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Rosacrux
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In a Galaxy far, far away...
Oct 2001 time: 05:17
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*Attention* the same thread shall be started in the "Civilizations" forum - Mods please be so kind and let the double be until we get things rolling (or not) and then you can close it down. Thank you.
I was thinking of an interesting modification for Civ3. A all-ancient mediteranean (and surrounding, like middle east-fertile crescent) mod. It would be rather interesting and also very fond to those who like the ancient civilizations.
But... it's a biggie. Actually not one I could carry on, since my time (devoted to anything but my work and my wife) is quite limited. So, I am looking for people who like this idea and care to join an effort to actually make a workable Ancient Times mod.
There are numerous issues - which civilizations to include, work on cities, leaders, heros and then the big one about the artwork... huh, so many things to do...
But we could work with some of the included civs (Greeks, Roman, Babylonian, Egypt, India and Persian are there, with some flaws but nothing that can't be corrected - as Indias leader of course should change) and add more by ourselves.
Like... ok, let's see. A good line-up for the ancient med/middle east would be:
- Rome
- Greece
- Egypt
- Babylon
- Persia
- India
- Karthago (and/or Phoenicia)
- Celts
- Hebrew
- Skythes
- Gauls (yes, they are Celts too...)
- Nubians
- Assyrian
- Hittites
- Ethiopians
- Etruscii
More suggestions: Illyrians, Thracians, Ionian Greeks, Italian Greeks, Medes, Parthians, Macedonian Greeks, Molloses - there are hundreds of civs we could use.
Alright, I am trying to lure some people into this project. If you like it, post here and we can discuss it.
Thanks
Rosacrux
Last edited by Rosacrux on 28-01-2002 at 20:04
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hetairoi22
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In an apartment with my Norwegian family
Jun 2001 time: 06:17
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Cool idea!
Will you add new techs / ages as well?
Some ideas for ages:
Prehistoric / Copper Age / Stone Age
Bronze Age
Iron Age
Roman Times
...or you could use only Greek ages:
Dark Age
Archaic Age
Classical Age
Hellenistic Period
Any thoughts...?
PS: I'll think of some techs later...
EDIT: Oh, btw, here's a list of ancient units I made some time ago:
Unit -- stats (two numbers with a "-" between them means that it could be either) -- Prerequiste -- Prereq. resources -- (if it is drafted)
Light Infantry, 1/1/2-1, Nil, none
Bowmen 2/1/1-2, Warrior Code
Archers 3/1/1-2, Archery
Peasant Militia 1/2/1-2, Farming, +none (drafted)
Militia Spearman 2/3/2-3, Copper, +copper (drafted)
Long Spearmen 2/4/2-3, Iron Weapons, +iron (drafted)
Sickle Swordsmen 3/1/2-3, Warrior Code, +copper
Short Swordsmen 4/2/1-4, Military Tactics, +copper, +tin
Legionnaires 6/3/1-5, Iron Weapons, +iron
Chariots 3/1/4-3, The Wheel, +horses
Scythed Chariots 4/1/4-4, The Wheel, +horses, +copper
Scout Cavalry 0/1/6-2, Horseback Riding, +horses
Light Cavalry 2/2/5-4, Horseback Riding, +horses
Heavy Cavalry 6/3/3-5, Horse Barding, +horses, +copper, +tin
Cataphracts 8/3/3-6, Horse Tactics, +horses, +iron
Horse Archers 6/2/5-4, Horse Archery, +horses
Ram 0/0/2, 2/1/1, Warrior Code
Scorpion/Ballista 5/0/1, Mathematics
Catapult 0/0/1, 4/2/2, Mathematics
Armored Scorpion/Ballista 5/2/1, Siege Warfare, +iron
Mangonel 0/0/1, 6/2/2, Siege Warfare
Siege Tower (tr. 1 inf.) 0/3/1, 3/1/2, Siege Warfare
Onager 0/0/1, 8/2/3, Ballistics
Straw Boat 0/0/3, Nil, none
Sail (tr. 1 unit) 0/1/4, The Sail, +cloth, +wood
Pentekonter (tr. 1 unit) 1/1/5, Map Making, +cloth, +wood
Bireme (tr. 2 units) 2/2/7, The Naval Ram, +cloth, +wood, +copper
Trireme (tr. 3 units) 3/2/9, Naval Architecture, +cloth, +wood, +copper
Quinquireme (tr. 4 units) 4/3/12, Seafaring, +cloth, +wood, +copper, +tin
Dromon (tr. 3 units) 4/3/14, 3/1/1, Naval Tactics, +cloth, +wood, +iron
Fireship 3/2/8, 6/1/1, Greek Fire, +cloth, +wood, +iron
Caravel (tr. 6 units) 4/2/16, Star Navigation, +cloth, +wood
Last edited by hetairoi22 on 04-02-2002 at 18:35
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Rosacrux
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In a Galaxy far, far away...
