Kestrel18
Chieftain
Here is a link to the Google Drive location of the redesign of my old Civ2 - ToT "Original Plus / Unit-Mania" Modpack which adds in a large number of extra units for Civ III Conquests as well as extra Improvements, Governments, Specialists and various tweaks.
Civfanatics download link for Unit-Mania here http://forums.civfanatics.com/downloads.php?do=file&id=25005
I pretty much completed this a couple of years ago, but have not got around to uploading due to life's many other activities.
The idea with 'Unit-Mania' is to have a smoother transition of unit upgrades from ancient to modern, not the big staccato leaps that seem to be a feature of Civ III (and were also a feature of Civ II).
Using Quintilluss's wonderful editor I have doubled the standard Attack, Defence & Bombard strengths for all units in order to allow more spaces for variation in between.
I also wanted to add in more unique units for each Civ - but this is only partially completed. (You could always borrow them from RAR or RARR etc. and mod yourself to add in more if you want.)
There are several {Streams} of Land units;
* [Offensive] Land Foot Units - e.g. Assault Muskets, Grenadiers, Shock Troops, and so on.
* [Defensive] Land Foot Units - The usual suspects & lots of other units , e.g. Infantry, Advanced.
Generally All Infantry have had their offense stats increased to near level with their defence stats.
* [Skirmish] units
* [Defensive "Budget"] land foot draftable Units -
Militia, Conscripts, Reservists and so on.
Drafting units is now less costly (from 20 turns disorder down to 10 turns) to help compensate.
* [Offensive Mobile] Units - depends on resources available
(Horses, Elephant, Camel, Llama, Coal, Oil, Uranium, etc.)
* [Defensive Mobile] Units - As above
* [Special / Elite] Land Units - e.g. Saboteurs, Volley Gun, Commandos, to name but a few.
* [Army choices] (including the new, cheaper "Army Corps" that will only accept foot units)
* More [Terra-form] worker units - most can't be built but are produced by various "Small Wonders".
In order to minimise complexity, most units eventually upgrade into something superior so that the player is not confronted with too many unit choices at any one time. Although of necessity, if a civilization has access to all strategic resources then at certain times mounted units of various flavours (which perhaps perform the same function) are available.
I have also duplicated some units (e.g Iron Age Spearmen) in order to allow the “and/or” regarding building certain key units with resources. It seems silly that, if Copper/Tin is not available, & your technology includes Iron-Working, & you have access to Iron that you wouldn't be able to build Spearmen equipped with Iron Spear-heads.
So too with the AEGIS Cruisers. Most shipping only converted from coal to oil in the latter half of the 20th century. It seems reasonable that if there were no regular bulk supply of oil for fuel to be had, that coal could again be substituted for the fuel of choice for modern shipping. Rationale was that if a modern strategic power had no access to oil for fuel in quantity and/or uranium or other fissile materiel, that they would likely set up coal-liquefaction plants and/or revert to coal-fired steam-driven turbines in ships. It is mainly about making available a modern combat ship of some sort to the Civ Player regardless if there was an oil embargo in place or the player ends up in a geographic area without oil.
It is true that Civs would probably also use nuclear plants in ships if they were denied oil (and still had access to fissile materiel), but not all other countries could / would be able to.
I have also thrown in various Steam-powered land units requiring coal to simulate what might have happened if the internal combustion engine hadn't caught on in a big way a hundred or so years ago, or if a Civ has no access to oil, as well as various modern mounted units for the same reason (see the scenarios listed below "No Oil", "Few Fossil Fuels", "No Uranium").
Coastal Batteries are 'immobile' sea units classed as 'Naval Power' (via the wonderful Quintillus Civ3 editor)
The "First Settler" unit has been added (it cannot be built but is gifted at the start of the game). It has 2 movement and better vision (Radar) so you can take steps to a better spot and found your capital.
The "First Worker" unit is also gifted. Unlike normal workers, it has a defence strength, works slightly harder than normal workers, and it does not require support, so be careful not to add it into any of your cities.
