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iamjason is offline iamjason
Settler

Oct 2002
time: 00:23
  Old Post 22-10-2002 07:36
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Mod/Scenario: North American Colonization v 2.2 Put an end to popups!

Jason's North American Colonization, v 2.1
http://www.jasonmorrison.net/civ3/
-------------------------------------------

Play as one of five European powers or eleven Native tribes as you spread across North America. The Europeans start with technological and military advantages, while the Native tribes decide how to deal with the newcomers. Will they band together to defend their homes, or take sides in European politics? Do Europeans technological advantages mean that much when there’s a whole continent to conquer?





Each of the Civs available have authentic city and leader names and begin the game with reasonably accurate starting cities. For game play purposes Europe has been condensed into a few over-productive "islands", mainly because there was no room on the map for the whole Atlantic.

This mod employs a few novel strategies to make a playable but realistic stab at the history of this continent. Resources and trade items have been changed to reflect those of real importance in the region and era and have been placed in the actual locations where they are found. New Units like Conquistadors, Fur Trappers, Canoes, Dragoons and Clippers, add new elements to the game, but I haven’t created new icons and animations, just re-purposed unused ones. The Tech Tree and improvements and wonders have been altered as well, but there are no Civilopedia changes as of yet.
-------------------------------------------



To run: Copy the scenario .bic file into your scenarios folder, then go to /Program Files/Infogrames Interactive/Civilization III/Art/units/ and copy and rename the following folders and .ini files:

Rider --> Expert Rider
Galley --> Canoes
Musketeer --> Conquistador
Galleon --> Merchantman
Swordsman --> Militia
Impi --> War Party
Knight --> Dragoons
Infantry --> Machine Gunner
Immortal --> Trappers
Privateer --> Clipper

I thought I had attached the file, but I don't see it so:
Download it here.

Last edited by iamjason on 22-10-2002 at 09:39

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:23
  Old Post 22-10-2002 07:44 Visit Trip's homepage!
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#2 Report this post to a moderator
Avatar Enlargement: We've got the solution

Machine gunner? What time span are you talking about for this scenario?

iamjason is offline iamjason
Settler

Oct 2002
time: 00:23
  Old Post 22-10-2002 07:59
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#3 Report this post to a moderator
Enter the AD-FREE zone

I'll post some more info from the readme below to clear things up, but you've got me. This isn't just a Colonization mod, since I've included a number of North America-specific wonders, buildings, units, etc. from well after the colonial period. You begin the game in colonial times and that is where the meat of the game is. I found myself wanting to keep playing, though, so I added elements to make the game stay interesting through the modern era.

------------------------------------

The Civs: Europeans

Spain -- Easy
Gunpowder, Monotheism, Magnetism, Monarchy; Militaristic, Religious, Expansionist
The Spanish start out with plenty of Conquistadors (their unique unit) and Settlers jumping at the chance to make their fortune in the New World (5 Conquistadors, 2 Musketmen, 2 Settlers). They also start with a Frigate and a Galleon that just happens to be on the verge of landfall. Spain’s real strength is conquest, and one great strategy is to go after the Aztecs before they can build up plenty of very mobile defenders.

England -- Easy
Gunpowder, Monotheism, Magnetism, Monarchy; Industrious, Commercial, Expansionist
England is ready to Colonize rather than conquer, but they have a competent military and growing sea power (4 Settlers, 1 Worker, 3 Musketmen, one Trapper). They start with a Galleon and a Privateer. The British unique unit, the Man-O-War, allows you to rule the seas but does not seem to be of much use against enemies lurking in the forests.

France -- Moderate
Gunpowder, Monotheism, Magnetism, Monarchy; Scientific, Industrious, Expansionist
France is also set for colonization but is focused on the fur trade as well (2 Musketeers, 3 Settlers, 3 Trappers). They start with a Galleon. The unique Musketeers weren’t historically active in New France, but Trappers were not useful enough as a replacement. So Trappers can be built by all northern Civs and the Musketeers remain.

Netherlands -- Difficult
Gunpowder, Monotheism, Magnetism, The Republic; Scientific, Expansionist, Commercial
The Netherlands look to make a tidy profit through colonization and trade, but don’t have the population or military resources of other countries (3 Settlers, 2 Musketmen). They start with two of their unique sea unit, the Merchantman.

Russia – Difficult
Gunpowder, Monotheism, Magnetism, Monarchy; Scientific, Expansionist
The Russians look to strike a claim in North America through footholds in Alaska but are at a definite geographic disadvantage (2 Trappers, 2 Musketmen, 1 Settler). They start with a Caravel. The Russians have another disadvantage in that their unique unit, the Cossack, is not immediately available.

