I know, I know, I bever really finished the first 4 versions... But I always come with completly new ideas that requires heavy modifications.
All who are interested can visit this page to see the unit lines. Warning, it's massive.
After several months of doing nothing civ related, I went back to my mod, with a brand new way to recruit the units, via autoproducing buildings
I have finished re organizing my land units (infantry and cavalry, artillery and navy are still created olf fashion) to work with the new auto production method.
Recruitment mechanism
Swordsmen are built via 3 small wonders (3 swordsmen lines)
Spearmen are built via 1 improvment, and 2 small wonders (3 spearmen lines). The first line can also be built normally.
Range infantry are built by 2 small wonder (and a third later) (3 different lines)
Cavalry and range cavalry are built bia 2 improvment requiring horse in the city radius
Heavy cavalry are built via a small wonder (1 line for heavy, one for range, one for cav)
Settler will also be generated via the palace, at a slow pace, and be buildable directly, but they will require a lot of pop and be long to build.
Each building produce a "recruit". This recruit is then followed by a long upgrade chain, for all the different eras and factions.
Moreover, when the unit has an armor, it requires iron or copper. But to avoid breaking the chain, I made (-) additional version, which are weaker but requires no iron.
So if you have iron, you recruit directly the strong unit, if you don't it's a weaker unit, but anyway you get the correct unit for your faction and era.
I have also put camel and elephant as extra unit int he ugrade path for the spearmen or archer lines (produced via one of the small wonder). If you have camel or elepehant, you will recruit them. If not, then you simple get a spearman or archer.
I have 3 different lines, but some are just using copies. Example for Hellas:
Line 1 = Achean spearmen --> Spartan spearman --> Macedonian phalanx
Line 2 = Achean spearmen --> Athenean hoplite--> Macedonian phalanx
Line 3 = Achean spearmen --> Spartan hoplite--> Macedonian phalanx
This mechanism allows a wide variety of units when they are available, and just fall back to "standard units" when there is no extra unit available.
Evolutive civ
The mod is designed to be played with my expanded game mechanism. If you don't know it, it's a small program tht monitors the autosave, and when a civ reaches a new era, it takes the autosave, and generate a newsave game. You need to load it to keep playing. This mechanism allows:
- More than 4 eras (8 done, 6 more in preparation, 10 more planned)
- Evolutive civ: the name of the civ, the leaders, the cities, the traits, the name of the leader, etc. will change when you reach a new era. Also, when reaching a new era all you existing units are automatically upgraded to match the new civ (ex: you play as France. In Era 4 you have gallic units. When reaching era 5, yhty all became frankish units, with new stats and graphics).
- Evolutive graphics : the city graphics will change with the 8 eras, the graphics for irrigation could also change.
- Civ specific graphics and era : when you go to the science advisor, the name of the eras are specific yo your civilization.
- Evolutive attributes : some parameters, like the size of city level 2 /3, or the output of terrains and irrigation, can vary with the current era.
- Techs, units, building are added to the rules when needed and removed when not necessary. This way, even if I ahve 1000s of units, the game remain relatively fast to load, the the civpedia manageable, because you don't have all of them at the same time. Also; when you start playing, and go to the civpedia, you can see only elemtns from era 1. More will be revealed as you advance in the game (i.e. in the Bronze age, you don't even have an idea that submarines will be available later).
Status
For the moment, I have done era 1 to 8 (up to late medieval), for Britain, France, Germany, Hellas, Iberia, Italy, Russia, Scandinavia, China, Arabia, Maghreb, Egypt and Africa. I plan to add soon Persia, and perhaps a few others, but others would share some of the unit animations with the existing civ(Portugal, Netherlands, Poland...).
I have also predesigned era 9 to 14 (up to Napoleonic wars) to check the concepts when reaching gunpowder era
This represent 2000 units in the editor, including the copeis to fill the lines, and copies without resource.
The attributes of the units are still the old one from the standard recruitment method, I plan to rebalance them all. Since the knights will be done via small wonder compare to regular cavalry, I won't have too many of them, and so I can make them real stronger.
Testers needed
The purpose would be to check the auto producing method, see if the units are built too fast/too slow, etc.
I would like to know who is ready to invest time testing this, and if you prefer startign the tests as soon as possible, or if you prefer waiting that I rebalanced all the units.
Important disclaimer : This mod will be very different from anything you tried before. There's not guarantee you'll like it. May be it's the start of a brand new experience with this good old game. May be it's a big waste of time...
