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!
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
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.
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:
Town/City
The following traits and starting locations can possibly help you pick a government that’s well suited to your situation:
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
The new Unique Units are here!
Available at Feudalism (at game start)
Requires Iron
5/3/1 Attack/Defense/Movement
20 Tarcze
Available at Feudalism (at game start)
Requires Iron
4/2/2 Attack/Defense/Movement
25 Tarcze
Available at Feudalism (at game start)
Requires Iron
Amphibious Unit
4/4/1 Attack/Defense/Movement
20 Tarcze
Available at Chivalry
Requires Iron and Horses
5/3/2 Attack/Defense/Movement
35 Tarcze
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
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
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