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Sid Meier’s Civilization III: Complete Medieval Tournament Mod

Wysłany dnia 07/28/2022 Przez The Perezident Brak komentarzy NA Sid Meier’s Civilization III: Complete Medieval Tournament Mod
  • Tytuł: Sid Meier's Civilization III: Kompletny
  • Data wydania:
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Information about Sid Meier's Civilization III: Complete is still incomplete. Pomóż nam wypełnić szczegóły gry za pomocą tego formularz kontaktowy.

YET ANOTHER attempt at a Medieval Era Civ 3 multiplayer mod. Hope you enjoy 🙂

Przegląd

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 gracze, 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.

Na początku gry, you’ll want to switch governments right away to get out of despotism, and switch to either Republic, Monarchy, or Feudalism, Więcej o tym później!

Download link here

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

Tech Tree

The tech tree doesn’t deviate from the standard game Middle Ages, z kilkoma wyjątkami. Most of the “spokojny” technologies in the tree are already learned, allowing you to construct Cathedrals, Banki, or Universities without any additional research.

Idealnie, 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, jeśli ma to zastosowanie. Note that if you have at least one Scientific civilization on your team, they’ll have one of these techs already. Max research time is 25 obraca się, 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, and if you’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. W przeciwnym razie, Middle Age techs are identical to base game. Dodatkowo, każdy “special” 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, you’ll want to immediately switch into anarchy so you can pick a new government sooner. Anarchy has been

zmienione, 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. Jednakże, your economy will be non-existent until you switch out.

Government Choices

The three government choices available at game start are:

– Republika

– Monarchy

– Feudalism

The governments are largely unchanged from vanilla C3C, z kilkoma wyjątkami:

Republika– 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 obraca się

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

Republika– 50% bonus taxes

Monarchy– 25% bonus production

Feudalism– +2 happy faces

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

Republika
Monarchy
Feudalism
Unit Cap
Town/City
1/3
2/4
5/2
Unit costs above cap
1
1
1
Corruption
Niedogodność
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
Tak
NIE
NIE
Special Granary
+50% Podatek
+25% Produkcja
+2 szczęście
Picking a government:

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

Republika
Monarchy
Feudalism
Cechy
Commercial, Scientific
Industrious
Religijny, Militaristic
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

Cechy

Traits have a few key differences in this mod, and most civilizations typically have their usual trait combination, z kilkoma wyjątkami. 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

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

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

Militaristic– 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

Cywilizacje

Tam są 15 civilizations to play in this mod, each with a unique trait combination! Są one następujące:

Holenderski– Industrious, Commercial

Carthage– Industrious, Scientific

Francja– Industrious, Religijny

Chiny– Industrious, Militaristic

Portugal*– Industrious, Expansionist

Korea– Commercial, Scientific

Indie– Commercial, Religijny

Wikingowie– Commercial, Militaristic

England*– Commercial, Expansionist

Hiszpania– Scientific, Religijny

Germany*– Scientific, Militaristic

Byzantine*– Scientific, Expansionist

Japonia– Religijny, Militaristic

Arabia– Religijny, Expansionist

Mongolia– Militaristic, 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!

Portugalia – TEMPLAR

Available at Feudalism (at game start)

Requires Iron

5/3/1 Attack/Defense/Movement

20 Tarcze

Niemcy – SAXON WARRIOR

Available at Feudalism (at game start)

Requires Iron

4/2/2 Attack/Defense/Movement

25 Tarcze

Anglia – CRUSADER

Available at Feudalism (at game start)

Requires Iron

Amphibious Unit

4/4/1 Attack/Defense/Movement

20 Tarcze

Byzantines – CATAPHRACT

Available at Chivalry

Requires Iron and Horses

5/3/2 Attack/Defense/Movement

35 Tarcze

Other UU changes:

Francja – MUSKETEERAvailable at Gunpowder

Requires Saltpeter

2/5/1 Attack/Defense/Movement

20 Tarcze

Defensive Bombard REMOVED

Korea – HWACH’AAvailable at Gunpowder

Requires Saltpeter

2/4/1 Attack/Defense/Movement

20 Tarcze

2 Defensive Bombard

Wikingowie – BERSERKAvailable at Feudalism (at game start)

No Resource Required

Amphibious Unit

4/2/1 Attack/Defense/Movement

20 Tarcze

Vikings can now build Longbowmen at Invention

Other regular unit changes:

Musketman– Shield cost

3020

Fregata– Available at

MagnetismNavigation, 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!

Spichlerz– Koszty

3020 tarcze, provides a special effect depending on government

Świątynia– Daje +2 szczęście, half-price for Religious civs

Rynek– Koszty

5040 tarcze, half-price for Commercial civs

Aqueduct– Koszty

5020 tarcze

Bank– Koszty

8060 tarcze, half-price for Commercial civs

Katedra– Daje +4 szczęście, koszty

8060 tarcze, half-price for Religious civs

Uniwersytet– Koszty

10080 tarcze, half-price for Scientific civs

Colosseum– Daje +3 szczęście, koszty

6040 tarcze, half-price for Militaristic civs

Offshore Platform– Koszty

12040 tarcze, 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 zakręt

Irrigate– 2 obraca się

Kopalnia(flatland) – 3 obraca się

Plant Forest– 6 obraca się

Clear Forest– 3 obraca się

Clear Swamp/Jungle– 4/6 obraca się

To wszystko, co dzisiaj udostępniamy w tym celu Sid Meier's Civilization III: Kompletny przewodnik. Ten przewodnik został pierwotnie stworzony i napisany przez The Perezident. Na wypadek, gdybyśmy nie zaktualizowali tego przewodnika, możesz znaleźć najnowszą aktualizację, postępując zgodnie z tym połączyć.

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  • Tytuł: Sid Meier's Civilization III: Kompletny
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