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Sid Meier’s Civilisation III: Complete Medieval Tournament Mod

Posté sur 07/28/2022 Par The Perezident Aucun commentaire sur Sid Meier’s Civilisation III: Complete Medieval Tournament Mod
  • Titre: La Civilisation III de Sid Meier: Complet
  • Date de sortie:
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Informations sur Sid Meier's Civilization III: Complete est encore incomplet. S'il vous plaît, aidez-nous à remplir les détails du jeu en utilisant ceci formulaire de contact.

YET ANOTHER attempt at a Medieval Era Civ 3 multiplayer mod. J'espère que vous apprécierez 🙂

Aperçu

The game begins similarly to any other multiplayer mod, with one settler, one worker, and a scout if you’re expansionist. Your starting point in the tech tree is the middle of the Middle Ages, with about half the tech tree already completed. The game is played with a 70 turn time limit, and single city elimination. The game is designed to be played on a 60% water Pangaea map.

The smallest map size is ideal for 4 joueurs, and the largest map is ideal for a full 8 player lobby, with a few option in between. Most civilization choices have their standard unique unit and traits, with some changes to allow for gameplay variety, and to make sure every Civ has a land-based UU.

Au début du jeu, toi’ll want to switch governments right away to get out of despotism, and switch to either Republic, Monarchy, or Feudalism, j'en reparlerai plus tard!

Download link here

ONLY the host needs to have the file downloaded, comme ça’s based off vanilla Civ.

Arbre technologique

The tech tree doesn’t deviate from the standard game Middle Ages, à quelques exceptions près. Most of the « pacifique » technologies in the tree are already learned, allowing you to construct Cathedrals, Banques, or Universities without any additional research.

Idéalement, at game start, one team member will research Chivalry, another Astronomy, and another will do Engineering through Gunpowder. A fourth team member can save gold, le cas échéant. Note that if you have at least one Scientific civilization on your team, ils’ll have one of these techs already. Max research time is 25 tourne, so if you have low gold and only need to research one tech for your team, you can set the science slider to minimum to get it by turn 25.

Navigation can be optionally researched to provide access to Frigates and safe ocean travel, et si tu’re REALLY safe, you can research all the way to Military Tradition to get your team access to Cavalry. There is no benefit to researching physics or any of the techs following it.

The only major changes to the tech tree are that Astronomy also gives access to Offshore Platforms now, and Navigation gives access to Frigates for naval superiority. Sinon, Middle Age techs are identical to base game. En outre, n'importe lequel « spécial » abilities you would normally pick up in the MPT tech tree are available right off the bat, including the ability to irrigate without freshwater, and the ability to trade maps/contacts.

Governments

Government Transition:

At game start, toi’ll want to immediately switch into anarchy so you can pick a new government sooner. Anarchy has been

changed, it is now equivalent to despotism with the following differences:

– No unit support

– No ability to hurry production

This means that during anarchy, you can still gather shields to put towards units or buildings, and make tile improvements at normal worker speed without falling too far behind. toutefois, your economy will be non-existent until you switch out.

Government Choices

The three government choices available at game start are:

– République

– Monarchy

– Feudalism

The governments are largely unchanged from vanilla C3C, à quelques exceptions près:

République– Units cost 1 gold per turn over unit cap

Monarchy– Worker speed is 200%

Feudalism– Worker speed is 150%, units cost 1 gold per turn over unit cap, unhappiness penalty for slaving: 20 -> 15 tourne

En outre, each government gets access to a unique granary with bonus effects:

République– 50% bonus taxes

Monarchy– 25% bonus production

Feudalism– +2 happy faces

Here is a more detailed rundown of each governments pros and cons:

République
Monarchy
Feudalism
Unit Cap
Town/City
1/3
2/4
5/2
Unit costs above cap
1
1
1
Corruption
Nuisance
Problematic
Problematic
Military Police Limit
0
3
3
Worker Speed
100%
200%
150%
Hurry Method
Paid Labor
Paid Labor
Forced Labor
Rep/Demo Commerce Bonus
Oui
Non
Non
Special Granary
+50% Impôt
+25% Production
+2 bonheur
Picking a government:

The following traits and starting locations can possibly help you pick a government that’s well suited to your situation:

République
Monarchy
Feudalism
Traits
Commercial, Scientifique
Industrious
Religious, Militariste
Trait Notes
More gold to tech faster
Can mine flatland in one turn (with industrious trait)
Cheaper happiness buildings to offset unhappiness from slaving
Starting location
River or coastal, high gold tiles
Hills that need mining, or clearing swathes of swamp/jungle
High food, or low gold/production

Traits

Traits have a few key differences in this mod, and most civilizations typically have their usual trait combination, à quelques exceptions près. Each civilization name has their trait combo in their name so it’s easy to know in-game.