The Civs: Native Americans

Aztec -- Easy
Bronze Working, Ceremonial Burial, Masonry, Mathematics; Religious, Militaristic
The Aztecs occupy Central Mexico and have the most advanced Native civilization. Their large cities, road system and unique Jaguar Warriors also contribute to their success. The Aztecs also usually benefit from being left alone early by European AIs. Their large cities allow them to get a jump on building Ancient wonders, and they are associated with Chichen Itza, Colossal Olmec Heads, Temple of the Sun, and The Calendar.

Apache -- Moderate
Warrior Code, Pottery, Ceremonial Burial; Militaristic, Commercial
The Apache represent the Tribes of the American southwest. They were also some of the last to oppose the Europeans in battle. They can build both Mounted Warriors and Expert Riders, and are associated with the Ghost Dance Wonder

Nez Pierce -- Moderate
Ceremonial Burial, Pottery, Horseback Riding; Industrious, Religious
The Nez Pierce represent the native tribes of the Pacific Northwest and Columbia River basin. They took to horseback riding readily, and some traditions hold that they possessed horses since crossing over the Bering straight 10,000+ years ago. They start with Canoes and can build Mounted Warriors and Expert Riders.

Sioux -- Moderate
Ceremonial Burial, Warrior Code, Pottery; Militaristic, Expansionist
The Sioux represent the Great Plains tribes. They quickly adapted to horseback riding and held off against European/U.S. aggression very effectively. They can build both Mounted Warriors and more powerful Expert Riders.

Cree -- Moderate
Currency, Pottery, Ceremonial Burial; Industrious, Commercial
The Cree ranged from the Great Lakes to the Rocky Mountains and from the Great Plains through much of Canada. They were good traders and are one of the largest native populations today. They can build Mounted Warriors and Trappers and have Canoes.

Chippewa -- Moderate
Warrior Code, Ceremonial Burial, Currency; Commercial, Expansionist
The Chippewa occupied the area around the Great Lakes. They were good traders and sometimes got into conflict with other native tribes. They start off with Canoes and can build Trappers, Mounted Warriors, and Expert Riders.

Iroquois – Moderate
Pottery, Ceremonial Burial, Code of Laws; Expansionist, Religious
The Iroquois were a confederation of tribes whose laws influenced the U.S. Constitution. They took sides in the fight between the European powers and later the U.S. They can build Mounted Warriors and Trappers. They are also associated with eh Great Serpent Mound Wonder.

Cherokee -- Moderate
Warrior Code, Pottery, Currency; Industrious, Scientific
The Cherokee represent the tribes the inhabited the Appalachian Mountains and the Southeast. They attempted to adopt European-style farming and culture but were still pushed off their territory, forced to walk the Trail of Tears. Likewise, their success in the game hinges on how long they can expand and advance with out facing a technologically superior enemy. They can build Mounted Warriors.

Arawak -- Difficult
Pottery, Currency; Religious, Commercial
The Arawaks inhabit the Caribbean islands and may have been the first natives The Europeans made contact with. They would rather trade than fight, and start off with Canoes. Their main disadvantage is widely spread, sparsely populated island territory. If the Spanish arrive on one island, don’t expect to get your reinforcements quickly from cities on three others.

Micmac -- Difficult
Pottery, Currency; Commercial, Scientific
The Micmac occupied eastern Canada and were great trading partners with the French. They adopted many European ideas and many married Europeans. Their real disadvantages are low populations growth and early contact with Europe. They start with Canoes.

Ute -- Difficult
Ceremonial Burial, Pottery; Industrious, Religious
The Ute represent the native tribes of the Rocky Mountains and Great basin. Their greatest disadvantage is rocky, desert terrain and lack of trading routes, but both can be made up for by a long period before European interests turn to them. They are associated with the Pueblo City Bonito Wonder.

iamjason is offline iamjason
Settler

Oct 2002
time: 00:23
  Old Post 22-10-2002 08:03
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Support Apolyton, buy Call to Power 2

New Government:

Tribal - Communal corruption, but suffers the same penalty as Anarchy and Despotism when it comes to food, shields and trade per tile. Tribal governments have no military police but may draft up to 6 citizens and have low war weariness. Production cannot be hurried.
-------------------------------------------

New Units:

Scout - Scouts can only be built by Native civs. They cost one population, treat all terrain as roads, and can build roads. They also now have a defense of 1.

Bowman - Available only to Native civs, have an ADM of 2,2,1 and require Warrior Code.

Mounted Warrior - Available to all Native civs except the Aztec and Arawak. Have an ADM of 3,1,2 and require Horseback Riding.

Expert Rider - Available to the Sioux, Apache, Cherokee and Nez Perce, have an ADM of 4,2,3 and require Chivalry. These units represent the skilled riders armed with firearms obtained from Europeans who held on in the Plains.

War Party - Available to native civs and has hidden nationality. Has an ADM of 3,1,2 and requires Bronze Working.

Canoes - Available to native civs, Canoes have an ADM of 1,1,3 and can carry one ground unit.

