I'm officailly renaming it Call to Civilization
Yeah it uses a lot of civ3 graphics and some concepts but his out grown simply being a civ3mod and is the only mod now that comprehensively uses al ot of the ne AE features.
UPDATE
NEW VERSION AUG 13, 2006
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 627 (or later) http://apolyton.net/upload/view/2610_ECtp2exe627.rar
E's Tiles 8-05-2006 http://apolyton.net/upload/view.php?...E-tile1.15.zip
E's Diplomod http://apolyton.net/upload/view.php?...d7-13-2006.rar
E's Civ3 Mod 08-13-2006 http://apolyton.net/upload/view.php?...2006-08-13.rar
New SCENARIO INSTALLATION INSTRUCTIONS!
Thanks to BureauBert's testing you can install the Civ3mod in the scenario folder and not over the original (Apolyton Edition) Game.
After the latest playtest and build 583 (or higher) are installed. Copy the contents of the rar to the scenario folder under scenarios.
Then Copy Diplomod06-02-2006 matching the folders.
Then add the latest Tilefile (dated May 16,2006) from the zip by adding the tile folder to the graphics subfolder in the Scenario's default folder
Finally, you'll have to re-add civilisation.txt to the scenario's default\gamedata and the civ.str to scenario's english\gamedata
If I missed a step let me know.
Features 7-17-2006
- Farms require irrigation to built first
- Building Railroads removes the imp below so build them sparingly
- AI knows how to use SneakAttack units, watch out!
- Galleys have a 50% chance of sinking at sea (AI not affect at some levels)
- Buildings enable some goods
FEATURES 6-21-2006
- Some Wonders exclude others from being built
FEATURES 5-28-2006
- Sleeping a unit that is obsolete in a city can upgrade them if you have enough gold
- Galleys and Ironclads can now move into sea, but they sink if they start their turn there
- Deserts, jungles, glaciers are hostile terrain and units that start there turn their lose HP
- A religion is discovered with certain advances as a feat.
- Religious units now build there holy buildings when they convert cities
- The Heroic Epic is OnePerCiv and adds 1 HP to all your existing units
FEATURES 4-15-2006:
- Human's can gift units to AI they are not at war by disbanding them in the AI territory
- Railroads dont givea move bonus when you are at war with that player
- Barbarians now have navies
- Elephant and Horse units are now more restrictive only the city collecting them can build the unit, so protect it!
FEATURES 3-26-2006:
- 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
Add Civ3 goods in place of Ctp2 ones
Update some units with PTW icons
Add Strategic Resource dependecies for units (horse, elephant etc)
Yeah it uses a lot of civ3 graphics and some concepts but his out grown simply being a civ3mod and is the only mod now that comprehensively uses al ot of the ne AE features.
UPDATE
NEW VERSION AUG 13, 2006
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 627 (or later) http://apolyton.net/upload/view/2610_ECtp2exe627.rar
E's Tiles 8-05-2006 http://apolyton.net/upload/view.php?...E-tile1.15.zip
E's Diplomod http://apolyton.net/upload/view.php?...d7-13-2006.rar
E's Civ3 Mod 08-13-2006 http://apolyton.net/upload/view.php?...2006-08-13.rar
New SCENARIO INSTALLATION INSTRUCTIONS!
Thanks to BureauBert's testing you can install the Civ3mod in the scenario folder and not over the original (Apolyton Edition) Game.
After the latest playtest and build 583 (or higher) are installed. Copy the contents of the rar to the scenario folder under scenarios.
Then Copy Diplomod06-02-2006 matching the folders.
Then add the latest Tilefile (dated May 16,2006) from the zip by adding the tile folder to the graphics subfolder in the Scenario's default folder
Finally, you'll have to re-add civilisation.txt to the scenario's default\gamedata and the civ.str to scenario's english\gamedata
If I missed a step let me know.
Features 7-17-2006
- Farms require irrigation to built first
- Building Railroads removes the imp below so build them sparingly
- AI knows how to use SneakAttack units, watch out!
- Galleys have a 50% chance of sinking at sea (AI not affect at some levels)
- Buildings enable some goods
FEATURES 6-21-2006
- Some Wonders exclude others from being built
FEATURES 5-28-2006
- Sleeping a unit that is obsolete in a city can upgrade them if you have enough gold
- Galleys and Ironclads can now move into sea, but they sink if they start their turn there
- Deserts, jungles, glaciers are hostile terrain and units that start there turn their lose HP
- A religion is discovered with certain advances as a feat.
- Religious units now build there holy buildings when they convert cities
- The Heroic Epic is OnePerCiv and adds 1 HP to all your existing units
FEATURES 4-15-2006:
- Human's can gift units to AI they are not at war by disbanding them in the AI territory
- Railroads dont givea move bonus when you are at war with that player
- Barbarians now have navies
- Elephant and Horse units are now more restrictive only the city collecting them can build the unit, so protect it!
FEATURES 3-26-2006:
- 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
Add Civ3 goods in place of Ctp2 ones
Update some units with PTW icons
Add Strategic Resource dependecies for units (horse, elephant etc)
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