the Pentastar Alignment - is now Entralla as intended
-fixed some endgame leaderhead bugs
-fixed tech tree blurb for "Mercenaries" tech
-fixed a terrain bug concerning voids
-multitude of civilopedia fixes and additions
-Hapes' flag now displays correctly on the advisors tab
-minor resource graphic fixes (stars not blending with background, etc.)
-removed maintenance for ground units
-removed defensive bombard capability for ground units
-removed invisible borders (they looked great but hindered gameplay for the human player)
-removed ground unit stealth attack (except Jedi and Sith units)
-removed population costs for capital ships
-removed ability to "recover" artifacts for gold because the AI was doing it prematurely
-removed "Churhee's Rifleman" unit and wonder
-removed "Crimson Aces" unit and wonder
-removed trade embargoes
-removed the majority of barbarian camps to reduce turn times
Older changelogs can be found in the Readme.
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Installation Instructions:
1. Download the newest TMA.zip. Obviously you need to extract the contents with a program like 7-zip or Winzip.
2. Extract/place 'Star Wars TMA' folder and 'Star Wars TMA.biq' in
Program Files/Infogrames Interactive/Civilization 3/Conquests/Scenarios
or
Steam\SteamApps\common\Sid Meier's Civilization III Complete\Conquests\Scenarios
depending on which version you're playing.
If playing via Civ3 Complete on Steam:
Extract/place 'Labels.txt' file from the second download in
Steam\SteamApps\common\Sid Meier's Civilization III Complete\Conquests\Scenarios\Star Wars TMA\Text
3. Place the NoRaze.exe file in
Program Files/Infogrames Interactive/Civilization 3/Conquests
or
Steam\SteamApps\common\Sid Meier's Civilization III Complete\Conquests
4. Launch the game via the NoRaze.exe (Can rename to Conquests.exe, but back up the original!)
5. Launch TMA 1.10 from the Scenarios menu!
Note on loading times: The first few turns are very slow (~40-60 seconds) but after that the game should speed up a bit.
Don't forget to pick your title screen! In the "Extras" folder, under "Title Screens" there are a bunch for different monitor sizes, so choose the one that fits yours and you like best!

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Widescreen:
To make Civ3 fit widescreen resolutions, open Conquests.ini in Civilization 3/Conquests and add the line "KeepRes=1" (without quotes) to the end of the file.
If scrolling no longer works in-game while in widescreen, try this: right click the conquests.exe (or the No Raze.exe), go to the Compatibility tab, run it in Compatibility Mode for Windows 7, and CHECK the box labelled "Disable display scaling on high DPI settings". You might have to change the resolution you play at to something smaller than full widescreen because this will reduce the size of all HUD elements in-game. You'll also have to manually change to this resolution before starting the game. (This is how I play on my 3840 x 2160 4k res monitor.)
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"I want those rebels dead!"


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Moderator Action: Addon added - Blake00
STAR WARS TMA EPIC Mod:
An "Epic" version of Star Wars: The Mod Awakens by AJB that continues the amazing work Meteor Man started here.
ModDB Page

Last edited by a moderator: