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[C3C] Swedish Empire: Renaissance Warfare (modified version of Big Bopper's Scenario)

Discussion in 'Civ3 - Completed Scenarios' started by zwei833, Aug 1, 2019.

  1. zwei833

    zwei833 HRE Mercenary

    Joined:
    Feb 26, 2011
    Messages:
    1,184
    Location:
    Guangzhou
    Download: https://forums.civfanatics.com/resources/swedish-empire-renaissance-warfare.27728/

    This is a modifed version of Big Bopper's Swedish Empire Scenario, which is (probably) the best Renaissance era scenario on Civ3 ever! So, first of all, all glory to Big Bopper!

    This scenario starts from 1558, covering 16th - early 18th century, most of the west, central, north and east Europe, providing 29 (with 28 playable) civs and historical accurate techs, governments and units.

    What's new (compare to Big Bopper's original scenario):
    1. various game crashing bugs fixed
    2. adjusted civs' colours, make them similar to the civs' historical flag or unifrom colour as possible as I can.
    3. new and adjusted city graphics, making city style more organize according to regions.
    4. some new and adjusted unit graphics to existed units, providing more variety and historical accurate graphics.
    5. All civilizations except the Independent States are playable.
    Warning! Although all are playable, minor powers (Ireland, Scotland, Württemberg, Palatinate, Mecklenburg, Magdeburg, Lorraine, Hesse, and Hannover) are especially hard to play as they start with no Embassy, fewer techs, low economies, only one civ strength and only one city.
    6. Various new unique units, including:
    - Order Knight, armed with pollaxe and renaissance three-quarter armour, only available to Livonia. Upgrades directly to Grenadier.
    - Bidenhänder, representing early mercenaries and militias armed with German two-handed sword. Available to all German civs, Austria has a special version of this unit. Upgrades directly to Grenadier.
    - 16c Baltic Arquebusier, available to Brandenburg-Prussia and Livonia.
    - Rodelero, unique Spainish Man-at-Arms
    - Irish unique units: Kern (16c Pikeman), Gallowglass (Man-at-Arm), Arquebusier, Reiter

    1.3 update:
    1. Ireland is now playable, it is still a minor power though.
    2. Four new unique units for Ireland: Kern (16c Pikeman), Gallowglass (Man-at-Arm), Arquebusier, Reiter.
    3. Rodelero as unique Man-at Arm for Spain.
    4. German civs (except Austria and Brandenburg-Prussia) can not train Man-at-Arm anymore.
    5. Two new technologies: Renaissance Army and Renaissance Navy, all civs start with them. They exist in the tech tree in order to allow player to see what units can be trained at the start.
    6. Various bug fix and adjustments.

    Older update notes:
    Spoiler :

    1.1 update:
    1. Scotland now starts with Embassies.
    2. Württemberg, Palatinate, Mecklenburg, Magdeburg, Lorraine, Hesse, and Hannover are now playable.
    - Warning! Although they're playable, they're especially hard to play as they start with no Embassy, fewer techs, low economies, only one civ strength and only one city.
    - Württemberg, Hesse and Hannover can now get access to Constitutional Monarchy government in Imperial Era.
    - Palatinate, Mecklenburg, Magdeburg and Lorraine can now get access to Absolute Monarchy government in Imperial Era.

    1.2 update:
    1. New Civ: Ireland, currently an unplayable minor Power.
    2. Old unplayable Independent States renamed to Free Imperial Cities, now it only represent independent force in Germany region, Ireland is not part of this civ anymore.
    3. New unique unit: 16c Baltic Arquebusier, available to Brandenburg-Prussia and Livonia. (Brandenburg-Prussia now get access to both old Landsknecht style 16c Arquebusier and this new unit, the latter is pre-placed on the Prussia part of Brandenburg-Prussia).
    4. Scotland starts with no Embassies again, for balance reason.
    5. Various bug fix and graphical adjustments.


    This would not be the last version, I'm still working on improving this Scenario.

    Credits:
    (this list only include credits of new content I added)
    -Kinboat, unit graphics
    -imperator1961, unit graphics
    -Balam-Agab, unit graphics
    -CamJH, unit graphics
    -Kyriakos, city graphics

    Screenshots:



    Techtree (Austria):
    Spoiler :




     
    Last edited: Aug 9, 2019
  2. zwei833

    zwei833 HRE Mercenary

    Joined:
    Feb 26, 2011
    Messages:
    1,184
    Location:
    Guangzhou
    1.1 update:
    1. Scotland now starts with Embassies.
    2. Württemberg, Palatinate, Mecklenburg, Magdeburg, Lorraine, Hesse, and Hannover are now playable.
    - Warnning! Although they're playable, they're especially hard to play as they start with no Embassy, fewer techs, low economies, only one civ strength and only one city.
    - Württemberg, Hesse and Hannover can now get access to Constitutional Monarchy government in Imperial Era.
    - Palatinate, Mecklenburg, Magdeburg and Lorraine can now get access to Absolute Monarchy government in Imperial Era.
     