Extra Strategic, Luxury & Bonus resources added for complexity, for example ;
* “Hemp”; a precursor to Ropes, Sails, and so on so that it is a requirement for some the advanced sailing vessels,
* Copper and Tin; Advanced Sailing Vessels, early electrics,
* Tungsten; for more advanced artillery etc.,
* Titanium; required for Stealth aircraft & some spacecraft parts
* Coltan; required for some units and buildings and spacecraft parts that need advanced electronics
* and many more
Now there are a total of of 74 Resources. Alas, still only a total of 32 Strategic & Luxury resources though. Full list of resources in the Excel Spreadsheet.
Extra Specialists added in - Priests and Journalists.
Extra Governments - Theocracy, Constitutional Monarchy and Utopian Socialism
Feudalism renamed Feudal Monarchy
A few extra advances to round out the game, & a few changes to the general settings, modified settings for Landmark Terrain. (Arid Plains, Fertile Plains, Rich Grassland, Forested Hills, Broken Crags, Scrub, Nutrient Rich Sea) and the standard terrain.
Worker Jobs . . . Original Turns . . New Turns ;
Mine . . . . . . . . 12 . . . . . . . . 12
Irrigation . . . . . 8 . . . . . . . . 6
Stronghold . . . . 16. . . . . . . . 12
Fortress . . . . . .16. . . . . . . . 12
Road . . . . . . . . 6. . . . . . . . 5
Railroad . . . . . . 12. . . . . . . . 10
Plant Forest . . . . 18. . . . . . . . 16
Clear Forest . . . . 4. . . . . . . . 4
Clear Wetlands . . . 16. . . . . . . . 8
Clear Damage . . . 24. . . . . . . . 10
Airfield. . . . . . . . . 1. . . . . . . . 1
Radar Tower . . . . . 1. . . . . . . . 1
Outpost. . . . . . . 1. . . . . . . . 1
Pollution is no fun, so I reduced the time it takes workers to clean up pollution from 24 to 10
Reduce Pollution from Buildings / Improvements ;
. . . . . . . . reduce from . . to
Factory. . . . . . .2. . . . . . . .1
Manf Plant. . . .2. . . . . . . .1
Coal Plant. . . .2. . . . . . . .1
Research Lab. .1. . . . . . . .0
OS Platform. . .2. . . . . . . .1
Airport . . . . . .1. . . . . . . .0
Iron Works. . . .4. . . . . . . .2
Comm Dock. . . .1. . . . . . . .0
Metropolis now starts at City Size 15 rather than 12.
Movement rate along roads changed from 3 to 4 in some of the attached scenarios (for larger worlds).
To be honest I don't remember all the other changes I have made to the game settings, (various comments are scattered throughout the Civilopedia which has been extensively updated and reworked) or where I got all the art & animations from. I have tried to list all contributors in the Credits.
Apart from this, most other standard Civ3 Conquests settings I have tried to leave alone, so it should be regarded as simply an update of the old Civ3 Conquests rules rather than a complete overhaul like RAR or DYP or CCM etc.
Still that does make it easier to play for Civ3 aficionados (IMHO) as most of the advances and buildings etc. from the original are still there with similar or same statistics.
See the attached excel spreadsheet for all the detail on the extra units.
Additions & Changes are in green.
The modpack has been fairly thoroughly tested by myself & others (but that doesn't mean it won't have some missing files that I have inadvertently forgotten)
This Modpack assumes that you have both CivIII PTW (Play The World) and CivIII Conquests installed, as it uses some of the extra units from both those installations.
Various Biqs included;
* Unit-Mania_No-Map All the Changes described above with no map - can be played instead of standard Conquests, but Landmark terrain will not appear.
* Unit-Mania_No-Oil : Worlds of Horses and Steampunk
* Unit-Mania_No-Horses : Worlds where horses never evolved. Elephants, Llamas, Camels, Vehicles are your friends.
Unit-Mania_Few-Fossil-Fuels : Worlds where Coal and Oil are a rarity. Fight for resources.
* Unit-Mania_No-Uranium : And all that implies...
* Unit-Mania_Delayed-Unit-Upgrades : Starts in Middles Ages, but Barracks only come with Military Tradition.
* Unit-Mania_Map xxxxx - Many Surprise maps with the new Landmark Terrain variants (as well as the old)
All up it is around 170Mb. Updated Jul 2017 with the missing files that were preventing it from running.
Download link is here; https://drive.google.com/open?id=0Byr32G1ecbngQWZod0xJWHVXUzg
Enjoy & Thanks,
Kestrel18. 2017-Jul-21
Civfanatics download link for Unit-Mania here http://forums.civfanatics.com/downloads.php?do=file&id=25005
I pretty much completed this a couple of years ago, but have not got around to uploading due to life's many other activities.
The idea with 'Unit-Mania' is to have a smoother transition of unit upgrades from ancient to modern, not the big staccato leaps that seem to be a feature of Civ III (and were also a feature of Civ II).
Using Quintilluss's wonderful editor I have doubled the standard Attack, Defence & Bombard strengths for all units in order to allow more spaces for variation in between.
I also wanted to add in more unique units for each Civ - but this is only partially completed. (You could always borrow them from RAR or RARR etc. and mod yourself to add in more if you want.)
There are several {Streams} of Land units;
* [Offensive] Land Foot Units - e.g. Assault Muskets, Grenadiers, Shock Troops, and so on.
* [Defensive] Land Foot Units - The usual suspects & lots of other units , e.g. Infantry, Advanced.
Generally All Infantry have had their offense stats increased to near level with their defence stats.
* [Skirmish] units
* [Defensive "Budget"] land foot draftable Units -
Militia, Conscripts, Reservists and so on.
Drafting units is now less costly (from 20 turns disorder down to 10 turns) to help compensate.
* [Offensive Mobile] Units - depends on resources available
(Horses, Elephant, Camel, Llama, Coal, Oil, Uranium, etc.)
* [Defensive Mobile] Units - As above
* [Special / Elite] Land Units - e.g. Saboteurs, Volley Gun, Commandos, to name but a few.
* [Army choices] (including the new, cheaper "Army Corps" that will only accept foot units)
* More [Terra-form] worker units - most can't be built but are produced by various "Small Wonders".
In order to minimise complexity, most units eventually upgrade into something superior so that the player is not confronted with too many unit choices at any one time. Although of necessity, if a civilization has access to all strategic resources then at certain times mounted units of various flavours (which perhaps perform the same function) are available.
I have also duplicated some units (e.g Iron Age Spearmen) in order to allow the “and/or” regarding building certain key units with resources. It seems silly that, if Copper/Tin is not available, & your technology includes Iron-Working, & you have access to Iron that you wouldn't be able to build Spearmen equipped with Iron Spear-heads.
So too with the AEGIS Cruisers. Most shipping only converted from coal to oil in the latter half of the 20th century. It seems reasonable that if there were no regular bulk supply of oil for fuel to be had, that coal could again be substituted for the fuel of choice for modern shipping. Rationale was that if a modern strategic power had no access to oil for fuel in quantity and/or uranium or other fissile materiel, that they would likely set up coal-liquefaction plants and/or revert to coal-fired steam-driven turbines in ships. It is mainly about making available a modern combat ship of some sort to the Civ Player regardless if there was an oil embargo in place or the player ends up in a geographic area without oil.
It is true that Civs would probably also use nuclear plants in ships if they were denied oil (and still had access to fissile materiel), but not all other countries could / would be able to.
I have also thrown in various Steam-powered land units requiring coal to simulate what might have happened if the internal combustion engine hadn't caught on in a big way a hundred or so years ago, or if a Civ has no access to oil, as well as various modern mounted units for the same reason (see the scenarios listed below "No Oil", "Few Fossil Fuels", "No Uranium").
Coastal Batteries are 'immobile' sea units classed as 'Naval Power' (via the wonderful Quintillus Civ3 editor)
The "First Settler" unit has been added (it cannot be built but is gifted at the start of the game). It has 2 movement and better vision (Radar) so you can take steps to a better spot and found your capital.
The "First Worker" unit is also gifted. Unlike normal workers, it has a defence strength, works slightly harder than normal workers, and it does not require support, so be careful not to add it into any of your cities.
Extra Strategic, Luxury & Bonus resources added for complexity, for example ;
* “Hemp”; a precursor to Ropes, Sails, and so on so that it is a requirement for some the advanced sailing vessels,
* Copper and Tin; Advanced Sailing Vessels, early electrics,
* Tungsten; for more advanced artillery etc.,
* Titanium; required for Stealth aircraft & some spacecraft parts
* Coltan; required for some units and buildings and spacecraft parts that need advanced electronics
* and many more
Now there are a total of of 74 Resources. Alas, still only a total of 32 Strategic & Luxury resources though. Full list of resources in the Excel Spreadsheet.