Trappers - Fur trappers require furs, have an ADM of 1,2,1, hidden nationality and treat all terrain as roads. In addition, they can build road and colonies. They are only available to the northern Civs.

Explorer - Explorers now have an ADM of 1,1,2, are stealthy, and treat all land as roads.

Conquistador - Available to the Spanish. Has an ADM of 4,2,2 and requires Saltpeter.

Merchantman - Available to the Dutch. Has an ADM of 1(4),2,6 and a bombard of 4. Can carry 6 units.

Dragoons - Replaces Knight. Has am ADM of 5,2,2 and requires Horses, Iron and Saltpeter.

Militia - Replaces Swordsman. Represents untrained citizens armed with their own weapons to defend their homes. Has an ADM of 2,2,1 and is cheap to build, but costs one population.

Clipper – Faster sailing vessel, requires Navigation, Iron and Lumber. Has an ADM of 4(6),2,8 and can hold 6 units.

Machine Gunner - Complements Infantry, which now have a lower defense value. Machine gunners have an ADM of 4,10,1 and require Mass Production, Iron and Oil.

In addition, movement and bombard rates of other sea units have been increased.
-------------------------------------------

New City Improvements:

Trading Post – Increases Luxury trade, requires currency. Also allows trade over water.

Oral Tradition - Requires Code of Laws, gives a 50% science bonus and reduces war weariness. Native Tribes used storytelling to record history and folklore and communicate information without the use of written language.

Commercial TV/Radio - Requires Electricity, generates 4 happy faces and 4 culture. This improvement won't show up until late in the game, but given its importance in North American (and world) history, it seems odd not to have it. Replaces City Walls, which have had very little use historically in North America.

In addition, marketplace needs magnetism, courthouse requires monarchy, libraries require the printing press and lumber, and aqueducts require engineering.
-------------------------------------------

New Wonders:

Chichen Itza - Same as Pyramids, but requires a temple in that city. Meant to represent the giant pyramidal temples the Aztecs and Mayans were fond of.

Colossal Olmec Heads - Same as Colossus, but requires gold. Some have suggested using the Statue of Liberty to replace the Colossus, but this wonder should stay in the Ancient Era. Although they didn't serve the same purpose as the Colossus, they represent an advanced culture with a large trading network.

Great Serpent Mound - Requires Ceremonial Burial and Tribal Government and creates an Oral Tradition in every city on the continent. Completely replaces Great Lighthouse, which has no native analogue.

Temple of the Sun -- Same as Oracle.

Pueblo City Bonito - Same as Great Wall, also allows that city to grow to size 3. Meant to represent pueblo building in general, which were high population density and easily defended from barbarians. Requires Tribal government.

The Calendar - Same as Copernicus's Observatory, but requires an Oral Tradition in that city. The Aztecs had great stone calendars that were more accurate than Europeans’.

Ghost Dance - Same as Sun Tzu's Art of War but requires Warrior Code and Tribal Government and is made obsolete by Military Tradition. This wonder is not a landmark but represents a tribe uniting and pooling its resources to defend its land and way of life. The U.S. military suffered several losses against comparatively poorly-armed tribes.

Colonial Capital (small wonder) - Same as Forbidden Palace but costs less to build.

Governor's Estate - Same as Hanging Gardens, meant to represent the royally-appointed governor or viceroy's ability to dole out gifts to landowners and other colonists. Requires Lumber.

Ben Franklin's Library - Same as Great Library, Requires Lumber.

The Ivy League - Same as Newton's University, requires a University in that City.

Mexico Cathedral - Same as Sistine Chapel. Located on the Zocalo, Mexico City's main square, this structure represents the power and splendor of the church in the new world.

Gateway Arch - The Arch must be near a river, requires Free Artistry, and doubles city growth rates in all cities. Located in St. Louis, it is the gateway to the American West, symbolizing the waves of population migration across the continent. Replaces Shakespeare's Theatre and is made obsolete by Ecology.

Golden Gate Bridge - Same as Leonardo's Workshop, but also produces +1 Trade in all tiles, must be on the coast and requires Steel. This bridge in San Francisco increased trade in the city but also proved the U.S.'s ability to mobilize huge amounts of materials across the continent.

CN Tower - Similar to Bach's Cathedral, but requires Electricity and 4 cities with Commercial TV/Radio; Creates Commercial TV/Radio in every city. The Toronto tower is the largest freestanding structure in the world and acts as a broadcast antenna.

Empire State Building - Same as Adam Smith's Trading Company. The New York City landmark smashed records when it was built and was a testimony to the power of U.S. capitalism, right before the depression.

The Internet – Requires The Laser and 3 Research Labs. Allows you to gain any advances known by two Civs, +50% research output and adds +1 Trade in all trade-producing tiles. Also creates 2 happy faces in all cities.

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