Installation
It's a little complicated, since I had to cut the mod in several files.
First in your Conquest/Scenario folder, create a SH folder.
Then download all the following files, and unzip in the SH folder.
Main files(34.5 Mb)
Artillery (2.7 Mb)
Generic units(17.9 Mb)
African units(12.0 Mb)
Arabian units(27.8 Mb)
Barbarian units(10.6 Mb)
British units(59.0 Mb)
Chinese units(35.8 Mb)
Egyptian units(30.9 Mb)
French units(59.9 Mb)
German units(51.2 Mb)
Hellas units(39.0 Mb)
Iberian units(47.9 Mb)
Iberian units(54.1 Mb)
Maghreb units(32.0 Mb)
Russian units(58.3 Mb)
Scandinavian units(41.0 Mb)
Era specific graphics(6.3 Mb)
Ships(20.7 Mb)
Support units(7.22 Mb)
Text files(989 kb)
Then download Expanded scenario files (updated 2011-08-10) and unzip in your Conquest\Scenario folder (not in the SH folder).
If you don't have it already, download Microsoft Framework 3.5 to run my editor.
Grab the latest version of my editor here (updated 2011-08-09)
Running the game
- Start my editor
- Click on Start Expanded Game
- Select the scenario (Steph_History_1.biqx)
- Select your faction
- Select the starting era
- Generate a biq with the name you want.
- A new Window is opened "Expanded game Monitor". Select again Steph_History_1.biqx
- It's not really mandatory, but it may be useful to delete all your autosave from CivIII save folder
- Start Civ3 normally.
- Select Civ_Content, select the biq generate before.
- In the setup, when selecting the civ, you will see at the top, in big letter, the name of the civilization you must use. It shows the name of the civilization you have selected earlier, for the starting era.
- When the game start (you should be surprised by the speed with this many units
), use tab switch if necessary to bring the small Monitor window in the front, so it's visible at the same time you play. It shows the number of turns.
- Play normally. When a civ reach a new era, a message appears in red in the monitor window. Generate a new save from the autosave, load it and resume play with the updated situation.
If you want to resume your game after you exited civ
- Start my editor, select "Resume expanded game". Select Steph_History_1.biqx
- Start CivIII, load the game, tabg switch to get the small monitor window on the top, and play.
All who are interested can visit this page to see the unit lines. Warning, it's massive.
After several months of doing nothing civ related, I went back to my mod, with a brand new way to recruit the units, via autoproducing buildings
I have finished re organizing my land units (infantry and cavalry, artillery and navy are still created olf fashion) to work with the new auto production method.
Recruitment mechanism
Swordsmen are built via 3 small wonders (3 swordsmen lines)
Spearmen are built via 1 improvment, and 2 small wonders (3 spearmen lines). The first line can also be built normally.
Range infantry are built by 2 small wonder (and a third later) (3 different lines)
Cavalry and range cavalry are built bia 2 improvment requiring horse in the city radius
Heavy cavalry are built via a small wonder (1 line for heavy, one for range, one for cav)
Settler will also be generated via the palace, at a slow pace, and be buildable directly, but they will require a lot of pop and be long to build.
Each building produce a "recruit". This recruit is then followed by a long upgrade chain, for all the different eras and factions.
Moreover, when the unit has an armor, it requires iron or copper. But to avoid breaking the chain, I made (-) additional version, which are weaker but requires no iron.
So if you have iron, you recruit directly the strong unit, if you don't it's a weaker unit, but anyway you get the correct unit for your faction and era.
I have also put camel and elephant as extra unit int he ugrade path for the spearmen or archer lines (produced via one of the small wonder). If you have camel or elepehant, you will recruit them. If not, then you simple get a spearman or archer.
I have 3 different lines, but some are just using copies. Example for Hellas:
Line 1 = Achean spearmen --> Spartan spearman --> Macedonian phalanx
Line 2 = Achean spearmen --> Athenean hoplite--> Macedonian phalanx
Line 3 = Achean spearmen --> Spartan hoplite--> Macedonian phalanx
This mechanism allows a wide variety of units when they are available, and just fall back to "standard units" when there is no extra unit available.
