Play as one of five European powers or eleven Native tribes as you spread across North and South America. The Europeans start with technological and military advantages, while the Native tribes decide how to deal with the newcomers. Will they band together to defend their homes, or take sides in European politics? Do Europeans technological advantages mean that much when there’s a whole continent to conquer? Will you win through conquest, or by collecting all 10 of the Founding Fathers and launching a Revolution?
Each of the Civs available have authentic city and leader names and begin the game with reasonably accurate starting cities. For game play purposes Europe has been condensed into a tiny, over-productive mini-continent, mainly because there was no room on the map for the whole Atlantic.
This mod employs a few novel strategies to make a playable but realistic stab at the history of this continent. Resources and trade items have been changed to reflect those of real importance in the region and era and have been placed in the actual locations where they are found. New Units like Conquistadors, Fur Trappers, Canoes, Dragoons and Clippers, add new elements to the game, but I haven’t created new icons and animations, just re-purposed unused ones. The Tech Tree and improvements and wonders have been altered as well, but there are no Civilopedia changes as of yet.
Please Note: you should always back up your original files before copying new art files into Civ 3.
All included files have been zipped with their full path info. This means that they should automatically unzip to the right folders, assuming you have the default installation and are using a good unzipper. Copy the zip file to your Civilization III folder and unzip it there, or unzip to a temp folder and move the files to the proper places.
An attempt has been made to simulate the spread of disease among Native Civs by placing their starting cities on Flood Plains.
New Win Condition:
The Spaceship parts have been replaced by Founding Fathers, and there are 10 Founding Fathers you must attract (well, build) in order to Launch a revolution. The Spaceship screen has been replaced by the Continetnal Congress, but I'm still working on replacing other aspects, so don't be surprised by some weirdness.
Father Tech
Peter Minuit Mercantilism
Ferdinand Magellan Navigation
La Salle Nationalism
Hernan Cortes Gunpowder
Benjamin Franklin Education
Thomas Jefferson Democrasy
George Washington Republic
Simon Bolivar Military Tradition
Bartolome de las Casas Theology
Thomas Paine Printing Press
New Government:
Tribal - Communal corruption, but suffers the same penalty as Anarchy and Despotism when it comes to food, shields and trade per tile. Tribal governments have no military police but may draft up to 6 citizens and have low war weariness. Production cannot be hurried.
New Units:
Scout - Scouts can only be built by Native civs. They cost one population, treat all terrain as roads, and can build roads. They also now have a defense of 1.
Bowman - Available only to the Tupi, have an ADM of 2,1,2 and require Warrior Code.
Mounted Warrior - Available to all Native civs except the Aztec, Inca, Arawak, and Tupi. Have an ADM of 3,1,2 and require Horseback Riding.
Expert Rider - Available to the Sioux, Apache, Cherokee and Nez Perce, have an ADM of 4,2,3 and require Chivalry. These units represent the skilled riders armed with firearms obtained from Europeans who held on in the Plains.
War Party - Available to native civs and has hidden nationality. Has an ADM of 3,1,2 and requires Bronze Working.
Mit'a - Only available to the Inca. Have an ADM of 2,2,1 and can perform available worker actions.
Canoes - Available to native civs, Canoes have an ADM of 3,1,1 and can carry one ground unit.
Trappers - Fur trappers require furs, have an ADM of 1,2,1, hidden nationality and treat all terrain as roads. In addition, they can build road and colonies. They are only available to the northern Civs.
Explorer - Explorers now have an ADM of 1,1,2, are stealthy, and treat all land as roads.
Conquistador - Available to the Spanish. Has an ADM of 4,2,2 and requires Saltpeter.
Merchantman - Available to the Dutch. Has an ADM of 1(4),2,6 and a bombard of 4. Can carry 6 units.
Dragoons - Replaces Knight. Has am ADM of 5,2,2 and requires Horses, Iron and Saltpeter.
Light Cannon - Replaces Catapult. Requires Gunpowder and Saltpeter and has a bombard of 8.
Militia - Replaces Swordsman. Represents untrained citizens armed with their own weapons to defend their homes. Has an ADM of 2,2,1 and is cheap to build, but costs one population.
Carrack – Larger and more powerful but slower than the Caravel, requires Magnetism and Lumber. Has an ADM of 3(4),2,3 and can hold 3 units.
Clipper – Faster sailing vessel, requires Navigation, Iron and Lumber. Has an ADM of 4(4),2,8 and can hold 6 units.
Machine Gunner - Complements Infantry, which now have a lower defense value. Machine gunners have an ADM of 4,10,1 and require Mass Production, Iron and Oil.
In addition, movement and bombard rates of other sea units have been increased.
New City Improvements:
Trading Post – Increases Luxury trade, requires currency. Also allows trade over water.
Oral Tradition - Requires Code of Laws, gives a 50% science bonus and reduces war weariness. Native Tribes used storytelling to record history and folklore and communicate information without the use of written language.
