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MOD: Mesopotamia

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  • MOD: Mesopotamia

    Mesopotamia MOD
    Version: 1.01

    Overview

    This MOD is based on Mesopotamia scenario from Civilization 3: Conquests expansion pack. It features same tech tree, but on random map. Note that game ends in 1st year AC, if none of other victory conditions is met (total 300 turns).


    Install instructions:
    Just put all files in your Conquests\Scenarios folder.


    Timeline:
    4000BC - 2500BC, 30 years per turn (50 turns)
    2500BC - 1500BC, 20 years per turn (50 turns)
    1500BC - 500BC, 10 years per turn (100 turns)
    500BC - 1AC, 5 years per turn (100 turns)


    Details:

    While mod uses the same rules as Mesopotamia scenario, there are several tweaks done to improve game play.

    Maximum time needed to research a tech is increased to 50 turns, like it's done in standard game.

    Corruption levels are modified to be same as in standard game (in scenario, there was more corruption at higher levels, and less corruption at lower levels compared to standard game).

    Military Training, Ballistics and Horsemanship techs got their cost increased by 50%, so that there is more time to play with Swordsmen before Companion Infantry comes in.

    Archers and Bowmen get defensive bombardment of 1, like in standard game.

    Curragh can now transport 2 units instead the one. With just limit to one unit, AI wasn't capable of transporing Settlers overseas, since it always moves them together with one defensive unit. Was no problem in the scenario, but on random maps...


    Several units got their cost rebalanced to make them worth building:

    -Hoplite cost reduced from 30 to 25 shields.
    Since 33% increase in defense is not worth 50% increase in price (at least not for a unique unit).

    -Tyrian Guard cost reduced from 30 to 25 shields.
    Since +1 on attack is not worth 10 shields, especially since that makes it expensive attacker (Archer is cheaper) and expensive defender (Spearmen is cheaper).

    -Three-Man Chariot cost reduced from 40 to 35 shields.
    Otherwise it's weaker then Horsemen, since it can't cross mountains and marshes.

    -Chariot cost reduced from 30 to 25 shields.
    Since 30 shields is a lot for a unit with an attack of a Warrior.


    Final note:
    You can't play regicide game with this mod since there are no king units added into the rules.
    Attached Files
    Last edited by player1; January 16, 2004, 07:58.

  • #2
    Sounds like fun.
    Seemingly Benign
    Download Watercolor Terrain - New Conquests Watercolor Terrain

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    • #3
      Yes it is.

      Especialy for quick games.

      Comment


      • #4
        Version 1.01 posted.

        New in 1.01:
        Enkidu Warrios's AI strategy fixed as in C3C v1.15 patch.





        EDIT:
        Can this be moved to Civ3-Files forum soon?
        EDIT2:
        That was quick.
        Last edited by player1; January 16, 2004, 11:17.

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        • #5
          Wow!
          2 downloads in 5 days.

          I guess, me and WarpStorm.
          Last edited by player1; January 20, 2004, 20:30.

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          • #6
            I downloaded it, too. I've been playing with the Mesoamerican rules on various Central American maps (El Mencey's, mainly, will play on Eastern Knight's next). Looking forward to trying this one.

            Same win conditions?
            "The greatest and noblest pleasure which men can have in this world is to discover new truths; and the next is to shake off old prejudices." - Frederick II

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            • #7
              I unlocked win conditions, so you can play in any way you want.

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