Oct 2001 time: 05:17
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Good one, hetairoi22 (I can see by your nick that you are indeed interested into the ancient era).
Yes, the unit list looks good and if more people can get into this discussion, it could work out quite well. I won't comment on specifics now, because it's too early, but we have something in hand here.
Also, about the ages, I guess we should use something more wider than the Greek eras [allthough I would be absolutely thrilled to make a "Ancient Greeks" mod... but since all but few greek states were cities (save Macedonia and the Hellenistic Kingdoms) I think we 'll have some hard time finding city lists, not to mention UUs for all...]
The first list sounds good, but we'd have to change the Roman Ages into something else, since the Romans shall be in the game. Any other ideas? Keep them coming 
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hetairoi22
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In an apartment with my Norwegian family
Jun 2001 time: 06:17
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quote: Originally posted by Rosacrux
Good one, hetairoi22 (I can see by your nick that you are indeed interested into the ancient era). |
Yeah, I am! And I presume that you are too...? 
quote: Originally posted by Rosacrux
Yes, the unit list looks good and if more people can get into this discussion, it could work out quite well. I won't comment on specifics now, because it's too early, but we have something in hand here. |
I'm glad you like 'em! Hmm, I like making ideas more than making mods, lol, so I hope we can make this idea into somethin'! 
quote: Originally posted by Rosacrux
Also, about the ages, I guess we should use something more wider than the Greek eras [allthough I would be absolutely thrilled to make a "Ancient Greeks" mod... but since all but few greek states were cities (save Macedonia and the Hellenistic Kingdoms) I think we 'll have some hard time finding city lists, not to mention UUs for all...] |
Yeah, cool but tough... I think it would be better to make a scenario...but since we can't... 
quote: Originally posted by Rosacrux
The first list sounds good, but we'd have to change the Roman Ages into something else, since the Romans shall be in the game. Any other ideas? Keep them coming |
Hmm, what 'bout this settup?
Prehistoric Age
Bronze Age
Early Iron Age
Late Iron Age
How exactly had you pictured the time-frame? 2000 BC - 300 AD ?
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hetairoi22
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In an apartment with my Norwegian family
Jun 2001 time: 06:17
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Here's my (quite unfinished) techtree edited a little to fit with the units (no, I didn't make them together or on the same time...):
Tech. Prerequisite 1. Prerequisite 2. Leads to….
Tool Making. Nil. Nil. Archery, The Plow, Bronze Smelting.
Alphabet. Nil. Nil. Writing, Map Making, Mathematics.
Copper (1st mil. tech). Tool Making. Nil. Bronze Smelting.
Bargaining/Commerce/ Bartering. Nil. Nil. Currency, Potter’s Wheel, Vertical Loom/Commercial Textile Production.
Ceremonial Burial. Nil. Nil. Mysticism.
Pottery. Nil. Nil. Potter’s Wheel, Iron Forging.
The Sail. Nil. Nil. Map Making.
Mathematics. Alphabet. Nil. Siege Warfare, Astronomy, Education.
Agriculture (Farming). Nil. Nil. The Plow.