Evolutive civ
The mod is designed to be played with my expanded game mechanism. If you don't know it, it's a small program tht monitors the autosave, and when a civ reaches a new era, it takes the autosave, and generate a newsave game. You need to load it to keep playing. This mechanism allows:
- More than 4 eras (8 done, 6 more in preparation, 10 more planned)
- Evolutive civ: the name of the civ, the leaders, the cities, the traits, the name of the leader, etc. will change when you reach a new era. Also, when reaching a new era all you existing units are automatically upgraded to match the new civ (ex: you play as France. In Era 4 you have gallic units. When reaching era 5, yhty all became frankish units, with new stats and graphics).
- Evolutive graphics : the city graphics will change with the 8 eras, the graphics for irrigation could also change.
- Civ specific graphics and era : when you go to the science advisor, the name of the eras are specific yo your civilization.
- Evolutive attributes : some parameters, like the size of city level 2 /3, or the output of terrains and irrigation, can vary with the current era.
- Techs, units, building are added to the rules when needed and removed when not necessary. This way, even if I ahve 1000s of units, the game remain relatively fast to load, the the civpedia manageable, because you don't have all of them at the same time. Also; when you start playing, and go to the civpedia, you can see only elemtns from era 1. More will be revealed as you advance in the game (i.e. in the Bronze age, you don't even have an idea that submarines will be available later).
Status
For the moment, I have done era 1 to 8 (up to late medieval), for Britain, France, Germany, Hellas, Iberia, Italy, Russia, Scandinavia, China, Arabia, Maghreb, Egypt and Africa. I plan to add soon Persia, and perhaps a few others, but others would share some of the unit animations with the existing civ(Portugal, Netherlands, Poland...).
I have also predesigned era 9 to 14 (up to Napoleonic wars) to check the concepts when reaching gunpowder era
This represent 2000 units in the editor, including the copeis to fill the lines, and copies without resource.
The attributes of the units are still the old one from the standard recruitment method, I plan to rebalance them all. Since the knights will be done via small wonder compare to regular cavalry, I won't have too many of them, and so I can make them real stronger.
Testers needed
The purpose would be to check the auto producing method, see if the units are built too fast/too slow, etc.
I would like to know who is ready to invest time testing this, and if you prefer startign the tests as soon as possible, or if you prefer waiting that I rebalanced all the units.
Important disclaimer : This mod will be very different from anything you tried before. There's not guarantee you'll like it. May be it's the start of a brand new experience with this good old game. May be it's a big waste of time...
Installation
It's a little complicated, since I had to cut the mod in several files.
First in your Conquest/Scenario folder, create a SH folder.
Then download all the following files, and unzip in the SH folder.
Main files(34.5 Mb)
Artillery (2.7 Mb)
Generic units(17.9 Mb)
African units(12.0 Mb)
Arabian units(27.8 Mb)
Barbarian units(10.6 Mb)
British units(59.0 Mb)
Chinese units(35.8 Mb)
Egyptian units(30.9 Mb)
French units(59.9 Mb)
German units(51.2 Mb)
Hellas units(39.0 Mb)
Iberian units(47.9 Mb)
Iberian units(54.1 Mb)
Maghreb units(32.0 Mb)
Russian units(58.3 Mb)
Scandinavian units(41.0 Mb)
Era specific graphics(6.3 Mb)
Ships(20.7 Mb)
Support units(7.22 Mb)
Text files(989 kb)
Then download Expanded scenario files (updated 2011-08-10) and unzip in your Conquest\Scenario folder (not in the SH folder).
If you don't have it already, download Microsoft Framework 3.5 to run my editor.
Grab the latest version of my editor here (updated 2011-08-09)
Running the game
- Start my editor
- Click on Start Expanded Game
- Select the scenario (Steph_History_1.biqx)
- Select your faction
- Select the starting era
- Generate a biq with the name you want.
- A new Window is opened "Expanded game Monitor". Select again Steph_History_1.biqx
- It's not really mandatory, but it may be useful to delete all your autosave from CivIII save folder
- Start Civ3 normally.
- Select Civ_Content, select the biq generate before.
- In the setup, when selecting the civ, you will see at the top, in big letter, the name of the civilization you must use. It shows the name of the civilization you have selected earlier, for the starting era.
- When the game start (you should be surprised by the speed with this many units

- Play normally. When a civ reach a new era, a message appears in red in the monitor window. Generate a new save from the autosave, load it and resume play with the updated situation.
If you want to resume your game after you exited civ
- Start my editor, select "Resume expanded game". Select Steph_History_1.biqx
- Start CivIII, load the game, tabg switch to get the small monitor window on the top, and play.