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Sid Meier’s Civilization III: Complete Medieval Tournament Mod

Posted on 07/28/2022 By The Perezident No Comments on Sid Meier’s Civilization III: Complete Medieval Tournament Mod
  • Title: Sid Meier's Civilization III: Complete
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Information about Sid Meier's Civilization III: Complete is still incomplete. Please help us fill the details of the game using this contact form.

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

Overview

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 players, 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.

At the start of the game, you’ll want to switch governments right away to get out of despotism, and switch to either Republic, Monarchy, or Feudalism, more on that later!

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, with a few exceptions. Most of the “peaceful” technologies in the tree are already learned, allowing you to construct Cathedrals, Banks, or Universities without any additional research.

Ideally, 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, if applicable. 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 turns, 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. Otherwise, Middle Age techs are identical to base game. Additionally, any “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

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

Government Choices

The three government choices available at game start are:

– Republic

– Monarchy

– Feudalism

The governments are largely unchanged from vanilla C3C, with a few exceptions:

Republic– 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 turns

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

Republic– 50% bonus taxes

Monarchy– 25% bonus production

Feudalism– +2 happy faces

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

Republic
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
Yes
No
No
Special Granary
+50% Tax
+25% Production
+2 happiness
Picking a government:

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

Republic
Monarchy
Feudalism
Traits
Commercial, Scientific
Industrious
Religious, 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

Traits

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

Religious– 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

Civilizations

There are 15 civilizations to play in this mod, each with a unique trait combination! They are as follows:

Dutch– Industrious, Commercial

Carthage– Industrious, Scientific

France– Industrious, Religious

China– Industrious, Militaristic

Portugal*– Industrious, Expansionist

Korea– Commercial, Scientific

India– Commercial, Religious

Vikings– Commercial, Militaristic

England*– Commercial, Expansionist

Spain– Scientific, Religious

Germany*– Scientific, Militaristic

Byzantine*– Scientific, Expansionist

Japan– Religious, Militaristic

Arabia– Religious, 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 Shields

Germany – SAXON WARRIOR

Available at Feudalism (at game start)

Requires Iron

4/2/2 Attack/Defense/Movement

25 Shields

England – CRUSADER

Available at Feudalism (at game start)

Requires Iron

Amphibious Unit

4/4/1 Attack/Defense/Movement

20 Shields

Byzantines – CATAPHRACT

Available at Chivalry

Requires Iron and Horses

5/3/2 Attack/Defense/Movement

35 Shields

Other UU changes:

France – MUSKETEERAvailable at Gunpowder

Requires Saltpeter

2/5/1 Attack/Defense/Movement

20 Shields

Defensive Bombard REMOVED

Korea – HWACH’AAvailable at Gunpowder

Requires Saltpeter

2/4/1 Attack/Defense/Movement

20 Shields

2 Defensive Bombard

Vikings – BERSERKAvailable at Feudalism (at game start)

No Resource Required

Amphibious Unit

4/2/1 Attack/Defense/Movement

20 Shields

Vikings can now build Longbowmen at Invention

Other regular unit changes:

Musketman– Shield cost

3020

Frigate– 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!

Granary– Costs

3020 shields, provides a special effect depending on government

Temple– Gives +2 happiness, half-price for Religious civs

Marketplace– Costs

5040 shields, half-price for Commercial civs

Aqueduct– Costs

5020 shields

Bank– Costs

8060 shields, half-price for Commercial civs

Cathedral– Gives +4 happiness, costs

8060 shields, half-price for Religious civs

University– Costs

10080 shields, half-price for Scientific civs

Colosseum– Gives +3 happiness, costs

6040 shields, half-price for Militaristic civs

Offshore Platform– Costs

12040 shields, 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 turn

Irrigate– 2 turns

Mine(flatland) – 3 turns

Plant Forest– 6 turns

Clear Forest– 3 turns

Clear Swamp/Jungle– 4/6 turns

That's everything we are sharing today for this Sid Meier's Civilization III: Complete guide. This guide was originally created and written by The Perezident. In case we fail to update this guide, you can find the latest update by following this link.

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  • Title: Sid Meier's Civilization III: Complete
  • Release Date:
  • Developer:
  • Publisher:
Information about Sid Meier's Civilization III: Complete is still incomplete. Please help us fill the details of the game using this contact form.

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