Woot's oop everyoone, Ubik the greatest modmaker GAME DESIGNER of all time here with my latest project: the IOT Civ3 Mod! I might have started something like this earlier, but that my desktop was out of commission. While I can mod Civ4 in the sense that I know how most of the components work, I have much more in-depth experience with Civ3, and thus actually have a chance at crafting something holistic. To be clear, this does not mean work on the Civ4 mod is shelved. The goal of this mod is essentially total conversion. Whereas the Civ4 mod is basically a flavour pack, I want this to have an internal consistency, to feel like its own world. Eras will be named after the 'epochs' of IOT; techs will reflect the evolution of the game rules. Everything that I think can be given an IOT flavour will be flavoured as such. If desired, I'll even look into a dedicated map. As most of the (present) IOT crowd cut its teeth on Civ4, I should run down a quick list of salient features, as the two games play quite differently: UBs are not a core component, but can be modded in. While there is no dedicated option for civ-specific improvements, several modders have found ways to implement civ-unique buildings through 'phantom tech' (described below). Note that unlike Civ4 these are not replacements to existing improvements, but standalone additions. Units have separate Attack and Defence strengths. In Civ4, units have a base strength modified by specific bonuses and veterancy upgrades. In Civ3, Attack and Defence are separate stats and largely immutable. Veterancy exists in the form of bonus hitpoints, which increases the number of combat rounds the unit can take before defeat. Unit lines are more flexible. Whereas in (base) Civ4, you have a common line of units with one or two civ-specific variations, in Civ3 it is not just possible but easy to create entire civ-unique arsenals. This is helped immensely by the sheer volume of available sets in the Download DB, which currently numbers over eight thousand packages. Artillery is ranged, and capturable. Whereas Civ4 had to wait for dedicated mods, Civ3 has built-in support for ranged bombardment, which is tracked as a separate combat stat. Additionally, units with 0 ATK/DEF can be captured intact, provided the capturing civ has the unit's prerequisite tech (otherwise it's destroyed). Units can also have a special "Enslave" ability that has a chance of capturing defeated enemies as predetermined unit(s). Stealth attacks. In the Civ4 Stack of Doom, an attacking unit is automatically matched against the strongest counter to it. In Civ3, units are ordered in terms of absolute strength, with the strongest standing unit at the top of the stack. Originally used for submarines, stealth attacks allow an attacker to bypass the rank-order and target specific units within the stack (i.e. transports) that are weaker and/or more strategically important. Valid stealth-attack targets can be individually tailored to the unit, i.e. snipers can only target leg infantry, AT can single out tanks, &c. Tech trees can be custom-tailored. All default technologies are classified within one of four Eras, which determines their location on the Science Advisor screen. Techs given no Era cannot be researched, but can be used as prerequisites to 'placed' techs; modders have used this to give civilizations partially- and sometimes fully-customized tech trees inaccessible to other players. Espionage is all out-of-pocket. Unlike both Civ2 and Civ4, espionage is not done with units but executed through a dedicated screen. Missions are essentially 'purchased', with success odds dependent on how much cash you're willing to dole out. Barbarians are dumbed down. Unlike Civ2 and Civ4, barbarians are permanently nomadic and cannot capture cities or establish their own faction. They are also limited to three types of unit throughout the whole game (2 Land, 1 Sea). The UN is only a victory condition. Granted, this was the first game in which it was implemented as an actual international mechanic, but literally its only purpose is for the World Leader victory condition. Regicide is a thing. One of Civ3's unique minor victory conditions, 'Regicide' places a 'king' unit at the civ's starting position—if the king dies, you lose the game. (There's also Mass Regicide, which multiplies the number of king units.) These 'king' units are special in that they cannot be built but can be upgraded, and will always be placed at the bottom of a combat stack as described above. Modders have exploited this to make them 'hero' units in custom scenarios, most notably in the Escape from Zombie Island series. Mountains can be used. They don't produce much even when mined, but they can be traversed. There are also options to restrict certain units' mobility over certain terrain types, i.e. forbidding tanks from crossing a swamp without