MOD: Civ3 - Unit-Mania - For Civ3 Standard version 1.29f - 50+ extra Units
Unit-Mania upgraded to Version 0.68 - see below for URL
3 separate BIC files included
1. Unit-Mania completee with all the units and the various tweaks as outlined below. ( See Civ3-Stats-Modpack-Unit-Mania-V-0-68.xls and civ3mod-Unit-Mania-0-68.bic for details)
2. The same, but with much reduced resource availability in order to force different tactical and strategic choices. (See Read-Me-Unit-Mania-Resource-Poor-Mod.txt and civ3mod-Unit-Mania-0-68-Few-Resources-Variant.bic for details)
3. A minimalist Unit Mania Modpack with no extra Unique Units, only those units that I tend to play with in my games, and only very few changes to the existing Civ3 Unit Stats, incorporating many of those recommended by Firaxis in the PTW BETA Testing Mod.. (see civ3mod-Unit-Mania-Minimalist.bic for details)
I have had a crack at redesigning my Civ2 - ToT "Original Plus / Unit-Mania" Modpack which adds in a few dozen extra units for Civ III.
My idea is to have a smoother transition of unit upgrades from ancient to modern, not the big staccato leaps that seem to be a feature of Civ III (and were also a feature of Civ II). I also wanted to try to have at least 2 different unique units for each Civ - but I haven’t yet quite completed that (though I really like the suggestion somebody made of the "Ghurkas" as an elite unit for the Indians)
It also means that with respect to big equipment purchases that are not necessarily upgradeable that you are forced to make uncomfortable decisions - "Should I buy that squadron of Fighters now or wait until my Technology improves a little bit".
The increased number of units won't please everybody, but I love complexity - the more the better for my tastes. See the attached excel spreadsheet for all the detail on extra units and other misc changes (for example, horsemen now have 3 moves, up from 2, same as cavalry). Additions and Changes in green.
In the meantime, here is a raw list of the new extra units.
(all existing Civ 3 units are still available also)
Adv Infantry
Adv Jet Fighter
AEGIS Steam Cruiser
APC
Armor
Armoured car
Armoured Infantry
Armoured War Elephant
Arquebusiers
Attack “Chopper”
Ballista
BiPlane
Bombard
Bronze Age Warrior
Bronze Cannon
Camel Rider
Canoe
Cargo Ship
Civil Defense (City Improvement)
Coastal Battery
Comitatensis
Commandos
Conscripts
Crossbowmen
Dragoons (conquistador Animation)
Dreadnaught
Eastern Knight
Fire Catapult
Grenadiers
Guerillas
Heavy Destroyer
Horse Archer
Howitzer
Hypaspist
Musket Infantry
Flintlock Infantry
Japanese Imperial Guard
Javelineer
Ir. War Party
Iron Age Archer
Iron Age Hoplite
Iron Age Impi (Sarwe)
Iron Age Spearman
Janissary
Junk
Lancers (dragoon animation)
Landship
Light Tank
Mameluke
Man at Arms
MG Carrier
Modern Artillery
Modern Frigate
Modern Infantry
Modern Marine
Mortar
Mounted Rifles
Monks
Organised Militia
Peasant
Peltast
Reiter
Reservists
Chinese Revolutionaries
Robotic Armor
Royal Dreadnaught
Saracen
Skirmisher
Special Air Services
Tank Mk 1
Tank FT17
Thracian Swordsman
Throwing Axeman
Trebuchet
Troop Transport
Tribesman
U-Boat
Wehrmacht
Woad Raider
War Galleon
War Galley
I have also duplicated some units (e.g Iron Age Impi, Iron Age Spearmen) in order to allow the “and/or” regarding building certain key units with resources. It seems silly that, if Copper is not available, and your technology includes Iron-Working, and you have access to Iron as a resource that you would not be able to build spearmen equipped with Iron Spear heads.