Church - Requires Monotheism, generates 2 culture and 1 happy face. Requires Lumber and is now
a prerequisite for building a Cathedral. Early colonists built wooden churches before they
could manage stone or brick Cathedrals.
Plantations - Require Magnetism (i.e. good ships), generate +50 percent tax output and increase
luxury trade but also generate two unhappy faces and -2 culture. Not sure what happens if culture goes below 0, but this reflects the negative aspects of slavery.
Newspaper - Requires Printing Press, Reduces Corruption, War Weariness, generates 2 Culture and 1
happy face and One unhappy face. I'm not completely sure if that last ability will make any
sense in the game, but I tried to reflect how people react differently to the news and how
politics polarizes people. Newspapers were extremely important in drumming up support for the American Revolution and were the first mass media.
Commercial TV/Radio - Requires Electricity, generates 4 happy faces and 4 culture. Also requires
a newspaper present. This improvement won't show up until late in the game, but given its importance in North American (and world) history, it seems odd not to have it. Replaces City Walls, which have had very little use historically in North America.
In addition, marketplace needs magnetism, courthouse requires monarchy, libraries require the printing press and lumber, aqueducts require engineering, and cathedrals require churches.
New Wonders:
Chichen Itza - Same as Pyramids, but requires a temple in that city. Meant to represent the giant pyramidal temples the Aztecs and Mayans were fond of.
Colossal Olmec Heads - Same as Colossus, but requires gold. Some have suggested using the Statue of Liberty to replace the Colossus, but this wonder should stay in the Ancient Era. Although they didn't serve the same purpose as the Colossus, they represent an advanced culture with a large trading network.
Great Serpent Mound - Requires Ceremonial Burial and Tribal Government and creates an Oral Tradition in every city on the continent. Completely replaces Great Lighthouse, which has no native analogue.
Temple of the Sun -- Same as Oracle.
Pueblo City Bonito - Same as Great Wall, also allows that city to grow to size 3. Meant to represent pueblo building in general, which were high population density and easily defended from barbarians. Requires Tribal government.
The Calendar - Same as Copernicus's Observatory, but requires an Oral Tradition in that city. The Aztecs had great stone calendars that were more accurate than Europeans’.
Ghost Dance - Same as Sun Tzu's Art of War but requires Warrior Code and Tribal Government and is made obsolete by Military Tradition. This wonder is not a landmark but represents a tribe uniting and pooling its resources to defend its land and way of life. The U.S. military suffered several losses against comparatively poorly-armed tribes.
Colonial Capital (small wonder) - Same as Forbidden Palace (requires 6-8 cities) but costs less to build; Required for founding fathers.
Governor's Estate (small wonder) - Same as Hanging Gardens, meant to represent the royally-appointed governor or viceroy's ability to dole out gifts to landowners and other colonists. Requires Lumber and has a high maintenance cost.
Ben Franklin's Library - Same as Great Library, Requires Lumber.
The Ivy League - Same as Newton's University, requires a University in that City.
Mexico Cathedral - Same as Sistine Chapel. Located on the Zocalo, Mexico City's main square, this structure represents the power and splendor of the church in the new world.
Gateway Arch - The Arch must be near a river, requires Free Artistry, and doubles city growth rates in all cities. Located in St. Louis, it is the gateway to the American West, symbolizing the waves of population migration across the continent. Replaces Shakespeare's Theatre and is made obsolete by Ecology.
Golden Gate Bridge - Same as Leonardo's Workshop, but also produces +1 Trade in all tiles, must be on the coast and requires Steel. This bridge in San Francisco increased trade in the city but also proved the U.S.'s ability to mobilize huge amounts of materials across the continent.
CN Tower - Similar to Bach's Cathedral, but requires Electricity and 4 cities with Commercial TV/Radio; Creates Commercial TV/Radio in every city. The Toronto tower is the largest freestanding structure in the world and acts as a broadcast antenna.
Empire State Building - Same as Adam Smith's Trading Company. The New York City landmark smashed records when it was built and was a testimony to the power of U.S. capitalism, right before the depression.
The Internet – Requires The Laser and 3 Research Labs. Allows you to gain any advances known by two Civs, +50% research output and adds +1 Trade in all trade-producing tiles. Also creates 2 happy faces in all cities.
New Resources:
Luxuries - Cotton, Sugar, Tobacco, Tropical Fruit, Cocoa and Silver have replaced Ivory, Silk, Gems, Incense and Dyes, none of which had great importance in Native-European and inter-European
trade. Cotton requires Mercantilism and Wines require Magentism (both were introduced by
Europeans). Gold is now a luxury and Furs and Spices remain the same, though Furs now disappear often. Added is the Strategic resource Lumber, which is used to build ships and city improvements and is in short supply in Europe, and Copper, which is used for early units.
Known Issues: