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 Jason's North American Colonization v1.6 beta
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Take control of one of 5 European powers (Spain, France, England, Netherlands, and Russia) or one of 11 native tribes (Sioux, Ute, Apache, Arawak, Cherokee, Nez Perce, Cree, Aztec, Iroquois, Micmac and Chippewa). 

The major difference between the two groups is that the native civs are still in the Ancient Era whereas the European civs are firmly in the Middle Ages.  This gives the Europeans a distinct advantage as they start the game with gunpodwer, monotheism, magnetism and either monarchy or republic.  The native civs have to work their way up to that level or, if possible, trade for gunpowder to catapult themselves into the next era.  

This was accoplished with some changes to the tech tree.  I decided to set the beginning of the Middle Ages to correspond with the sorts of advances that allowed European colonization of North America.  Thus, astronomy, invention, chivalry and gunpowder were moved back to Ancient Times, where gunpowder becomes the necessary advance to reach the next age;  monotheism, engineering, magnetism, and monarchy now begin the Middle Ages.  Also, fuedalism has been replaced with a new advance, mercantilism, which is now necessary to develop banking.  Magnetism and Navigation have been rearranged to fix the perplexing original arrangement.

You may play by simply loading the scenerio in Civilization 3.  Becuase Europe doesn't fit on the current map, there are five islands some distance off the coast which serve as the starting bases of the European powers.  If you wish to play with realistic starting locations, you must follow the following directions:

1. Start a game by loading the scenerio in Civ 3.
2. Choose your civ, etc. and begin.  Now, before the end of your first turn, before you build your first city, save the game as jna1.sav in the same directory in which you unzipped this mod.
3. Exit Civ 3.  Included in the zip file are the files jna.bat, civbreed.exe and jna.c3b.  Make sure your jna1.sav file is in the directory with these three files and run jna.bat.
4.  Open Civ 3 and load jna2.sav.  This will be your game with all civs in realistsic starting positions.  Feel free to use any save name after this.

**Please note:  This is still a beta test version.  The scenerio may cause Civ 3 to crash.  Save often.

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 Jason's North American Colonization v1.6 beta
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**New Government:

Tribal - Minimal corruption, but suffers the same penalty as Anarchy and Despotism when it comes to food. shields and trade per tile.  Tribal governments have no military police but may draft up to 6 citizens and have low war weariness.  Production cannot be hurried.

**New Units:  

Scout - Scouts can only be built by Native civs.  They cost one population, treat all terrain as roads, and can build roads.  They also now have a defense of 1.

Bowman - Available only to Native civs, have an ADM of 2,2,1 and require Warrior Code.

Mounted Warrior - Available to all Native civs except the Aztec and Arawak.  Have an ADM of 3,1,2 and require Horseback Riding.

Expert Rider - Available to the Sioux, Apache, Cherokee and Nez Perce, have an ADM of 4,2,3 and require Chivalry.  These units represent the skilled riders armed with firearms obtained from Europeans who held on in the Plains.

Canoes - Available to native civs, Canoes have an ADM of 1,0,3 and can carry one ground unit.  

Conquistador - Available to the Spanish.  Has an ADM of 4,2,2.

Merchantman - Available to the Dutch.  Has and ADM of 1,2,6 and a bombard of 4.  Can carry 6 units.

In addition, movement and bombard rates of other sea units have been increased.

**New City Improvements:

Trading Post - Similar to a marketplace, requires currency.

Oral Tradition - Requires Code of Laws, gives a 50% science bonus and reduces war weariness.  Native Tribes used storytelling to record history and folklore and communicate information without the use of European-style written language.

Commercial TV/Radio - Requires Electricity, generates 4 happy faces and 4 culture.  This improvement won't show up until late in the game, but given its importance in North American (and world) history, it seems odd not to have it.  Replaces City Walls, which have had very little use historically in North America.

In addition, marketplace needs magnetism, courthouse requires monarchy, libraries require the printing press, and aqueducts require engineering.  

**New Wonders:

Chichen Itza - Same as Pyramids; meant to represent the giant pyramidal temples the Aztecs and Mayans were fond of.

Colossal Olmec Heads - Same as Colossus.  Some have suggested using the Statue of Liberty to replace the Colossus, but this wonder should stay in the Ancient Era.  Although they didn't serve the same purpose as the Colossus, they represent an advanced cutlure with a large trading network.  

Great Serpent Mound - Requires Cerimonial Burial and Tribal Government and creates an Oral Tradition in every city on the continent.  Completely replaces Great Lighthouse, which has no native analogue.

Pueblo City Bonito - Same as Great Wall, also allows that city to grow to size 3.  Meant to represent pueblo building in general, which were high population density and easily defended from barbarians.

The Calendar - Same as Copernicus's Observatory.  The Aztecs had great stone calendars which were more accurate than Europeans.

War Dance - Sames as Sun Tzu's Art of War but requires Warrior Code and Tribal Government and is made obselete by Military Tradition.  This wonder is not a landmark but represents a tribe uniting and pooling itss resources to defend its land and way of life.  The U.S. military suffered several losses against comparitively poorly-armed tribes.

Colonial Capital (small wonder) - Same as Forbidden Palace but costs less to build.

Governor's Estate - Same as Hanging Gardens, meant to represent the royally-appointed governor or viceroy's ability to dole out gifts to landowners and other colonists.

The Ivy League - Same as Newton's University.

Mexico Cathedral - Same as Sistine Chapel.  Located on the Zocalo, Mexico City's main square, this structure represents the power and splendor of the church in the new world.

Gateway Arch - The Arch must be near a river, requires Free Artistry, and doubles city growth rates in all cities.  Located in St. Louis, it is the gateway to the American West, symbolizing the waves of population migration across the continent.  Replaces Shakespeare's Theatre.

Golden Gate Bridge - Same as Leonardo's Workshop, but also produces +1 Trade in all tiles, must be on the coast and requires Steel.  This bridge in San Francisco increased trade in the city but also proved the U.S.'s ability to mobilize huge amounts of materials across the continent.

CN Tower - Similar to Bach's Cathedral, but requires Electricity and 4 cities with Commercial TV/Radio; Makes 2 citizens happy per city.  The Toronto tower is the largest freestading structure in the world and acts as a broadcast antenna as well.

Empire State Building - Same as Adam Smith's Trading Company.  The New York City landmark smashed records when it was built and was a testimony to the power of U.S. capitalism, right before the depression.


**New Resources:

Luxuries - Trade Goods, Cotton, Sugar, Tobacco and Tropical Fruit have replaced Ivory, Silk, Gems, Incense and Dyes, none of which had great importance in Native-European and inter-European trade.  Gold is now a luxury and Furs and Spices remain the same, though Furs now disappear often.  


Created by Jason Morrison; for more info please visit:
http://www.jasonmorrison.net/civ3/