Extra Specialists added in - Priests and Journalists.
Extra Governments - Theocracy, Constitutional Monarchy and Utopian Socialism
Feudalism renamed Feudal Monarchy
A few extra advances to round out the game, & a few changes to the general settings, modified settings for Landmark Terrain. (Arid Plains, Fertile Plains, Rich Grassland, Forested Hills, Broken Crags, Scrub, Nutrient Rich Sea) and the standard terrain.
Worker Jobs . . . Original Turns . . New Turns ;
Mine . . . . . . . . 12 . . . . . . . . 12
Irrigation . . . . . 8 . . . . . . . . 6
Stronghold . . . . 16. . . . . . . . 12
Fortress . . . . . .16. . . . . . . . 12
Road . . . . . . . . 6. . . . . . . . 5
Railroad . . . . . . 12. . . . . . . . 10
Plant Forest . . . . 18. . . . . . . . 16
Clear Forest . . . . 4. . . . . . . . 4
Clear Wetlands . . . 16. . . . . . . . 8
Clear Damage . . . 24. . . . . . . . 10
Airfield. . . . . . . . . 1. . . . . . . . 1
Radar Tower . . . . . 1. . . . . . . . 1
Outpost. . . . . . . 1. . . . . . . . 1
Pollution is no fun, so I reduced the time it takes workers to clean up pollution from 24 to 10
Reduce Pollution from Buildings / Improvements ;
. . . . . . . . reduce from . . to
Factory. . . . . . .2. . . . . . . .1
Manf Plant. . . .2. . . . . . . .1
Coal Plant. . . .2. . . . . . . .1
Research Lab. .1. . . . . . . .0
OS Platform. . .2. . . . . . . .1
Airport . . . . . .1. . . . . . . .0
Iron Works. . . .4. . . . . . . .2
Comm Dock. . . .1. . . . . . . .0
Metropolis now starts at City Size 15 rather than 12.
Movement rate along roads changed from 3 to 4 in some of the attached scenarios (for larger worlds).
To be honest I don't remember all the other changes I have made to the game settings, (various comments are scattered throughout the Civilopedia which has been extensively updated and reworked) or where I got all the art & animations from. I have tried to list all contributors in the Credits.
Apart from this, most other standard Civ3 Conquests settings I have tried to leave alone, so it should be regarded as simply an update of the old Civ3 Conquests rules rather than a complete overhaul like RAR or DYP or CCM etc.
Still that does make it easier to play for Civ3 aficionados (IMHO) as most of the advances and buildings etc. from the original are still there with similar or same statistics.
See the attached excel spreadsheet for all the detail on the extra units.
Additions & Changes are in green.
The modpack has been fairly thoroughly tested by myself & others (but that doesn't mean it won't have some missing files that I have inadvertently forgotten)
This Modpack assumes that you have both CivIII PTW (Play The World) and CivIII Conquests installed, as it uses some of the extra units from both those installations.
Various Biqs included;
* Unit-Mania_No-Map All the Changes described above with no map - can be played instead of standard Conquests, but Landmark terrain will not appear.
* Unit-Mania_No-Oil : Worlds of Horses and Steampunk
* Unit-Mania_No-Horses : Worlds where horses never evolved. Elephants, Llamas, Camels, Vehicles are your friends.
Unit-Mania_Few-Fossil-Fuels : Worlds where Coal and Oil are a rarity. Fight for resources.
* Unit-Mania_No-Uranium : And all that implies...
* Unit-Mania_Delayed-Unit-Upgrades : Starts in Middles Ages, but Barracks only come with Military Tradition.
* Unit-Mania_Map xxxxx - Many Surprise maps with the new Landmark Terrain variants (as well as the old)
All up it is around 170Mb. Updated Jul 2017 with the missing files that were preventing it from running.
Download link is here; https://drive.google.com/open?id=0Byr32G1ecbngQWZod0xJWHVXUzg
Enjoy & Thanks,
Kestrel18. 2017-Jul-21
Last edited: