It is the year 200 AR. The nations of Nelthelrinae are beginning to grow, and new strengths and weaknesses are realised. The thought of expansion and growth has penetrated every civilization's way of life. Just as the civilizations are changing, so is the world around them. The race to be the greatest empire of the land has begun. What civilization will surpass all others? What civilization will stand the Test of Time? Hello all, this is my new scenario mod for civ3. It is based on my old one, Thel Realmea ei Nelthelrinae, but there was many aspects I did not like or were not fully completed in that mod, so I set out to improve it heavily and do much more. The scenario has been in the works since about June 2015, but it was being worked on very slowly in 2016. The testing of this mod started December 2016. Minor tweaks was mostly done from that first version, but there was a few additions. One aspect I did not like was that the mod did not really add a new way of playing. It was very similar to normal civ3, and I wanted to create a different gameplay experience that was a tough challenge to complete. I think I have done that in this and I hope all who play it have an enjoyable experience. SUMMARY Redrawn Map 210x190 14 Playable Civs 2 Era Tech Tree Culture-Specific Kiinims Civ-Specific Units Modified Interface Backround Music Backround Ambience Descriptions for each Civilization Each Civ has a Strength and Weakness System Wild Animals Strong Barbarians Barbarian Strongholds Limited Corruption Short Anarchy Heroes (Special Unit(s) for each Civilization) Basic Implementation of a Religion for each Civilization each providing certain benefits Library of Scrolls MAP The map is completely redrawn to add in more detail to areas of the map than I had before. This also meant that there would be other issues that would affect gameplay like city expansion and the AI response, so some additions to the scenario was made with these in mind. Un-buildable Terrains: forests, deserts, sacred lands, and tundra. Forests can be chopped, but they take very long to do so and are not necessarily worth it most of the time. Because of a larger map and un-buildable terrains, farther city placement is encouraged and so corruption is heavily reduced, though it is still present, there are many improvements that reduce it. Spoiler Screenshots : CIVILIZATIONS ---------- Main Cerilaan Deriria Lerian Naherraan Raonas Sesirithel ---------- Other Civilizations Berelliseg (Unplayable) Certaren Ephrinor Erodil Jethlator Kyrregos (Unplayable) Lesegolos Miryaan Relinor Telasha Civilizations each have their own descriptions and some are of good length. I chose to focus more on six of the civs, which are Cerilaan, Deriria, Lerian, Naherraan, Raonas, and Sesirithel. They do have the longest civ descriptions and most of the others consist of a page, or a little over. The history of the mod is a little different from the previous mod and some has changed. I tried to improve the writing and overall style from my previous mod. Spoiler Screenshots : VICTORY OPTIONS Domination Victory Master Race Victory Empire Victory Conquest Victory and Cultural Victory (There is of course Histograph...) Domination requires 15% of land area and 25% of world population. Master Race requires a civilization to achieve its Conquest Destiny. Empire is to reach the empire point limit. Conquest is to eliminate all civilizations. Cultural is to become the envy of the world by being the first to the cultural value limit. CITIES City expansion is not like normal civ3. Every 15 turns the Palace Trader produces an upgradable trader unit that you can then use to build 'trading outposts', which are limited in population to 2, unless on a river, which is then allowed to grow to 3 population. Outposts are limited in what improvements they can build, as they require the Town Administration, which allows a much larger population as well. The first Palace Trader is automatically in your capital on scenario start, but it becomes obsolete with Thinking Combat. It is recommended to try to time it to get the maximum benefit from it as it will not become available again until War Academy, which is in the start of the 2nd era. TECH TREE There are two researchable periods in this mod. The tech costs are not cheap, especially at the start, but with development of your civilization, it will gradually research faster. The second era is not necessarily likely to be completely researchable, and what time you have there should be used wisely. With a 300 turn time limit, you have to use what you have with good efficiency. Spoiler Screenshots : KIINIMS AND GOVERNMENTS Kiinims replace the default system of governments, though governments in name do still have a small role as they dictate what kiinims are available for each civ. Kiinims are culture-specific and they do vary in their uses and effects. They are