YET ANOTHER attempt at a Medieval Era Civ 3 multiplayer mod. Hope you enjoy 🙂
Überblick
The game begins similarly to any other multiplayer mod, with one settler, one worker, and a scout if you’re expansionist. Your starting point in the tech tree is the middle of the Middle Ages, with about half the tech tree already completed. The game is played with a 70 turn time limit, and single city elimination. The game is designed to be played on a 60% water Pangaea map.
The smallest map size is ideal for 4 Spieler, and the largest map is ideal for a full 8 player lobby, with a few option in between. Most civilization choices have their standard unique unit and traits, with some changes to allow for gameplay variety, and to make sure every Civ has a land-based UU.
Zu Beginn des Spiels, you’ll want to switch governments right away to get out of despotism, and switch to either Republic, Monarchy, or Feudalism, mehr dazu später!
ONLY the host needs to have the file downloaded, as it’s based off vanilla Civ.
Technologiebaum
The tech tree doesn’t deviate from the standard game Middle Ages, mit wenigen Ausnahmen. Most of the „friedlich“ technologies in the tree are already learned, allowing you to construct Cathedrals, Banken, or Universities without any additional research.
Ideal, at game start, one team member will research Chivalry, another Astronomy, and another will do Engineering through Gunpowder. A fourth team member can save gold, gegebenenfalls. Note that if you have at least one Scientific civilization on your team, they’ll have one of these techs already. Max research time is 25 dreht sich, so if you have low gold and only need to research one tech for your team, you can set the science slider to minimum to get it by turn 25.
Navigation can be optionally researched to provide access to Frigates and safe ocean travel, and if you’re REALLY safe, you can research all the way to Military Tradition to get your team access to Cavalry. There is no benefit to researching physics or any of the techs following it.
The only major changes to the tech tree are that Astronomy also gives access to Offshore Platforms now, and Navigation gives access to Frigates for naval superiority. Ansonsten, Middle Age techs are identical to base game. Zusätzlich, beliebig „besonders“ abilities you would normally pick up in the MPT tech tree are available right off the bat, including the ability to irrigate without freshwater, and the ability to trade maps/contacts.
Governments
At game start, you’ll want to immediately switch into anarchy so you can pick a new government sooner. Anarchy has been
verändert, it is now equivalent to despotism with the following differences:
– No unit support
– No ability to hurry production
This means that during anarchy, you can still gather shields to put towards units or buildings, and make tile improvements at normal worker speed without falling too far behind. Jedoch, your economy will be non-existent until you switch out.
The three government choices available at game start are:
– Republik
– Monarchy
– Feudalism
The governments are largely unchanged from vanilla C3C, mit wenigen Ausnahmen:
Republik– Units cost 1 gold per turn over unit cap
Monarchy– Worker speed is 200%
Feudalism– Worker speed is 150%, units cost 1 gold per turn over unit cap, unhappiness penalty for slaving: 20 -> 15 dreht sich
Zusätzlich, each government gets access to a unique granary with bonus effects:
Republik– 50% bonus taxes
Monarchy– 25% bonus production
Feudalism– +2 happy faces
Here is a more detailed rundown of each governments pros and cons:
Town/City
The following traits and starting locations can possibly help you pick a government that’s well suited to your situation:
Merkmale
Traits have a few key differences in this mod, and most civilizations typically have their usual trait combination, mit wenigen Ausnahmen. Each civilization name has their trait combo in their name so it’s easy to know in-game.
Agricultural– ENTFERNT
Industrious– Unchanged from base game
Commercial– All Commercial civs ALSO possess the Seafaring trait, and get half-price marketplaces and banks
Wissenschaftlich– Unchanged from base game, except Scientific civs start with one free tech at game start!
Religiös– Unchanged from base game, Religious flag buildings have more happiness
Militaristic– The Colosseum has more happiness, and now has the Militaristic flag
Expansionist– Scouts have one move, and treat all terrain as road (3 moves total)
Seafaring– Combined with Commercial trait
Zivilisationen
Es gibt 15 civilizations to play in this mod, each with a unique trait combination! Sie sind wie folgt:
Dutch– Industrious, Commercial
Carthage– Industrious, Wissenschaftlich
Frankreich– Industrious, Religiös
China– Industrious, Militaristic
Portugal*– Industrious, Expansionist
Korea– Commercial, Wissenschaftlich
Indien– Commercial, Religiös
Wikinger– Commercial, Militaristic
England*– Commercial, Expansionist
Spanien– Wissenschaftlich, Religiös
Germany*– Wissenschaftlich, Militaristic
Byzantine*– Wissenschaftlich, Expansionist
Japan– Religiös, Militaristic
Arabia– Religiös, Expansionist
Mongolia– Militaristic, Expansionist
*Civs denoted with an asterisk have a NEW, land-based Unique Unit with which they can trigger their Golden Age
Unique Units/Unit Changes
The new Unique Units are here!
Available at Feudalism (at game start)
Requires Iron
5/3/1 Attack/Defense/Movement
20 Schilde
Available at Feudalism (at game start)
Requires Iron
4/2/2 Attack/Defense/Movement
25 Schilde
Available at Feudalism (at game start)
Requires Iron
Amphibious Unit
4/4/1 Attack/Defense/Movement
20 Schilde
Available at Chivalry
Requires Iron and Horses
5/3/2 Attack/Defense/Movement
35 Schilde
Frankreich – MUSKETEERAvailable at Gunpowder
Requires Saltpeter
2/5/1 Attack/Defense/Movement
20 Schilde
Defensive Bombard REMOVED
Korea – HWACH’AAvailable at Gunpowder
Requires Saltpeter
2/4/1 Attack/Defense/Movement
20 Schilde
2 Defensive Bombard
Wikinger – BERSERKAvailable at Feudalism (at game start)
No Resource Required
Amphibious Unit
4/2/1 Attack/Defense/Movement
20 Schilde
Vikings can now build Longbowmen at Invention
Musketman– Shield cost
3020
Fregatte– Available at
MagnetismNavigation, requires ONLY iron, shield cost
3025
Building Changes
Most buildings have either had their cost lowered, effects improved, and/or maintenance costs lowered to make them more appetizing to build in this rapid game mode!
Getreidespeicher– Kosten
3020 Schilde, provides a special effect depending on government
Tempel– Gibt +2 Glück, half-price for Religious civs
Marktplatz– Kosten
5040 Schilde, half-price for Commercial civs
Aquädukt– Kosten
5020 Schilde
Bank– Kosten
8060 Schilde, half-price for Commercial civs
Kathedrale– Gibt +4 Glück, Kosten
8060 Schilde, half-price for Religious civs
Universität– Kosten
10080 Schilde, half-price for Scientific civs
Colosseum– Gibt +3 Glück, Kosten
6040 Schilde, half-price for Militaristic civs
Offshore Platform– Kosten
12040 Schilde, half-price for Commercial civs, no pollution
Worker Jobs
All worker moves assume 100% worker speed, not accounting for industrious trait or special governments.
Build Road(flatland) – 1 drehen
Irrigate– 2 dreht sich
Meins(flatland) – 3 dreht sich
Plant Forest– 6 dreht sich
Clear Forest– 3 dreht sich
Clear Swamp/Jungle– 4/6 dreht sich
Das ist alles, was wir heute dafür teilen Sid Meier's Civilization III: Vollständig Führung. Dieser Leitfaden wurde ursprünglich erstellt und geschrieben von The Perezident. Für den Fall, dass wir diesen Leitfaden nicht aktualisieren können, Sie können das neueste Update finden, indem Sie diesem folgen Verknüpfung.