Animal Husbandry. Nil. Nil. Chariots.
Textiles. Nil. Nil. Vertical Loom.
The Wheel. Nil. Nil. Chariots, Potter’s Wheel.
Rubble Structures. Nil. Nil. Masonry.
Potter’s Wheel. The Wheel/ Pottery. Bargaining. Seafaring.
Map Making. Alphabet. The Sail. The Naval Ram.
Mysticism. Ceremonial Burial. Nil. Philosophy, Polytheism, Astronomy.
The Plow. Agriculture. Tool Making. Crop Rotation.
(The )Naval Ram(ming). Map Making. ?. Naval Architecture.
Masonry. Rubble Structures. The Wheel. Construction, Siege Warfare.
Warrior Code. Nil. Nil. Archery, Monarchy.
Naval Architecture. Mathematics (?). (The )Naval Ram(ming). Seafaring.
Writing. Alphabet. Nil. Code of Laws.
Code of Laws. Writing. Nil. Literacy, Monarchy.
Bronze Smelting. Tool Making. Copper. Iron Forging.
Siege Warfare. Masonry. Mathematics. Ballistics, Naval Tactics.
Vertical Loom/ Commercial Textile Production. Textiles. Bargaining/Commerce/ Bartering. ?.
Horseback Riding. Chariots. Nil. Mounted Tactics.
Archery. Warrior Code. Tool Making. Horseback Archery, Feudalism.
Crop Rotation. The Plow. Mysticism. ?.
(Iron) Forging. Bronze Smelting. Pottery. Bridge Building, Metallurgy.
Moldboard Plow. Iron Forging. The Plow. ?.
Monarchy. Code of Laws. Warrior Code. Feudalism.
Iron Weapons. Iron Forging. Warrior Code.
Chariots. Animal Husbandry. The Wheel. Mounted Tactics.
Literacy. Code of Laws. Nil. Philosophy.
Astronomy. Mysticism. Mathematics. Physics.
Mounted Tactics. Horseback Riding. Warrior Code. Horse Archery, Chivalry.
Horse Archery. Mounted Tactics. Archery. ?.
Horse Barding. Mounted Tactics. Iron Weapons. Chivalry.
Feudalism. Monarchy. Archery. Chivalry (Ballistics).
Seafaring. Naval Architecture. Potter’s Wheel. Star Navigation, Naval Tactics.
Astronomy (Astrology). Mysticism. Mathematics. Star Navigation.
Naval Tactics. Seafaring. Siege Warfare (?). Greek Fire.
Star Navigation. Seafaring. Astronomy. ?.
Philosophy. Literacy. Mysticism. Ethics, Education.
Education. Philosophy. Mathematics. Physics, Greek Fire.
Greek Fire. Naval Tactics. Education. ?.
Chivalry. Horse Barding. Feudalism.Leadership.
Physics. Education. Star Navigation. Gunpowder, Metallurgy, Ballistics.
(If it is to messy, I can upload a Word-file (*.doc))
EDIT: I already did. Next post 
EDIT2: I have seperated: tech. preq1. preq2. leads to.
SO f.x.
Chivalry. Code of Laws (?). Legislature / Peace Pacts. Castles, rockthrowing
Means that the Tech in question is "Chivalry". Its first prerequiste, "Code of Laws" is very uncertain and up for discussion. Chivalry's second prerequiste is "Legislature" OR "Peace Pacts" (I'm not sure which one to choose). Chivalry Leads to "Castles" AND "Rockthrowing".
Comments are welcome! 
Last edited by hetairoi22 on 04-02-2002 at 01:45
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Wernazuma III
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Decolonize!
Aug 2000 time: 06:17
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Well, I think the fall of Rome 410 is already an obvious consequence of the happenings in the "western part" of antiquity which was already corrupted for quite a time then. But when we make an antiquity mod, we should not fall into a "western european" centrism. We can't avoid to be somewhat eurocentric, but we shouldn't focus especially on the "more barbarian" area of antiquity. The east had a longer tradition, both regarding origins and they kept the tradition much longer. OK, I agree, we can't continue until the fall of Constantinople, that's way to exagerated. But a cut mark for the ancient east were the arab conquests which conquered many lands that, until then, stood in a lasting tradition of greek-roman culture. With losing Egypt and Syria the Eastern Roman Empire lost much of its core territory, the Sassanids were conquered about the same time, so the persian tradition was heavily cut.
My conclusion is that the Arab conquests in the end had an impact on "the end of Antiquity" equally or even higher than the so called Völkerwanderung, and as it was ocurring later, it should also be the end of the mod. Just my own 2 cents...
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:17
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quote: Originally posted by Rosacrux
Wernazuma I can see your point about the conquest-era final point, but that would set us out of the "classical antiquity". But again, we are open on discussion here. My vote goes with the fall of Rome. Others? |
Personally I like 500 AD because it's a nice round number but if you must have a specific point in real history, I think (apart from the fall of Rome, which is nice too) 630 AD would be a nice year. The Muslim Arabs were really a Medieval civilization, they don't fit in the Ancient age. Their conquests directly or indirectly affacted almost all of Eurasia and Africa, so taking the starting point of their conquests (630 AD) as the starting point of Medieval times (and thus the endpoint of this mod) would be fitting. Also, it was in this year that Khavad II died, which plunged Sassanid Persia into anarchy. The dynasty managed to struggle on for another 10-20 years, devouring about a dozen different leaders and suffering from innumerable rebellions and indepence movements, but it was as good as lost in 630 already. Also, 630 AD is the year in which the Chinese started to invade Central Asia, something which also radically changed the geopolitical landscape of the eastern part of this modpack.
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hetairoi22
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In an apartment with my Norwegian family
Jun 2001 time: 06:17
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quote: Originally posted by Optimizer
Great ideas!
Let us think of what modern Civ 3 features that could be inserted into the ancient age.
Factory - Workshop
Hydro Plant - Water Mill
Mass Transit - Sewers
Recycling Plant - Dump
Leonardo - Archimedes
Magellan - The Odyssey
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Great ideas!
And one of my own:
Copernicus - Aristotle (or an other civ's scientist)
quote: Originally posted by Optimizer
Intelligence Agency, Military Academy, Battlefield Medicine - same
Pentagon - House of Nobles
Air units - Long-range siege weapons? Birds? Balloons?
Nukes - Plague?
Space ship - Voyage to the New World?
Strategic resources:
Horses, Camels, Elephants, Timber, Copper, Tin, Iron, Shrine
We should have camel and elephant units! |
Yes we should!
IMHO I think that we should remove the Air Units... With Siege Engines we could just increase their range! Birds?? Hmm. Balloons. Did any of the ancient Mediteraenian / Middle Eastern cultures use those? I don't know... They could perhaps be on a long branch of the techtree which wouldn't be used for advancing to the next age... so you could choose them if you had a lot of science... Comments anyone?
Space ship = Voyage? How would you do that. It would be alittle wierd being sent to the Space ship screen, would it not? It could be used if you would overlook that screen of course... Comments?
PS: I like your other ideas a lot!
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Rosacrux
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In a Galaxy far, far away...
Oct 2001 time: 05:17
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OK, I have fooled around a bit with the unit list by Hetairoi and came up with some additions, changes to the original etc. Not including the prerequisites, technologies or resources yet, we should polish the statistics and the actual list first, and then go into the details.
Here they are so we can discuss those. There is a certain lack of late-game super units (like Armor, Mech. Infantry, mod. Armor etc. in the basic Civ3 game) and I don’t know if this is bad for the game balance… I need some feedback. Also, I have placed the units in their respective upgrade lines, NOT taking into account (yet) the special units of each civ.
So, here we go:
Units
- Tribal Warrior 1/1/1 --> Short Swordsmen 3/2/1 --> Armoured Sw/men 5/3/2
- Spearmen 1/2/1 --> Long Spearmen 2/4/1 --> Phalanx 3/6/1 --> ?
