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SKILORD
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Live free or Die
Mar 2002 time: 05:24
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This MOD explores the seperation of the several factions that have,over the years, combined to create North America as we know it. It may seem like a pain to download and unite all the peices required, but i assure you that the quality is sufficient to make it worth your while.
Credit Must be given where it is due:
The Map, and Sioux City/leadernames, are compliments of Jason
The Resource Graphics are compliments of Harlan
The Fidel Castro Leaderhead is compliments of sween32
Dark Sheer's Bandit Unit, as well as his Musket Infantry is also to be thanked for
recon1591 made the Grant-Lee tank
Everything else came from my own toil.
Added Governments:
Confederacy:
Nuisance Corruption, Paid Labor, Immune to steal Plans.
Comes with Education
Oligarchy:
Problematic Corruption, Draft Limit 3, Forced Labor, All Units Free.
Comes with Fuedalism
Theocracy:
Draft Limit 4, No War Weariness, Immune to Propaganda, Problematic Corruption.
Added Units:
Musket Infantry:
Available to all but Sioux and U.S.
(4.5.1)
Requires: Millitary Tradition
Minute Man:
Replaces Musket Infantry for the U.S.
(4.5.1) ZoC (To simulate guerrilla runs) (costs less than MI)
Req: Millitary Tradition
Grant-Lee Tank
Available to the CSA and USA
(18.10.2)
Req: Radio
New Ironclad Stats:
(2.6.4)
New Privateer Stats:
(4.3.3) (6.1.3)
Added Resources:
Timber: Strategic: Required for Middle Ages Naval Units (Frigate, Galleon etc)
Cotton: Luxury: Found only in the South, nar the CSA and Texas
Tobacco: Luxury: Found predominantly in the South
Walrus: Luxury: Found near Alaska and the Yukon, fairly random.
Civilizations:
Russia (You know them)
America (Them too)
Republic of Texas
Leader: Sam Houston
Industrious Expansionists
Replaces Romans
UU: Republican (5/7/1) Zone of Control, Replaces Rifleman.
Wild West:
Leader: Anne Oakley
Millitaristic Expansionists
Replaces French
UU: Bandit (7/2/4) Zone of Control, Replaces Cavalry.
Mexico:
Leader: Emperor Maximillian
Religious Commercialists
Replaces Greeks
UU: Revolutionair (7/5/1) Replaces Rifleman
Deseret:
Leader: Rev. Bringham Young
Religious Industrious
Replaces Babylon
UU: Fanatic (5/6/1) Replaces Rifleman
Confederate States:
Leader: President Jefferson Davis
Industrious Commercialists
Replaces India
UU: Volunteer (6/6/2) Replaces Rifleman
Cubans:
Leader: Presidente Fidel Castro
Religious Commercialists
Replaces Zulu
UU: Submarino (7/6/4) (7/1/2) Replaces Nuclear Submarine
Canada:
Leader Prime Minister Pearson
Industrious Expansionists
Replaces Iriquois
UU: Blue Cask (5/12/1) Replaces Infantry
Hudson's Bay Company:
Leader: Governor Charles Bayley
Commercial Expansionists
Replaces England
UU: Man-o-War remains appropriate
Quebec:
Leader: Samuel d' Champlain
Commercial Industrialists
Replaces Persia
UU: Musketeer remains close enough for me
Oregon:
Leader: Meriwether Lewis
Industrious Expansionists
Replaces Aztecs
UU: Mountaineer (7/6/1) Ignore mountain restrictions, pay no support Replaces Rifleman
Sioux:
Leader: Cheif Red Cloud
Industrious Expansionists
Replaces No-one
UU: Mounted Warrior (Old and Fammiliar)
.jpg)
Version 2.4 Now Uploaded
The Graphics required for new Resources
The new Graphics will in no way mess up regular Civ graphics, and are in my opinion nicer. They must replace the old graphics wherever they lurk though, and i suggest the creation of backups. I wish I could tell you how to install them, but i don't know by what miracle i managed to.
Fidel is easy to install, unzip him into the Flics folder.
Units:
Download all the Units in one hit from The America MOD forums
New Version Screenshots uploaded.
Last edited by SKILORD on 17-02-2003 at 22:33
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unscratchedfoot
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Love me tender. Love me sweet.
May 2002 time: 14:24
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Yeah, the mod is a great idea. The Wild West, Confederacy etc were nice ideas to split up America.
There are some things I would like to see changed IMHO:
-get rid of Russia (totally kills authenticity of the mod)
-add in native indians Apache, Sioux and Iroquois and possibly Dutch
-make the map smaller so it runs on older computers and reduces micro-management
-add in resources: lumber & cotton. Lumber is +4 production, cotton is needed for higher level musketmen
-give lumber/cotton only to more advanced civs like americans/canada/quebec. Others have to trade/take-over to get them.
-download varieties of musketmen and sailing ships from civfanatics unit creation forum. Some of the age of musketry units are incredibly well done.
-download a better graphics mod
Also I think tech should start/stop in age of musketry so there are only pikemen, indian warriors, cavalry, cannon (crank up the stats a lot to make them useful), mounted warriors, many types of musketmen, and varieties of frigates. I doubt you'll agree with most of what I said here so I'm gonna make my own mod this christmas like this and delete out all the techs and make no tech requirements for the units. For me, the tech race kills a lot of enjoyment of the game and skips over important eras as if they never happened.
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unscratchedfoot
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Love me tender. Love me sweet.
May 2002 time: 14:24
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I had a few more ideas I'm gonna use in my colonization mod and thought I'd mention them here if you are interested:
-use wagons for settlers (new unit)
-make ironclads only available to the confederacy (or as a ludicrously expensive tech) and not sea-worthy; instead, make them expensive, slow, and give them a nasty high defence (they were pretty-much unsinkable) and no bombard (they couldn't do it) so they are basically a ship-killer used to defend vital coastal areas.
- I'm toying with the idea of including a few techs with hugely increased research points (like 30 times the original) but I doubt it. All other techs and modern units/buildings are deleted and musket-age units and buildings have no tech requirements.
-indian civs start out only with warriors (altered aztec jag's or some new warrior-type units) and mounted warriors (stats increase and available to all indian tribes), not musketmen. They must steal or trade for gunpowder/cotton/metal to make musketmen and cavalry. Indian warriors have 2 movement and lower Attack/def/cost than musketmen of course, but higher that the original jags. Europeans can build pikemen for last ditch defence if they are cut off from all resources.
-add in new resources: lumber, cotton, coffee & tobacco
-include both north & south america on a normal sized map like in the game colonization. Plenty of islands as well for some good maritime sailing ship fighting.
-add civs: aztecs, maya, dutch, inca & spanish for a nasty big fight. There are some cool leaderheads which can be used for them in the civfanatics creation forum.
-make pirate ships useful by increasing stats/price.
I'll probably have more ideas later so if you want me to post them here let me know. Basically I'm planning to create a cool, new version of Colonization.
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SKILORD
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Live free or Die
Mar 2002 time: 05:24
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quote: Originally posted by unscratchedfoot
-use wagons for settlers (new unit) |
I tested this on my own a few versions back, it worked nicely (I gave them defense too as they did defend themselves)
[quote
-make ironclads only available to the confederacy (or as a ludicrously expensive tech) and not sea-worthy; instead, make them expensive, slow, and give them a nasty high defence (they were pretty-much unsinkable) and no bombard (they couldn't do it) so they are basically a ship-killer used to defend vital coastal areas.
[/quote]
I like this idea.
quote:
- I'm toying with the idea of including a few techs with hugely increased research points (like 30 times the original) but I doubt it. All other techs and modern units/buildings are deleted and musket-age units and buildings have no tech requirements.
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This means it starts at the musket age, which would be good. I'd rather keep Modern though, as it allows such things as the Cuban Missle crisis.
quote:
-indian civs start out only with warriors (altered aztec jag's or some new warrior-type units) and mounted warriors (stats increase and available to all indian tribes), not musketmen. They must steal or trade for gunpowder/cotton/metal to make musketmen and cavalry. Indian warriors have 2 movement and lower Attack/def/cost than musketmen of course, but higher that the original jags. Europeans can build pikemen for last ditch defence if they are cut off from all resources.
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If i were to add any Native civs this is how i'd do it
quote:
-add in new resources: lumber, cotton, coffee & tobacco
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If only i could do this easily, so the resource pics were only used for this MOD. I know it can be done, but niot how.
quote:
-include both north & south america on a normal sized map like in the game colonization. Plenty of islands as well for some good maritime sailing ship fighting.
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I know of no such map, and cannot make a map of my own (no artistic skill)
quote:
-add civs: aztecs, maya, dutch, inca & spanish for a nasty big fight. There are some cool leaderheads which can be used for them in the civfanatics creation forum.
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This isn't a colonization MOD, but I'd gradly play (contribute if you need help) such a MOD.
quote:
-make pirate ships useful by increasing stats/price.
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I'll implement this.
quote:
I'll probably have more ideas later so if you want me to post them here let me know. Basically I'm planning to create a cool, new version of Colonization. |
I'd love for you to.
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unscratchedfoot
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Love me tender. Love me sweet.
May 2002 time: 14:24
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Yeah, Russia having Alaska is reasonable if you want to include it. I found out about it while researching to make my own mod. I finished a new map of North & South America but I can't upload it because its so completely modified with various graphics changes.
Skilord, if you want to add resources try downloading this excellent new set: new resource graphics
Unzip it, and you'll see a couple of picture files called resource. Open up civ3 folder, go to art, find the same 2 files near the bottom and take those out as a back-up. Then put in the 2 new ones. Click on your mod bic file, go to rules/natural resources and add in whatever ones you want. I put in lumber, cotton, coffee, seafood, potatoes, oasis, fruit, and tobacco. I also use Womok/Snoopy terrain graphics with a few other additions. It looks a million times better than the depressing original civ3 look.
Also, you can find great animated leaderheads in civfanatics graphics modpacks forum. I got animated heads for all my indians and europeans from there including a redneck hillbilly for the confederacy. There are also sexy chicks you can have as advisors or leaders. I'm using a hot amazon woman in the rainforest for the Mayan leader.
Good luck with it. I might post a screenshot of my map if I can find a free paint program to download sometime.
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