    Last edited: Aug 1, 2019
  3. Civinator

    Civinator Blue Lion Supporter

    Joined:
    May 5, 2005
    Messages:
    5,894
    zwei833, this scenario is a nice surprise - and it looks very interesting! :goodjob:
    I also wasn´t aware of Big Bopper's scenario. Thank you both very much for all the work you have done! :)

    (Early) Military protection pacts for minor civs (and later common military protection pacts for all civs) could be an interesting idea for my upcoming CCM2 scenario, too.
     
    zwei833 likes this.
  4. zwei833

    zwei833 HRE Mercenary

    Joined:
    Feb 26, 2011
    Messages:
    1,184
    Location:
    Guangzhou
    Thanks! Also can't wait for your Discovery Age scenario:goodjob:

    ------------------------------------

    And: https://drive.google.com/file/d/1la-OtBjwbJ4L7qSBK1UxZDVS_0fUosSz/view?usp=sharing

    1.2 update:

    1. New Civ: Ireland, currently an unplayable minor Power.
    2. Old unplayable Independent States renamed to Free Imperial Cities, now it only represent independent force in Germany region, Ireland is not part of this civ anymore.
    3. New unique unit: 16c Baltic Arquebusier, available to Brandenburg-Prussia and Livonia. (Brandenburg-Prussia now get access to both old Landsknecht style 16c Arquebusier and this new unit, the latter is pre-placed on the Prussia part of Brandenburg-Prussia).
    4. Scotland starts with no Embassies again, for balance reason.
    5. Various bug fix and graphical adjustments.
     
  5. zwei833

    zwei833 HRE Mercenary

    Joined:
    Feb 26, 2011
    Messages:
    1,184
    Location:
    Guangzhou
    Edit: not needed anymore, already included in the main pack.

    Game crashing bug fix:

    please download the file and put it under Sid Meier's Civilization III Complete\Conquests\Scenarios\Swedish Empire\Art\Wonder Splash , and override.

    Will include it in next update.
     

    Attached Files:

    Last edited: Aug 9, 2019
  6. zwei833

    zwei833 HRE Mercenary

    Joined:
    Feb 26, 2011
    Messages:
    1,184
    Location:
    Guangzhou
    1.3 update:
    1. Ireland is now playable, it is still a minor power though.
    2. Four new unique units for Ireland: Kern (16c Pikeman), Gallowglass (Man-at-Arm), Arquebusier, Reiter.
    3. Rodelero as unique Man-at Arm for Spain.
    4. German civs (except Austria and Brandenburg-Prussia) can not train Man-at-Arm anymore.
    5. Two new technologies: Renaissance Army and Renaissance Navy, all civs start with them. They exist in the tech tree in order to allow player to see what units can be trained at the start.
    6. Various bug fix and adjustments.
     
  7. Civinator

    Civinator Blue Lion Supporter

    Joined:
    May 5, 2005
    Messages:
    5,894
    zwei833, may be you should consider to replace the 'Radar Button' in your Imperial Era techtree with the 'Garrison Button' that Vuldacon created in excellent quality some years ago: https://forums.civfanatics.com/resources/garrison-button.13596/





    I attache a zip file with 'x_airfields and detect' graphics holding some garrison graphics for my mod CCM1 in case you could use it in your scenario.
     

    Attached Files:

    Last edited: Aug 12, 2019
    zwei833 likes this.
  8. zwei833

    zwei833 HRE Mercenary

    Joined:
    Feb 26, 2011
    Messages:
    1,184
    Location:
    Guangzhou
    Thanks! Will include them in next update.
     
  9. jlvfr

    jlvfr King

    Joined:
    Jul 26, 2007
    Messages:
    858
    Started playing this scenario yesterday; looks great, and very diferent from what I've played. Well done.

    I found one issue: the "Iron Works". It's Civilopedia entry says, at the top, it needs iron+coal. But on the bottom, it says it requires "copper". Since I can build it and don't have coal, I assume "copper" is the correct one...
     
  10. jlvfr

    jlvfr King

    Joined:
    Jul 26, 2007
    Messages:
    858
    I have another question: I cannot build the "national treasury". I have both gold and silver, and more than 10 cities with banks, and yet...
     

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