Download the .ace files for the "lite" version of the mod (no unit graphics) here and here (you need both files, 3.4 MB total)
**OR **
Download the .zip files for the "lite" version of the mod (no unit graphics) here and here (you need both files, 3.75 MB total)
Download the latest patch here. To install, simply unzip the patch into your Civ3/Conquests/Scenarios folder, and choose to overwrite files if asked.
Download/view the readme file here (edit: fixed, thanks jalapeno_dude)
Make sure you follow the installation instructions in the readme! If you don't install it correctly, it will give you a ton of errors.
What is my mod, you ask? Here's a rundown:
UNITS:
WONDERS/IMPROVEMENTS:
RESOURCES:
RULES CHANGES:
TECHS:
**OR **
Download the .zip files for the "lite" version of the mod (no unit graphics) here and here (you need both files, 3.75 MB total)
Download the latest patch here. To install, simply unzip the patch into your Civ3/Conquests/Scenarios folder, and choose to overwrite files if asked.
Download/view the readme file here (edit: fixed, thanks jalapeno_dude)
Make sure you follow the installation instructions in the readme! If you don't install it correctly, it will give you a ton of errors.
What is my mod, you ask? Here's a rundown:
UNITS:
- Graphical and Narrative flavor units for each civ and culture group
Religious units including Priests, Monks, Inquisitors, Missionaries, and Shaman, able to convert your units to their own religion!
Spies and Secret Agents with the ability to strike unseen deep into your enemy's territory - unless he has his own Spies, of course!
Much more powerful Barbarians, capable of turning your own ships and soldiers against you!
Futuristic units including Combat Mechs, Hyper Velocity Missiles, Aerospace Fighters, and Hover Tanks.
over 300 units in total!
WONDERS/IMPROVEMENTS:
- 2 new small wonders for each civ trait.
Seafaring civs can establish a Great Shipyard and Great Port to ensure their supremacy at sea.
Fertile Farmlands and the Breadbasket of the Nation are the trademarks of Agricultural civs.
Religious civs worship their diety(ies) at an Enshrined Relic and make pilgrimages to a Holy City.
Explorers from far and wide are attracted to the World Travellers' Society and Cartographers' Guild built by Expansionist civs.
Industrious civs multiply their production with the Blacksmiths' Guild located in their City of Industry.
All the greatest philosophers and scientests received their training at the Scientific civs' Philosopher's Forum and Grand Academy.
Militaristic civs rule the world from the Military HQ in their Unbreakable Fortresses.
Last, but certainly not least, gold flows like sand into the coffers of Commercial civs after they construct Trade Networks and create a Trade City.
Capitalize on newfound resources with Stone Quarries, Lumber Mills, Sugar Plantations, Silk Traders, and more.
Get an early jumpstart on your production with the Blacksmith, or make your citizens just a little less like unculture brutes with the Monolith.
Levy troops to defend your territory with the Archery Range, Fortified Barracks, Gun Range, or Nat'l Guard Recruitment, but be careful - your citizens tend not to like being forced into the military.
Corruption a thorn in your side? Build the new Summer Palace and Winter Palace to expand your ability to govern your conquests. Then, build the Summer Gardens and Winter Gardens (along with the Palace Gardens and Forbidden Gardens) to increase your culture in your new home away from home.
RESOURCES:
- Make your citizens happier with Sugar and Tobacco luxuries.
Mine Stone or chop Timber to construct ancient buildings and naval units.
Enjoy the extra trade generated by Jade mines within your territory.
RULES CHANGES:
- Balanced combat! ALL units get two important changes: First, their hit points are doubled, to reduce the likelihood of a statistical fluke enabling that backward Zulu Impi to destroy your Modern Armor Army. Second, all combat values are doubled as a baseline to provide more room for tweaking combat values. In normal Civ3, there's no way for a unit to be better than a warrior but worse than an archer at attacking. With doubled combat values, it's a cinch.
Extensive use of Defensive Bombardment makes attacking a fortified position riskier. All archers, gunmen, and non-tank cavalry units have Defensive Bombardment.
Units now follow a more realistic pattern, with Spearmen and their upgrades being an offensive line, and Archers and their upgrades being defensive in nature. The two lines converge at Riflemen, and from that point on Infantry units are about as good at attacking as defending - just like in real life.
Some terrains are harder to navigate in the ancient world - Deserts, Seas, and Oceans all take 2 movement points to cross. Advanced units are capable of ignoring these movement penalties.
Helicopters are useless no more! Transport Helicopters and the new Helicopter Gunships are now mobile air units, capable of striking deep into enemy territory.
Corruption now scales with difficulty level. Players starting a Chieftan game will have only 60% of default corruption, but watch out for you masters playing on Sid difficulty! Everyone knows the legendary Sid only plays with 130% of normal corruption.
Resources in general are made more common than in C3C default.
Number of Civilizations reduced. I'm sure this will be disappointing to some, but it was neccesary to reduce quantity to maintain quality with this mod. Civs cut: Babylon, Zululand, Iroquois (merged with America), Sumeria, Hittites, Portugal (merged with Spain), Byzantines (partially merged with Rome, Greece, Ottomans, and Persians), and Inca. This leaves 23 civs, which should be enough to satisfy most people.
TECHS:
- Added over 40 techs, including 5 Futuristic Techs (Nanotechnology, Nanotech Composites, Combat Robotics, Anti-Gravity, and Advanced Space Flight), Religious Techs, and many "unseen" flavor techs that enable each civ to play even more differently from the rest than in normal Civ3.
To make room for the new era techs, several techs were cut (Ironclads, Polytheism, Monotheism, Recycling) and most "era-start" techs were moved back to the end of the previous era.
Maximum tech research time moved back to vanilla/PTW default of 40 from C3C's 60.