- Scout Cavalry 1/1/3 --> Light Cav. 2/1/3 --> Heavy Cav. 6/2/3 --> Cataphracts 8/4/3
- Chariot 2/1/2 --> Scythed Chariot 4/1/2 --> Heavy Chariot 6/1/3
- Elephants 3/1/2 --> War Elephants 5/2/2 --> armoured war eles. 7/4/2
- Bowmen 2/1/1 --> Archers 3/1/1 --> Composite Archers 4/1/2
- Horse archers 3/1/2 --> Skythian Archers 4/1/3 --> ?
Javelin throwers 2/1/2 --> Peltastes 4/1/2 --> ?
Bombard units
Well… can we add the Ram as a bombard unit? Dunno, we surely change the whole concept here (adding for instance Siege Tower and/or Hellepolis is also a leap in the concept of “bombard unit”). Dunno… any thoughts? What about the statistics? A little more balanced than the original by Hetairoi22?
Ram
Scorpion/Ballista --> Armoured Scorpion/Ballista
Catapult --> Mangonel --> Onager
Siege Tower (tr. 1 inf.) --> Hellepolis (tr. 1 inf.)
Straw Boat 0/0/2
Sail (tr. 1 unit) 0/1/3
Pentekonter (tr. 2 unit) 1/1/4
Bireme (tr. 1 units) 2/2/5
Trireme (tr. 1 units) 4/2/6
Quinquireme (tr. 3 units) 6/3/8
Heavy war galley (tr. 1 unit) 7/3/10(2/1/1)
Dromon (tr. 3 units) 9/4/12, (4/1/1)
Fireship 6/2/8, (7/1/1)
Caravel (tr. 6 units) 4/2/12
Resources
OK, I guess we can stick to the luxuries the game already has (no need for them to change) and replace the in-game strategic resources with those :
Wood
Marble
Copper
Cloth
Horses
Iron
Elephants
Tin
Didn’t include Camels because I don’t think Camels would be neither accurate (most civs of the modpack never used them anyway) or distinctive from their horse/elephant counterparts, but I am open on discussion on this (as on everything).
Can we add more than 8 resources? How many is the limit? DAMMIT, I DON’T HAVE ACCES TO THE GAME RIGHT NOW, SO I CAN’T CHECK ANY IN-GAME FACT. If yes, what resources would you add?
Hexagonian
Thanks, I have taken a look in it and I've found some very interesting additions for us to work with. Too bad it spans beyond the era we are focusing... but it can help in our mod too 
Last edited by Rosacrux on 05-02-2002 at 21:06
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hetairoi22
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In an apartment with my Norwegian family
Jun 2001 time: 06:17
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wow Rosacrux! nice list!
I agree with your changes. Actually I made the units list a few months back so I didn't bother to balance them etc. I just had some spare time and made up some ideas.
On resources
What about a chemicals resource required for Fireship? Like sulphur or something?
I must admit a kinda agree with your choice of removing the camels ... though I kinda liked the idea from the start ... I thought that they could be used for variety, You know, give 'em different abilities etc... OTOH it would maybe be to much...
Could you tell me some of the ideas from Hexagonian's zip? I couldn't open the acrobat thingie...
Actually the "cloth" resource isn't really realistic, is it (I know, I know, I made it, but ). I later found out that sails were made of Hemp, which could replace the Cloth.
Some luxury ideas (if you deside to replace some of the old ones):
Linen (early cloth. Replace silk?)
Gold could be a luxury instead of a bonus tile...
Pottery ? could come visible with the "Pottery" tech...
A strat. resource could be stone, used to build large buildings? Walls, Palace, Fortresses ?
Just some random ideas...
On siege craft
I gave the Siege Towers a bombard value because they were sometimes armed with spearthrowers and catapult to throw over the wall. I though of them mainly for a protective unit for light infantry units. Place them on the same square and the tower would take the damage...
H22
Last edited by hetairoi22 on 05-02-2002 at 22:17
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