Agricultural– REMOVED

Industrious– Unchanged from base game

Commercial– All Commercial civs ALSO possess the Seafaring trait, and get half-price marketplaces and banks

Scientifique– Unchanged from base game, except Scientific civs start with one free tech at game start!

Religious– Unchanged from base game, Religious flag buildings have more happiness

Militariste– The Colosseum has more happiness, and now has the Militaristic flag

Expansionist– Scouts have one move, and treat all terrain as road (3 moves total)

Seafaring– Combined with Commercial trait

Civilisations

Il y a 15 civilizations to play in this mod, each with a unique trait combination! Ils sont les suivants:

Néerlandais– Industrious, Commercial

Carthage– Industrious, Scientifique

France– Industrious, Religious

Chine– Industrious, Militariste

Portugal*– Industrious, Expansionist

Korea– Commercial, Scientifique

Inde– Commercial, Religious

Vikings– Commercial, Militariste

England*– Commercial, Expansionist

Espagne– Scientifique, Religious

Germany*– Scientifique, Militariste

Byzantine*– Scientifique, Expansionist

Japon– Religious, Militariste

Arabia– Religious, Expansionist

Mongolia– Militariste, Expansionist

*Civs denoted with an asterisk have a NEW, land-based Unique Unit with which they can trigger their Golden Age

Unique Units/Unit Changes

New UU’s:

The new Unique Units are here!

Portugal – TEMPLAR

Available at Feudalism (at game start)

Requires Iron

5/3/1 Attack/Defense/Movement

20 Boucliers

Allemagne – SAXON WARRIOR

Available at Feudalism (at game start)

Requires Iron

4/2/2 Attack/Defense/Movement

25 Boucliers

Angleterre – CRUSADER

Available at Feudalism (at game start)

Requires Iron

Amphibious Unit

4/4/1 Attack/Defense/Movement

20 Boucliers

Byzantines – CATAPHRACT

Available at Chivalry

Requires Iron and Horses

5/3/2 Attack/Defense/Movement

35 Boucliers

Other UU changes:

France – MUSKETEERAvailable at Gunpowder

Requires Saltpeter

2/5/1 Attack/Defense/Movement

20 Boucliers

Defensive Bombard REMOVED

Korea – HWACH’UNAvailable at Gunpowder

Requires Saltpeter

2/4/1 Attack/Defense/Movement

20 Boucliers

2 Defensive Bombard

Vikings – BERSERKAvailable at Feudalism (at game start)

No Resource Required

Amphibious Unit

4/2/1 Attack/Defense/Movement

20 Boucliers

Vikings can now build Longbowmen at Invention

Other regular unit changes:

Musketman– Shield cost

3020

Frégate– Available at

MagnétismeNavigation, requires ONLY iron, shield cost

3025

Building Changes

Most buildings have either had their cost lowered, effects improved, and/or maintenance costs lowered to make them more appetizing to build in this rapid game mode!

Grenier– Frais

3020 boucliers, provides a special effect depending on government

Temple– Donne +2 bonheur, half-price for Religious civs

Marché– Frais

5040 boucliers, half-price for Commercial civs

Aqueduc– Frais

5020 boucliers

Banque– Frais

8060 boucliers, half-price for Commercial civs

Cathédrale– Donne +4 bonheur, frais

8060 boucliers, half-price for Religious civs

Université– Frais

10080 boucliers, half-price for Scientific civs

Colosseum– Donne +3 bonheur, frais

6040 boucliers, half-price for Militaristic civs

Offshore Platform– Frais

12040 boucliers, half-price for Commercial civs, no pollution

Worker Jobs

All worker moves assume 100% worker speed, not accounting for industrious trait or special governments.

Build Road(flatland) – 1 tourner

Irrigate– 2 tourne

Le mien(flatland) – 3 tourne

Plant Forest– 6 tourne

Clear Forest– 3 tourne

Clear Swamp/Jungle– 4/6 tourne

C'est tout ce que nous partageons aujourd'hui pour cela La Civilisation III de Sid Meier: Complet guide. Ce guide a été initialement créé et rédigé par The Perezident. Si nous ne parvenons pas à mettre à jour ce guide, vous pouvez trouver la dernière mise à jour en suivant ceci lien.

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  • Titre: La Civilisation III de Sid Meier: Complet
  • Date de sortie:
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Informations sur Sid Meier's Civilization III: Complete est encore incomplet. S'il vous plaît, aidez-nous à remplir les détails du jeu en utilisant ceci formulaire de contact.

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