Links to downloads are in the following README quote box!
Requires (and installed in this order):
Ctp2 and patch (of course)
PLAYTEST 10-23-2005 (or later) http://apolyton.net/upload/view.php?...ytest.1of3.rar
E's Build Rev 557 (or later) http://apolyton.net/upload/view.php?...Ctp2exe557.rar
E's Tiles 3-24-2006 http://apolyton.net/upload/view.php?...E-tile1.15.zip
E's Civ3 Mod 01-01-2006 http://apolyton.net/upload/view.php?...2006-03-26.rar
Recommended:
E's Diplomod (because diplomacy pictures are cool) http://apolyton.net/upload/view.php?...E-Diplomod.zip
FEATURES:
- Bureaubert's Frenzy2.1 SLIC
- 13 different Citystyles
- Limited Settling - Settlers only can settle on grass, Plains, and Desert (desert is not recommended)
- Advanced Farms enable goods - These goods are different per terrain and have a TRADEFOOD value. Tradefood means that if you create a traderoute of
that good the city wont get the food bonus but the receiving city will. It works to build cities in your empire or to other players
- Plantations - special improvements that give high value gold goods
- Buildings add to Radius - Courthouses and Bureaucracies increase your city radius, not population
- TradeProduction - Some goods (like Lumber) increase production in the city that has it. If you dont trade you keep it, if not the recipient gets it. Oil gives a
huge bonus.
- Units costs Gold - The more units you build the more expensive your palace (seat of government) is. This value is based on the number of units, readiness
level, wages, and the shield gold factor.
- GoldPerCity - Some improvements get more expensive as you add more cities to your empire.
- GoldPercitizen - Food and health imps like Granaries, Aqueducts, and hospitals are more expensive as your population grows.
- SmallWonders - Some buildings you can only build one of in your empire, they give huge percent increases
- Slavers can be killed without starting a war although it affects regard
- Privateers have sneakattack and sneakbombard capabilities
- NonlethalBombardment - most artillery and bombers dont kill Units.
- Collateral Damage - tiles with a unit and an improvement will have th improvement destroyed when bombed by bombers.
- TileBombardment - some unitscan destroy tile improvements
- CultureOnly units - Legions and Samurai are available to only specific civilizations
- NeedsGood - Some units like Horses and Elepphants require any city to be collecting or buying that good
- Buildings enable goods - some buildings give your city a good (not always tradeable); i.e. stables give horses
- IncreaseBombard range: most artillery have different bombard ranges
- Oil wells and drilling platforms are restricted to the oil good
- Barbarians only produce guerrillas and they reproduce each turn so expect "guerrilla wars" in the modern era
- Multiple Building PreRequisites - some buildings require multiple buildings throughout the empire to build (like the feat)
- CityStyle Bonuses - Some Citystyle cities will have bonuses too, and you keep the bonus if you conquer the city
- Rivers are VERY valuable more food and gold
- Tyrranies and Theocracies have high food coefficients, weak in many ways they have huge populations so expect third world like situations
- Barracks make Veteran units
- Only religious units can perform the "reform order"
NOTE:
- Sadly all my Civ3 units are Multi-Dimensional Single Frame (MDSF) so they aren't animated
- I haven't added descriptions. Sorry. If you want to know what units require goods and other stuff you'll have to see the txt files
01-01-2006 version
PLAYABLE!
TO DO work:
Updated CTP2 sprites Infector and Ecoterrorist sprites to Civ3 size
Requires (and installed in this order):
Ctp2 and patch (of course)
PLAYTEST 10-23-2005 (or later) http://apolyton.net/upload/view.php?...ytest.1of3.rar
E's Build Rev 557 (or later) http://apolyton.net/upload/view.php?...Ctp2exe557.rar
E's Tiles 3-24-2006 http://apolyton.net/upload/view.php?...E-tile1.15.zip
E's Civ3 Mod 01-01-2006 http://apolyton.net/upload/view.php?...2006-03-26.rar
Recommended:
E's Diplomod (because diplomacy pictures are cool) http://apolyton.net/upload/view.php?...E-Diplomod.zip
FEATURES:
- Bureaubert's Frenzy2.1 SLIC
- 13 different Citystyles
- Limited Settling - Settlers only can settle on grass, Plains, and Desert (desert is not recommended)
- Advanced Farms enable goods - These goods are different per terrain and have a TRADEFOOD value. Tradefood means that if you create a traderoute of
that good the city wont get the food bonus but the receiving city will. It works to build cities in your empire or to other players
- Plantations - special improvements that give high value gold goods
- Buildings add to Radius - Courthouses and Bureaucracies increase your city radius, not population
- TradeProduction - Some goods (like Lumber) increase production in the city that has it. If you dont trade you keep it, if not the recipient gets it. Oil gives a
huge bonus.
- Units costs Gold - The more units you build the more expensive your palace (seat of government) is. This value is based on the number of units, readiness
level, wages, and the shield gold factor.
- GoldPerCity - Some improvements get more expensive as you add more cities to your empire.
- GoldPercitizen - Food and health imps like Granaries, Aqueducts, and hospitals are more expensive as your population grows.
- SmallWonders - Some buildings you can only build one of in your empire, they give huge percent increases
- Slavers can be killed without starting a war although it affects regard
- Privateers have sneakattack and sneakbombard capabilities
- NonlethalBombardment - most artillery and bombers dont kill Units.
- Collateral Damage - tiles with a unit and an improvement will have th improvement destroyed when bombed by bombers.
- TileBombardment - some unitscan destroy tile improvements
- CultureOnly units - Legions and Samurai are available to only specific civilizations
- NeedsGood - Some units like Horses and Elepphants require any city to be collecting or buying that good
- Buildings enable goods - some buildings give your city a good (not always tradeable); i.e. stables give horses
- IncreaseBombard range: most artillery have different bombard ranges
- Oil wells and drilling platforms are restricted to the oil good
- Barbarians only produce guerrillas and they reproduce each turn so expect "guerrilla wars" in the modern era
- Multiple Building PreRequisites - some buildings require multiple buildings throughout the empire to build (like the feat)
- CityStyle Bonuses - Some Citystyle cities will have bonuses too, and you keep the bonus if you conquer the city
- Rivers are VERY valuable more food and gold
- Tyrranies and Theocracies have high food coefficients, weak in many ways they have huge populations so expect third world like situations
- Barracks make Veteran units
- Only religious units can perform the "reform order"
NOTE:
- Sadly all my Civ3 units are Multi-Dimensional Single Frame (MDSF) so they aren't animated
- I haven't added descriptions. Sorry. If you want to know what units require goods and other stuff you'll have to see the txt files
01-01-2006 version
PLAYABLE!
TO DO work:
Updated CTP2 sprites Infector and Ecoterrorist sprites to Civ3 size
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