So too the AEGIS Cruiser. Most shipping only converted from coal to oil in the latter half of the 20th century. It seems reasonable that if there were no regular bulk supply of oil for fuel to be had, that coal could again be substituted for fuel for moden shipping. My rationale was that if a modern strategic power had no access to Oil for Fuel in quantity and/or Uranium or other fissile materiel, that they would likely set up coal-liquefication plants and/or revert to coal-fired Steam driven turbines in ships. It is mainly about making avaiable a modern combat ship of some sort to the Civ Player regardless if there was an oil embargo in place.
It is true that the U.S. would probably use Nuclear plants in ships if they were denied Oil (and still had access to fissile materiel), but not all other countries could / would be able to. (Esp. those on the technological or political "outer" or with a professed "No Nukes" stance)
I have also thrown in the Steam powered "Armoured Artillery" unit - a "Steam Powered Tank" (imagine an "armoured traction engine with Artillery Turret") requiring Coal, Iron, Copper to simulate what might have happened if the Internal Combustion engine hadn't caught on in a big way a hundred or so years ago, or again, if a Civ has no access to oil what it might be forced to do.
Although no extra advances have been added in this modpack, Some of the Tech precursors have been aded to – See accompanying Tech table for info – changes / additions in green.
My plan has been to in most cases use the existing graphics / animations where possible for the new intermediate units. (It's pretty hard to tell if an infantryman has a "single shot" rifle or a "repeating" rifle until you get real close to them, Some would say Too Close ! ). I also sort of like the idea of not knowing initially exactly what enemy units you are up against, for me it adds a little bit more to the realism.
Although where new unit animations become available (not my forte) I will include them here for use with the evolving modpack.
I have also added in three extra strategic resources "Copper" like Harlan and the English Cossack have suggested, as a precursor to Spearmen / Hoplite and to some of the more modern units (Requiring copper wire etc.). and also “Hemp” a precursor to Ropes, Sails, and so it is a requireemnt for the sailing vessels, and Titanium, required for Stealth aircraft and some spacecraft components. I have also included Camels, as a resource to buld Camel Riders and Mamelukes.
As well three “bonus” resources, Buffalo (Bison) and Musk Ox make a comeback from Civ 2 and Bear from Civ2-ToT. I have also added one luxury resource – Opium (for medicinal purposes only).
I have also added in the new Government type – “Nationalism” – closely modelled on the Fascism Modpack currently available from Steve Strayer.
I have also modified the Jungle terrain to produce one shield and one food unit (previously it only produced one food uit).
Defensive bonus of jungle is now also increased (35%, up from 25%).
Added retreat bonuses as per PTW DYP ( 10, 20, 30 , 40 % )
Mlitary Academy - adds 20% def bonus - but need a barracks to buid it
Barracks - adds a 10% def bonus
Hospital requires Library - adds 10% def bonus
Police Station req. Courthouse
Great Library req Library
B/field medicine – requires Hospital - adds def bonus 10%
Mountains - Move cost 4
New Improvement – Civil Defense adds 35% def bonus as well as other minor advantages
Mining now avail after Bronzeworking
Can no longer mine Grassland, but CAN mine Forest and
CAN Irrigate hills (think asian rice terraces).
Road building now avail after Wheel
Diplomatic and Espionage missions now reduced in cost to approx 75% of former cost.
Apart from these changes I have tried to leave the rest of the Civ 3 rules alone, there are plenty of other modpacks around that seek to redesign / correct / alter certain of the idiosyncracies of Civ 3, the user can import whatever changes they desire from those modpacks into this one (or can use those modpacks if they sit better in the playing experience. )
Anyway, for what it’s worth - here it is -
All the files can now be found here -
Parts 2 to 6 now available at http://kestrl18.tripod.com/
Parts 1,7,8 & 9 now available at http://www.geocities.com/kestrl18
Enjoy, and please feedback problems , comments, suggestions.
Other of my Civ 2 Unit-Mania stuff is available at http://www.users.bigpond.com/kestrel18/Civ3.htm
Unit-Mania upgraded to Version 0.68 - see below for URL
3 separate BIC files included
1. Unit-Mania completee with all the units and the various tweaks as outlined below. ( See Civ3-Stats-Modpack-Unit-Mania-V-0-68.xls and civ3mod-Unit-Mania-0-68.bic for details)
2. The same, but with much reduced resource availability in order to force different tactical and strategic choices. (See Read-Me-Unit-Mania-Resource-Poor-Mod.txt and civ3mod-Unit-Mania-0-68-Few-Resources-Variant.bic for details)
3. A minimalist Unit Mania Modpack with no extra Unique Units, only those units that I tend to play with in my games, and only very few changes to the existing Civ3 Unit Stats, incorporating many of those recommended by Firaxis in the PTW BETA Testing Mod.. (see civ3mod-Unit-Mania-Minimalist.bic for details)
I have had a crack at redesigning my Civ2 - ToT "Original Plus / Unit-Mania" Modpack which adds in a few dozen extra units for Civ III.
My idea is to have a smoother transition of unit upgrades from ancient to modern, not the big staccato leaps that seem to be a feature of Civ III (and were also a feature of Civ II). I also wanted to try to have at least 2 different unique units for each Civ - but I haven’t yet quite completed that (though I really like the suggestion somebody made of the "Ghurkas" as an elite unit for the Indians)
It also means that with respect to big equipment purchases that are not necessarily upgradeable that you are forced to make uncomfortable decisions - "Should I buy that squadron of Fighters now or wait until my Technology improves a little bit".
The increased number of units won't please everybody, but I love complexity - the more the better for my tastes. See the attached excel spreadsheet for all the detail on extra units and other misc changes (for example, horsemen now have 3 moves, up from 2, same as cavalry). Additions and Changes in green.
In the meantime, here is a raw list of the new extra units.
(all existing Civ 3 units are still available also)
Adv Infantry
Adv Jet Fighter
AEGIS Steam Cruiser
APC
Armor
Armoured car
Armoured Infantry
Armoured War Elephant
Arquebusiers
Attack “Chopper”
Ballista
BiPlane
Bombard
Bronze Age Warrior
Bronze Cannon
Camel Rider
Canoe
Cargo Ship
Civil Defense (City Improvement)
Coastal Battery
Comitatensis
Commandos
Conscripts
Crossbowmen
Dragoons (conquistador Animation)
Dreadnaught
Eastern Knight
Fire Catapult
Grenadiers
Guerillas
Heavy Destroyer
Horse Archer
Howitzer
Hypaspist
Musket Infantry
Flintlock Infantry
Japanese Imperial Guard
Javelineer
Ir. War Party
Iron Age Archer
Iron Age Hoplite
Iron Age Impi (Sarwe)
Iron Age Spearman
Janissary
Junk
Lancers (dragoon animation)
Landship
Light Tank
Mameluke
Man at Arms
MG Carrier
Modern Artillery
Modern Frigate
Modern Infantry
Modern Marine
Mortar
Mounted Rifles
Monks
Organised Militia
Peasant
Peltast
Reiter
Reservists
Chinese Revolutionaries
Robotic Armor
Royal Dreadnaught
Saracen
Skirmisher
Special Air Services
Tank Mk 1
Tank FT17
Thracian Swordsman
Throwing Axeman
Trebuchet
Troop Transport
Tribesman
U-Boat
Wehrmacht
Woad Raider
War Galleon
War Galley
I have also duplicated some units (e.g Iron Age Impi, Iron Age Spearmen) in order to allow the “and/or” regarding building certain key units with resources. It seems silly that, if Copper is not available, and your technology includes Iron-Working, and you have access to Iron as a resource that you would not be able to build spearmen equipped with Iron Spear heads.
