UPCOMING! civ’2 Midgard fantasy mod recreated for civ3

Yorgos

imagine...
Joined
Jan 12, 2005
Messages
413
Midgard 1.1 preview

UPDATED - November 5th 2006
The change list

You can download it here.
And the discussion thread is here.

This is a mod based on the homonymous civ2 fantastic worlds scenario. Of course I didn’t reproduce a mod identical to that of civ’s 2. First it wasn’t possible because some rules have changed since and there’s no events editor, and second so that I may take advantage of the new rules. My focus was to keep honest to the basic idea, but I felt free to add many innovations.

PLEASE POST ONLY IN THE DOWNLOAD THREAD because discussion about finished mods belongs to the "completed modpacks" forum, not in the general customization forum. Let this thread remain only a preview, it shouldn't constantly be in the top of a forum where it doesn't belong.
 
The tech tree is common to all races, but there are only some supportive units available to all (like siege engines or scouts) and most of your main force consist of civ-specific units. Each race controls at least 7 unique units, each with it’s own strengths and weaknesses. In addition every race has a unique building, available from the beginning of the game.

Good playing experience is also based on an exceptional map (the original one which I reproduced with minor changes), where almost every race has an island of its own where its capital is stationed, and there is also a great land mass with some rare resources, where each civilization begins with a second city.

Native terrain
Each race has a native terrain, which means that there all of its unique units move very fast. To make this feature work efficiently, all unit movement and terrain cost have been doubled and worker action cost is halved, while every race-specific unit ignores the terrain movement cost for it's native terrain. Road provides no movement bonus anymore, it only removes movement cost.
Example: An elf warrior with a movement of 2 can move once on grassland, since grassland cost is also 2, but twice on forest (with 4 cost), since elven units ignore forest movement penalties.

Flying and Airborne units
The original Midgard mod used the old civ2 helicopter system for all air units. To solve this I separated them in flying and airborne. Flying units are in fact very versatile land units that ignore all terrain movement cost, see two squares away and can rebase to short distances. In addition most of them have defencive bombardment and air defense. Airborne units function like airplanes and include only two units available to all civs, plus some Buteo and Stygian unique units.

Units that add new strategies
Line of the Mercenary: Mercenaries are very strong foot warriors that can attack without causing conflict, but they require gold resource, which is extremely rare in Midgard.
Line of the Seer: Relatively slow units, but their ability to see two squares away and their defensive bombardment, plus very low cost and no upkeep, make them good scouts or escorts for your military units.
Line of the Mage: Mages have minimum defence and attack and low bombard value, but very high bombard rate, making them effective in the field or for the defence of your territory and cities.
 
Buteons

A race of winged humans and giants. Most of their units, including settlers and workers, are flying and thus extremly mobile, and they have early access to airborn units. However they can’t build advanced ships.
Civ strenths: Industrious, commercial
Native terrain: Mountains and hills
Unique building: Eagle Nest (fuctions like an airport)

Merfolks

A race of amphibious creatures who feel more comfortable in sea than on land. Their land units tend to be weaker, but no other civilisation can match them on naval warfare.
Civ strenths: Seafaring, commercial
Native terrain: Shallow Sea
Unique building: Underwater installation (allows sea trade and increases trade on sea squares).

Elves

Elves are a peaceful race and thus powerful defenders, but they don’t have many choices when they need to take the offence.
Civ strenths: Scientific, commercial
Native terrain: Forest
Unique building: Tree guard (plus 25% defence and produces a Tree Guard unit, a mighty immobile defender, every 100 turns).

Goblins

Goblins are offensive and very productive. Their units tend to be cheaper or stronger than those of other races.
Civ strenths: Industrious, militaristic
Native terrain: Underground
Unique building: Slave market (increases production by 25%)

Humans

A civilisation of western culture, humans seem to be weaker than other races from most aspects, however they have access to numerous specialized units. They also have the best native terrain.
Civ strenths: Agricultural, commercial
Native terrain:Grassland
Unique building: Courthouse (like the original structure, cumulative with governor’s hall which is available to all races)

Infidels

Another human civilization (of eastern culture) called with the not so flattering “infidels” from the other human civilisation. Their units are stronger on offence, while they are probably the most cultivated civilisation.
Civ strenths: Religious (including cheap barraks), agricultural
Native terrain: Desert and flood plains
Unique building: Altar (quick boost to culture)

Stygians

Designed as computer controled, the Stygians are a race of foul monsters with extremely powerful military. They can sacrifice workers and mobilize for war from the begging of the game. In addition Stygians have immediate access to a unique government better then despotism (xenophobic but good for war). More important, most of their units can attack without causing conflict. Avoid messing with them.
Civ strenths: Militaristic, expansionist
Native terrain: Haunted forest
Unique building: Graveyard (produces a skeleton every 10 turns). They also control two small wonders, Dragoncaves and Batcaves (produce powerful dragons and bats respectively).


* While it may look like I'm using stereotypes concerning the build of certain civilizations, that not the case. No offence is intended against the cultural values of any people, and I tried to treat them with respect.
 
There is a new title screen and menu music (the original Midgard theme from the fantastic words expansion) available now. The title is also based on the original picture that introduced Midgard in civ2. Considering that it was a 640X480 picture on greyscale it was hard to be done better, at least with my software.



Get the title screen here!
Get the menu music here!

You are advised to backup your original files before installing those.
 
The survival era (goblin view)




The dark era (elven view)




The magic era (human view)




The miracle era (buteo view)

 
Buteo unique units (obviously my favorite!)




Elven unique units




Merfolk unique units




Goblin unique units *




Infidel unique units




Human unique units




Stygian unique units *




Units available to most races and interface




* These previews are not updated.
 
Do you like the mod? Help to make it better!

If you are an animator there are some needed units, especial the ones for Merfolks. There is a units request thread here.

Otherwise you can always post your ideas and opinions about improving the mod.
 
looks good. I'll be keeping an eye out for it. Let me know if you ever need any play testing done.
 
Midgard was the only mod I ever played that I didn't create myself for Civ2. I can't wait to see this one come alive. I may or may not be able to help in testing if you need it. When the time comes, if I pop in I guess then I'll be available.
 
Another old Civ 2 Midgard fan checking in. Good look on the mod, looks solid so far.

Edit: Unit makes someone do the Ellida! My favorite :p
 
The post has been updated.

The release of the mod is a matter of few days!!!
 
Great news. A "few days" hopefully means in time for my 3 day Labor Day weekend!
 
varwnos said:
How big will the file be?

Exactly the limit to upload it through civfanatics, 100 Mb. I tried to keep it low since I know what is like to have a slow connection (I experienced a 24 hour downloading of the Warhammer mod!), but it wasn't easy.

woodelf said:
A "few days" hopefully means in time for my 3 day Labor Day weekend!

I just uploaded the mod. I believe that tomorrow, if not today, we will have our link.
 
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