YET ANOTHER attempt at a Medieval Era Civ 3 multiplayer mod. Hope you enjoy 🙂
Visão geral
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 jogadores, 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.
No início do jogo, you’ll want to switch governments right away to get out of despotism, and switch to either Republic, Monarchy, or Feudalism, mais sobre isso depois!
ONLY the host needs to have the file downloaded, as it’s based off vanilla Civ.
Árvore tecnológica
The tech tree doesn’t deviate from the standard game Middle Ages, com algumas exceções. Most of the “pacífico” technologies in the tree are already learned, allowing you to construct Cathedrals, Bancos, or Universities without any additional research.
Idealmente, 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, se aplicável. 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 voltas, 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. De outra forma, Middle Age techs are identical to base game. Adicionalmente, qualquer “especial” 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
mudado, 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. No entanto, your economy will be non-existent until you switch out.
The three government choices available at game start are:
– República
– Monarchy
– Feudalism
The governments are largely unchanged from vanilla C3C, com algumas exceções:
República– 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 voltas
Adicionalmente, each government gets access to a unique granary with bonus effects:
República– 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:
Características
Traits have a few key differences in this mod, and most civilizations typically have their usual trait combination, com algumas exceções. Each civilization name has their trait combo in their name so it’s easy to know in-game.
Agricultural– REMOVED
Industrious– Unchanged from base game
Commercial– All Commercial civs ALSO possess the Seafaring trait, and get half-price marketplaces and banks
Scientific– Unchanged from base game, except Scientific civs start with one free tech at game start!
Religioso– 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
Civilizações
Há 15 civilizations to play in this mod, each with a unique trait combination! Eles são os seguintes:
Dutch– Industrious, Commercial
Carthage– Industrious, Scientific
França– Industrious, Religioso
China– Industrious, Militaristic
Portugal*– Industrious, Expansionist
Korea– Commercial, Scientific
India– Commercial, Religioso
Vikings– Commercial, Militaristic
England*– Commercial, Expansionist
Espanha– Scientific, Religioso
Germany*– Scientific, Militaristic
Byzantine*– Scientific, Expansionist
Japão– Religioso, Militaristic
Arabia– Religioso, 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 Escudos
Available at Feudalism (at game start)
Requires Iron
4/2/2 Attack/Defense/Movement
25 Escudos
Available at Feudalism (at game start)
Requires Iron
Amphibious Unit
4/4/1 Attack/Defense/Movement
20 Escudos
Available at Chivalry
Requires Iron and Horses
5/3/2 Attack/Defense/Movement
35 Escudos
França – MUSKETEERAvailable at Gunpowder
Requires Saltpeter
2/5/1 Attack/Defense/Movement
20 Escudos
Defensive Bombard REMOVED
Korea – HWACH’AAvailable at Gunpowder
Requires Saltpeter
2/4/1 Attack/Defense/Movement
20 Escudos
2 Defensive Bombard
Vikings – BERSERKAvailable at Feudalism (at game start)
No Resource Required
Amphibious Unit
4/2/1 Attack/Defense/Movement
20 Escudos
Vikings can now build Longbowmen at Invention
Musketman– Shield cost
3020
Fragata– Available at
MagnetismNavegação, 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!
Celeiro– Custos
3020 escudos, provides a special effect depending on government
Templo– Dá +2 felicidade, half-price for Religious civs
Marketplace– Custos
5040 escudos, half-price for Commercial civs
Aqueduct– Custos
5020 escudos
Banco– Custos
8060 escudos, half-price for Commercial civs
Catedral– Dá +4 felicidade, custos
8060 escudos, half-price for Religious civs
Universidade– Custos
10080 escudos, half-price for Scientific civs
Colosseum– Dá +3 felicidade, custos
6040 escudos, half-price for Militaristic civs
Offshore Platform– Custos
12040 escudos, 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 vez
Irrigate– 2 voltas
Meu(flatland) – 3 voltas
Plant Forest– 6 voltas
Clear Forest– 3 voltas
Clear Swamp/Jungle– 4/6 voltas
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