also designed to be upgraded in each era, as each kiinim expands your possibilites, especially in unit support. Culture buildings are attached to each one, which provide special benefits. Free unit support is limited and it is costly in going over that limit. Additionally, Kiinims have an upkeep cost. UNITS Each civilization's main military units has its own unit graphics and combat capabilities. The Strength and Weakness system located in the civilization's pedia description displays a summary of the combat capabilities. Some units have a heavy emphasis on attack, others more defense, or a balanced approach to both attack and defense. There is also special units called Heroes, that are unique to each civilization, and are auto-produced 50 turns after the Hall of Heroes is completed. They each have different combat capabilities and special abilities; and the Hall of Heroes alone starts a golden age for your civilization. The hero units however, are more of an end-game unit and will not be usable for most of the game. BARBARIANS AND ANIMALS The barbarians are an actual civilization in this scenario that you can engage in some diplomacy and have war with, and as a result obtain war weariness (which is a mechanic attached to all kiinims). Besides having tough units that will very likely be troublesome to you, they are a contender for the Empire Victory option and so they have to be dealt with so they do not run away with the victory. The animals are a small threat and since they replace the default barbarians, it is possible you may not see much of them. But the mobile ones are just as dangerous as the barbarians. The immobile ones act as a small land barrier. It is recommended you keep your borders well-patrolled or else you could be sneaked up upon by either. RELIGION The religion of a civilization is pre-determined and is limited to a religious improvement and a wonder, which also provides a special unit that has an ability few other obtainable units have; and for some this is the only unit. The wonders and improvements are type specific. LIBRARY OF SCROLLS The Library of Scrolls is just a extra way to expand the story I created for this. You can read it if you want, or just play. SCENARIO NOTES There are a few challenges ahead for the player when one starts. This includes protecting your civilization from the barbarians and animals, but there are a few others. You have to not just fend off the barbarians, you have to eliminate them as a threat in terms of victory as they are usually one of the top leaders for Empire Victory. Resources are sparse and sometimes you have to run a long supply line to acquire what you need as well as when you go to conquer enemies, since cities are not something you can easily place, they have to be planned; and you have to protect them as they can become your downfall if you lose too many. The main objective for the player is that particular civ's capital, as that will instantly eliminate the civilization, but it is also the best defended city. Make sure to read the Scenario Introduction on scenario start. MP NOTES I have played this over the internet on Multiplayer with some people for a little bit. Because of the amount of civs needed in the game (which is 18), it is best if you choose civs in a specific region of the map, like north, west/southwest, central, south/southeast, east/northeast etc. I would recommend to still always have Berelliseg, Kyrregos, and then either Northern Tribes and Southern Tribes or both. Something I did notice was that the wildlife acted a lot more aggressive than they did in SP. The spiders even bombarded and more often the Sahbren moved around hitting your units and territory. DOWNLOAD AND INSTALLATION requires Civ3 Conquests/Complete v1.22 The resource contains a download link from mega.co.nz and dropbox. https://forums.civfanatics.com/resources/thelen-epres-mrel-nelthelrinae.26286/ Extract the .rar to civ3 root/Conquests/Scenarios The folder layout in the rar should be proper for you to just extract it in the Scenarios folder. But make sure the actual mod folder and the BIQ lie on its own in the Scenarios folder. If you are playing on a disc version, switch the default labels.txt to the one with DISC in the name. The Steam labels.txt is in by default. So rename labelsDISC.txt to labels.txt. Credits: aaglo Ares de Borg Balam-Agab Bebro Big Bopper CivArmy1994 CivGeneral embryodead Firaxis Grandraem haluu imperator1961 LMR LotM Plotinus R8XFT Rambuchan register Sandris ShiroKobbure Steph themanuneed tom2050 Ukas utahjazz7 Virote Considon Vuldacon Other Games: Civ4, Civ5 Elder Scrolls III, IV, V Fate Movies: Armageddon ------- Other - Two Steps From Hell, Matthew L. Fisher Testers Fortis1 Kirejara Takhisis ThERat Theov Vojvoda/BasCelik Others from Steam Please give me your feedback on the scenario and reports of any bugs! I would like to hear them very much.