an existing road. Pollution manifests on the map. Civ4 unhealthiness manifests within the city itself, and can trigger Global Warming, but is otherwise ethereal. In Civ3, pollution overflow directly affects the map by penalizing tile output until cleaned up. Pollution can also be triggered by volcanic eruptions that can even destroy neighbouring cities outright. Corruption impacts production. Hard. City maintenance in Civ4 makes expansion expensive, but individual cities remain productive. This was a response to Civ3, where it's basically the opposite: the corruption system directly penalizes a city's total production and revenue, to the point that far-flung border towns are virtually stagnant, even with large population. Available improvements in the base game barely mitigate this, so several modders have adopted the practice of adding the 'courthouse' trait to additional buildings. The lynchpin to how this mod develops is the factions involved. Playable civilizations are hard-capped at 31 total, which means short of fracturing this project into a set of submods, we'll need to pick our player base. Omega124 compiled this list of most active/notable/historically relevant IOTers, which barring any opts-out I'm prepared to adopt as the official roster: 1. Omega124 2. Civ'ed 3. KaiserElectric 4. Terran Empress 5. NinjaCow64 6. Thorvald of Lym 7. Tolni 8. Sonereal 9. Taniciusfox 10. Tyo 11. hoplitejoe 12. Aliedhoo 13. Reus 14. Crezth 15. Nuka-sama 16. Red_Spy 17. mechaerik 18. christos200 19. e350tb 20. CivGeneral 21. CivOasis 22. DaemonDD 23. JamesCaesar 24. Seon 25. taillesskangaru 26. SamSniped 27. Double A 28. Bair_the_Normal 29. Decamper 30. Angst 31. Jackelgull If you're interested, here's the basic scheme for what I'll need as a signup: Faction name (full): i.e. Cossack Caliphate of al-Andalus Citizen shorthand: i.e. Andalusians Adjective: i.e. Moorish Bonuses: Default 2 per civ, hard-coded from the following list: Spoiler : Agricultural: +1 food in city centre +1 food from irrigated desert; Aqueduct, Recycling Center, Solar Plant cheaper to build. Commercial: Bonus commerce in Level 2 and 3 cities; lower corruption; Marketplace, Bank, Harbor, Airport, Stock Exchange, Commercial Dock cheaper to build. Expansionist: Starts with special Scout unit (defined in game rules), and goody huts are less likely to trigger barbarians. Industrious: Bonus production in Level 2 and 3 cities; workers complete tasks faster. Militaristic: Units more likely to gain veterancy; Barracks, Walls, SAM Site, Coastal Fortress, Harbor, Civil Defense cheaper to build. Religious: Reduced Anarchy interval during revolution; Temple, Cathedral cheaper to build. Scientific: Free technology on era advancement; Library, University, Research Lab cheaper to build. Seafaring: Civ starts along the coast, and bonus commerce in coastal cities; +1 sea movement, ships less likely to be lost at sea; Coastal Fortress, Harbor, Offshore Platform, Commercial Dock cheaper to build. A civ's bonuses also control what Wonders will trigger a Golden Age. Leader: The name of the leader. Title: The "official" title of the leader. This is mainly used in diplotext. Leader portrait: Min. 200x240px, or an existing animated leaderhead. Can provide up to four portraits (one per era). Favourite Government: Government type the AI will adopt at the earliest opportunity. Shunned Government: Government type the leader despises, affects AI relations. This does not prevent the player from choosing it. Aggression Level: 1–5, how militaristic the AI behaves. As per Civilization tradition, the lowest level is a Trojan Horse, and used by France and India in the base game. Team colour: Two of the following from this palette, one as primary, and one as a backup if it conflicts with another player's choice: Spoiler : Cities: ~30–40 optimal. Military Leaders: ~6 names for Great Generals. Scientific Leaders: 3+ for Great Scientists Build Often: What sort of units and improvements the AI should prioritize, i.e. what's the civ's general strategy. Available categories: Spoiler : Offensive Land Defensive Land Artillery Settlers Workers Naval Air Growth Production Happiness Science Wealth Trade Explore Culture General strategy: This is where you get to be creative. Describe your (IOT) play style, your aesthetic, yourself, in as much detail as you want. Again, this mod isn't about a couple of shout-outs here and there—I want each faction to feel unique, and to play unique, and frankly, even out of that Top 31 I feel I can confidently model maybe one-third of you to something approaching accuracy. N.B.: This section is to help me figure out unit lines, and if I get to them, unique buildings and special techs. The A.I. is nowhere near as customizable as Civ4, and excepting culture groups (whose role I haven't decided yet) all relevant inputs are listed above. Help me, help you.