/civ3-mod

My Sid Meier's Civilization III modpack

James's Mod for Sid Meier's Civilization III: Complete

This is a modpack for Civ3: Complete that I put together containing some changes I personally find cool. Not really intended for public use, but if you want to play with it too, then feel free to.

Contents

Changes

Overview

Compared to vanilla Civ3, this mod:

  • Permits plagues (max 1)
  • Removes the following civs:
    • Persia
    • Zululand
    • Iroquois
    • Hittites
  • Adds the following civs:
    • Cuba
    • Mali
    • Lakota
    • Mauryans
  • Replaces the following leaders:
    • Bismarck of Germany -> Adolf Hitler
    • Catherine of Russia -> Joseph Stalin
    • Lincoln of America -> Franklin D. Roosevelt
    • Tokugawa of Japan -> Hirohito
    • Elizabeth of England -> Winston Churchill
    • Wang Kon of Korea -> Sejong
  • Adds the following leaders:
    • Che Guevara of Cuba
    • Mansa Musa of Mali
    • Sitting Bull of the Lakota
    • Ashoka of the Mauryans
  • Adds new government form: Fundamentalism
  • Adds extra civilization advances:
    • Fundamentalism, which unlocks Fundamentalism as a form of government
    • Paper, Steam Engine, and Vacuum Tubes, which are end-of-era techs you must research to proceed to the next era
    • Nanotechnology, Fusion, Advanced Armor, and Heavy Mechanicals, new Modern Era technologies
  • Adds new units:
    • Engineer (Workers get tweaked; see New Units section)
    • Atomic Bomb
    • Space Marine
    • Mecha
    • Fire Longbowman for the Mauryans
    • Cuban FAR for Cuba
    • Malian Worker for Mali
    • Sunka Wakan for the Lakota
    • Turtle Ship for the Koreans
    • King for the four non-vanilla civs to use as their king unit in Regicide mode
  • Adds new graphics for ICBMs and Tactical Nukes (they're minor changes)
  • "Fixes" the previously unused Tactical Nuke launch animation so it plays upon use
  • Changed Frigates & Man-O-Wars to upgrade to Destroyers instead of nothing
  • Changed Cavalry, Sipahi, and Cossacks to upgrade to Tanks instead of nothing
  • Adds a new civil disorder animation
  • And adds some other minor changes that are either not very noteworthy and/or that I've forgotten

Almost all other behaviors are identical to vanilla Civ3. You can consider this modpack a "vanilla-chocolate swirl" - that is, it's vanilla but with something extra; it's not a drastically different experience. If you are looking for a big modpack that really changes up the gameplay or dives in deep into a very specific scenario or something, this is not for you.

New Civilizations

Cuba

  • Led by Comandante Guevara
  • Militaristic and agricultural
  • 4/5 aggression
  • American culture
  • Favors Communism, shuns Democracy
  • Begins with Bronze Working and Pottery
  • Receives the Cuban FAR as a special unit, replacing the Guerilla
    • 6(3)/6/2
    • Differs from Guerilla by getting 2 movement instead of 1, and movement costs through Marsh, Forest, and Jungle are ignored

Mali

  • Led by Mansa Musa
  • Expansionist and commerical
  • 2/5 aggression
  • Mid East culture
  • Favors Monarchy, shuns Fascism
  • Begins with Pottery and Alphabet
  • Receives the Malian Worker as a special unit, replacing the Worker
    • Differs from normal Workers by working 50% faster

The Lakota

  • Led by Chief Sitting Bull
  • Religious and agricultural
  • 1/5 aggression
  • American culture
  • Favors Communism, shuns Monarchy
  • Begins with Pottery and Ceremonial Burial
  • Receives the Sunka Wakan as a special unit, replacing the Horseman
    • 3/2/2
    • Differs from Horseman by getting 2 defense instead of 1 and getting 3 attack instead of 2

The Mauryans

  • Led by Emperor Ashoka
  • Expansionist and agricultural
  • 3/5 aggression
  • Asian culture
  • Favors Monarchy, shuns Republic
  • Begins with Pottery and Masonry
  • Receives the Fire Longbowman as a special unit, replacing the Longbowman
    • 5/2/1
    • Differs from Longbowman by getting 5 attack instead of 4

New Units

Engineer & Worker Tweaks

  • Engineers are identical to Workers, except they work twice as fast
  • Workers no longer get an efficiency boost upon researching Replaceable Parts
  • Engineers become available after researching Replaceable Parts and Workers can be upgraded to Engineers

Atomic Bomb

  • Ported over Atomic Bomb unit from the WWII in the Pacific scenario
  • Unlocked with Fission, requires Uranium + Oil and completed Manhattan Project to build
  • Single use like other nukes, else behaves like any other air unit
  • Included to give civilizations nuclear strike capability without Space Flight or in case they lack aluminum

Turtle Ship

  • 4(3)/4/5
  • Costs 70 shields
  • Requires Iron and Saltpeter
  • Unique unit for the Koreans; replaces the Hwach'a
    • The Hwach'a has been completely removed from the game in this modpack

Space Marine

  • 18(9)/20/1
  • Costs 150 shields
  • Upgrades from TOW Infantry
  • Requires Uranium and Aluminum

Mecha

  • 40/22/2
  • Costs 400 shields
  • Requires Uranium, Aluminum, and Rubber

New Technologies

  • Fundamentalism
    • Unlocks the Fundamentalism government
    • Has Theology as a prerequisite
  • Nanotechnology
    • Now the tech requirement for SS Exterior Casing
    • Has Synthetic Fibers and Superconductor as prerequisites
    • Is prerequisite for Advanced Armor
  • Fusion
    • Now the tech requirement for SS Fuel Cells and SS Engine
    • Has The Laser as a prerequisite
    • Is prerequisite for Heavy Mechanicals
  • Advanced Armor
    • Unlocks the Space Marine unit
    • Has Nanotechnology and Smart Weapons as prerequisites
  • Heavy Mechanicals
    • Unlocks the Mecha unit
    • Has Fusion, Robotics, and Smart Weapons as prerequisites
  • Paper, Steam Engine, and Vacuum Tubes
    • End-of-era technologies for the Ancient, Medieval, and Industrial Eras, respectively. See next section for more info.

End-of-Era Technologies

The Ancient, Medieval, and Industrial Eras all have one final tech to research before moving onto the next era. They were added to serve two purposes:

  • Make it easy to see when era advancement will happen (not that it was difficult to begin with, but having one ultimate tech makes a bit more simple)
  • Making era advancements make a little more "sense"; e.g. the Medieval Era's end-of-era tech is the steam engine, an invention which set off the huge societal shift that came about with the Industrial Revolution in real history

End-of-Era techs are more expensive than any single preceding tech from the same era, but not as expensive as the beginning techs of the next era, so they should not pose too much of a hassle to research, but will still likely have a noticeable cost.

New Government: Fundamentalism

Brings back the Fundamentalism government from Civ2... but mostly just the concept of it existing. I tried to give it some unique traits to offer a new player experience, but I also didn't want to make it too overpowered like the Civ2 Fundamentalism was. I'm no Civ3 guru, so don't be surprised if this is even a little unbalanced.

  • Worker Efficiency: 100%
  • Hurry Method: Forced Labor
  • Corruption: Nuisance
  • Military Police Cap: 4
  • Unit Support: 2/5/10
  • Draft Limit: 2
  • Forced Resettlement (population in cities decrease when switching to this government, like how Fascism does)
  • Despotism Penalty (Any tile producing more than 2 food, shields, or commerce produces 1 less)
  • No maintenance payments on improvements
  • Spending rate limited to 50%
    • This means you cannot allocate more than 50% of your revenue to science research in the Domestic Advisor screen, for example.
  • Veteran spies (like Communism and Fascism)
  • Immune to foreign propaganda (like Democracy)
  • Requires completing the Fundamentalism tech (which requires Theology)

Installation

Requirements

If you're using this mod with Civilization III: Complete (on Steam or other retailers), you're good to go. If for some reason you're not, you need both Play the World and Conquests, since this mod uses the BIQ format from Conquests and has units and civilizations found across both expansions.

Instructions

  1. Clone this repository or download the latest release.
  2. Copy both James's Mod.biq and James's Mod (the folder) to (Civ3 root)/Conquests/Conquests.

To play with this mod, start up Civ3, select Conquests! from the main menu, then select James's Mod.biq.

Credits

Credit goes to:

You have my permission to use this modpack at your own discretion for any purpose except for commercial use unless you have explicit permission from all the content creators listed in the Credits section above to use their content for commercial purposes. You do not need to credit me, although linking back to this repository would be appreciated.