So too the AEGIS Cruiser. Most shipping only converted from coal to oil in the latter half of the 20th century. It seems reasonable that if there were no regular bulk supply of oil for fuel to be had, that coal could again be substituted for fuel for moden shipping. My rationale was that if a modern strategic power had no access to Oil for Fuel in quantity and/or Uranium or other fissile materiel, that they would likely set up coal-liquefication plants and/or revert to coal-fired Steam driven turbines in ships. It is mainly about making avaiable a modern combat ship of some sort to the Civ Player regardless if there was an oil embargo in place.
It is true that the U.S. would probably use Nuclear plants in ships if they were denied Oil (and still had access to fissile materiel), but not all other countries could / would be able to. (Esp. those on the technological or political "outer" or with a professed "No Nukes" stance)
I have also thrown in the Steam powered "Armoured Artillery" unit - a "Steam Powered Tank" (imagine an "armoured traction engine with Artillery Turret") requiring Coal, Iron, Copper to simulate what might have happened if the Internal Combustion engine hadn't caught on in a big way a hundred or so years ago, or again, if a Civ has no access to oil what it might be forced to do.
Although no extra advances have been added in this modpack, Some of the Tech precursors have been aded to – See accompanying Tech table for info – changes / additions in green.
My plan has been to in most cases use the existing graphics / animations where possible for the new intermediate units. (It's pretty hard to tell if an infantryman has a "single shot" rifle or a "repeating" rifle until you get real close to them, Some would say Too Close ! ). I also sort of like the idea of not knowing initially exactly what enemy units you are up against, for me it adds a little bit more to the realism.
Although where new unit animations become available (not my forte) I will include them here for use with the evolving modpack.
I have also added in three extra strategic resources "Copper" like Harlan and the English Cossack have suggested, as a precursor to Spearmen / Hoplite and to some of the more modern units (Requiring copper wire etc.). and also “Hemp” a precursor to Ropes, Sails, and so it is a requireemnt for the sailing vessels, and Titanium, required for Stealth aircraft and some spacecraft components. I have also included Camels, as a resource to buld Camel Riders and Mamelukes.
As well three “bonus” resources, Buffalo (Bison) and Musk Ox make a comeback from Civ 2 and Bear from Civ2-ToT. I have also added one luxury resource – Opium (for medicinal purposes only).
I have also added in the new Government type – “Nationalism” – closely modelled on the Fascism Modpack currently available from Steve Strayer.
I have also modified the Jungle terrain to produce one shield and one food unit (previously it only produced one food uit).
Defensive bonus of jungle is now also increased (35%, up from 25%).
Added retreat bonuses as per PTW DYP ( 10, 20, 30 , 40 % )
Mlitary Academy - adds 20% def bonus - but need a barracks to buid it
Barracks - adds a 10% def bonus
Hospital requires Library - adds 10% def bonus
Police Station req. Courthouse
Great Library req Library
B/field medicine – requires Hospital - adds def bonus 10%
Mountains - Move cost 4
New Improvement – Civil Defense adds 35% def bonus as well as other minor advantages
Mining now avail after Bronzeworking
Can no longer mine Grassland, but CAN mine Forest and
CAN Irrigate hills (think asian rice terraces).
Road building now avail after Wheel
Diplomatic and Espionage missions now reduced in cost to approx 75% of former cost.
Apart from these changes I have tried to leave the rest of the Civ 3 rules alone, there are plenty of other modpacks around that seek to redesign / correct / alter certain of the idiosyncracies of Civ 3, the user can import whatever changes they desire from those modpacks into this one (or can use those modpacks if they sit better in the playing experience. )
Anyway, for what it’s worth - here it is -
All the files can now be found here -
Parts 2 to 6 now available at http://kestrl18.tripod.com/
Parts 1,7,8 & 9 now available at http://www.geocities.com/kestrl18
Enjoy, and please feedback problems , comments, suggestions.
Other of my Civ 2 Unit-Mania stuff is available at http://www.users.bigpond.com/kestrel18/Civ3.htm
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