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Sid Meier’s Civilization III: Complete Medieval Tournament Mod

postado em 07/28/2022 Por The Perezident Sem comentários em Sid Meier’s Civilization III: Complete Medieval Tournament Mod
  • Título: Sid Meier's Civilization III: Completo
  • Data de lançamento:
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Information about Sid Meier's Civilization III: Complete is still incomplete. Por favor, ajude-nos a preencher os detalhes do jogo usando este formulário de contato.

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

Visão geral

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 jogadores, 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.

No início do jogo, you’ll want to switch governments right away to get out of despotism, and switch to either Republic, Monarchy, or Feudalism, mais sobre isso depois!

Download link here

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

Árvore tecnológica

The tech tree doesn’t deviate from the standard game Middle Ages, com algumas exceções. Most of the “pacífico” technologies in the tree are already learned, allowing you to construct Cathedrals, Bancos, or Universities without any additional research.

Idealmente, 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, se aplicável. 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 voltas, 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. De outra forma, Middle Age techs are identical to base game. Adicionalmente, qualquer “especial” 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

mudado, 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. No entanto, your economy will be non-existent until you switch out.

Government Choices

The three government choices available at game start are:

– República

– Monarchy

– Feudalism

The governments are largely unchanged from vanilla C3C, com algumas exceções:

República– 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 voltas

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

República– 50% bonus taxes

Monarchy– 25% bonus production

Feudalism– +2 happy faces

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

República
Monarchy
Feudalism
Unit Cap
Town/City
1/3
2/4
5/2
Unit costs above cap
1
1
1
Corrupção
Incômodo
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
Sim
Não
Não
Special Granary
+50% Tax
+25% Produção
+2 felicidade
Picking a government:

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

República
Monarchy
Feudalism
Características
Commercial, Scientific
Industrious
Religioso, 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
Localização inicial
River or coastal, high gold tiles
Hills that need mining, or clearing swathes of swamp/jungle
High food, or low gold/production

Características

Traits have a few key differences in this mod, and most civilizations typically have their usual trait combination, com algumas exceções. 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!

Religioso– 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

Civilizações

Há 15 civilizations to play in this mod, each with a unique trait combination! Eles são os seguintes:

Dutch– Industrious, Commercial

Carthage– Industrious, Scientific

França– Industrious, Religioso

China– Industrious, Militaristic

Portugal*– Industrious, Expansionist

Korea– Commercial, Scientific

India– Commercial, Religioso

Vikings– Commercial, Militaristic

England*– Commercial, Expansionist

Espanha– Scientific, Religioso

Germany*– Scientific, Militaristic

Byzantine*– Scientific, Expansionist

Japão– Religioso, Militaristic

Arabia– Religioso, 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!

Portugal – TEMPLAR

Available at Feudalism (at game start)

Requires Iron

5/3/1 Attack/Defense/Movement

20 Escudos

Alemanha – SAXON WARRIOR

Available at Feudalism (at game start)

Requires Iron

4/2/2 Attack/Defense/Movement

25 Escudos

Inglaterra – CRUSADER

Available at Feudalism (at game start)

Requires Iron

Amphibious Unit

4/4/1 Attack/Defense/Movement

20 Escudos

Byzantines – CATAPHRACT

Available at Chivalry

Requires Iron and Horses

5/3/2 Attack/Defense/Movement

35 Escudos

Other UU changes:

França – MUSKETEERAvailable at Gunpowder

Requires Saltpeter

2/5/1 Attack/Defense/Movement

20 Escudos

Defensive Bombard REMOVED

Korea – HWACH’AAvailable at Gunpowder

Requires Saltpeter

2/4/1 Attack/Defense/Movement

20 Escudos

2 Defensive Bombard

Vikings – BERSERKAvailable at Feudalism (at game start)

No Resource Required

Amphibious Unit

4/2/1 Attack/Defense/Movement

20 Escudos

Vikings can now build Longbowmen at Invention

Other regular unit changes:

Musketman– Shield cost

3020

Fragata– Available at

MagnetismNavegação, 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!

Celeiro– Custos

3020 escudos, provides a special effect depending on government

Templo– Dá +2 felicidade, half-price for Religious civs

Marketplace– Custos

5040 escudos, half-price for Commercial civs

Aqueduct– Custos

5020 escudos

Banco– Custos

8060 escudos, half-price for Commercial civs

Catedral– Dá +4 felicidade, custos

8060 escudos, half-price for Religious civs

Universidade– Custos

10080 escudos, half-price for Scientific civs

Colosseum– Dá +3 felicidade, custos

6040 escudos, half-price for Militaristic civs

Offshore Platform– Custos

12040 escudos, 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 vez

Irrigate– 2 voltas

Meu(flatland) – 3 voltas

Plant Forest– 6 voltas

Clear Forest– 3 voltas

Clear Swamp/Jungle– 4/6 voltas

Isso é tudo o que estamos compartilhando hoje para isso Sid Meier's Civilization III: Completo guia. Este guia foi originalmente criado e escrito por The Perezident. Caso não atualizemos este guia, você pode encontrar a atualização mais recente seguindo este link.

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  • Título: Sid Meier's Civilization III: Completo
  • Data de lançamento:
  • Desenvolvedor:
  • Editor:
Information about Sid Meier's Civilization III: Complete is still incomplete. Por favor, ajude-nos a preencher os detalhes do jogo usando este formulário de contato.

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