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Old December 12, 2003, 00:06   #1
Admiral PJ
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MEGA MOD : 7 Ages Of Man - (c)Admiral PJ
NOTE: NEW VERSION AVAILABLE from MARCH 2004, see latest post.

*forum topic in construction*
( this text Manual or helpfile is incomplete or of basic note quality,
there will be a fully readable manual coming! )
SCENARIO POSTED IN FULL SOON FOR FINAL TESTING(its only a month away from Final Completion)

Welcome! This is the best civ mod ever.. probably. Perhaps nearly the most ambitious even.
The basic Epic game from 4000bc to 2500ad has been changed and greatly expanded.
All gameplay options have been altered, and the full power of the PTW and Conquest expansion games have been made use of.

QUICK FEATURE LIST:

AGES: There are about 10 ages now, more if the game can handle them. This isn't strictly true.. as the ages are currently new Tech Advances such as Iron Age or Information Age , but they are still required before later techs can be researched. This feature may be expanded but the Game Engine has limited my attempts to do so

UNITS: roughly 100 more separate units (TBC) - I've given up counting as i've built them. Many advanced units move a lot faster to cater for the larger map requirements (Bayonet infantry can attack-move for greater tactical power), and they can bombard if they have projectile small-arms.
Frigates and Battleship class vessels can now load naval helicopters and seamarines, cruisemissiles , but nothing landbased. This gives them a realistic boarding ability.. to board and maybe capture enemy ships(thanks to Civ-Conquests)

TECHNOLOGY TREE:
Some more Advances currently available include Naturalism ( NEEDED for ERA progression : nothing to do with sandy beaches, but about the study of nature and creatures which began in pre-industrial ages) , and Tactics ( NEEDED to create Commando special forces Units, A8D6M1 ALLTERRAINROAD Bombard 14 +3 HPdefence Stealth attack to all but Special Forces classes. A Late Industrial Age advance giving combined weapon and strategic warfare.


*MOD VERSIONS:
(there are different downloadable version of this mod, some with randomised maps some with earth maps.. described here are Earth based maps: )

THE EARTH MAP:
used Tetturkens test of time map, basic landscape only.

CHANGES:OIL can appear on forest and hills now, still on desert and tundra.
To do - allow oil in oceans.
Notes: Oil is available in large amounts in temperate areas,
or any area where in the earths past organic plant material was deposited from jungles and
forests and the carbon formed oil through complex geological chemical processes.

OXEN: none in central africa, sleeping sickness tetse fly make oxen unproductive and therefore
unusable.

MAP GEOGRAPHY:
improved easternern tip of siberia asia.
Finished most of spain.
Enlarged some islands, made Easter ISland with ancient ruins.


superciv cleanstart:
Epic game Earth version of my MOD.

this just has road in the babylon mesopotamia area, signifying advanced technologies there,
road also extends around to Persia where famous early industrious roads were utilised.

1000ad Scenario,
Norman ENGLAND, (including Neutrals Saxon british)
MISSION 1: have england as neutral country, at 1066 at Hastings, Normans invade andconquer England.
They also conquer parts of sardinia etc.
Normans are really the English, the game assumes the English Normans take over England, taking
their special englands resource squares (a good incentive).
SUB PLOTS: Danish VIKINGs have landed in north England, the Saxon NEUTRALs should destroy them easily.
This will weaken the Saxons armies, as

Give neutrals one special resource in england.. maybe at Wessex, or london.

Colchester is important barrack strategic town. Has a lot of culture since the Roman Empire,
when it was the Rome-English Colonia Capital.

Spain: At a critical point in their history, the African Moor Peoples are increasingly encroaching
into europe, taking over the spanish subcontinent. The Spanish are at the start of a critical campaign
to crush the Moors in Spain, and later go onto make a large Southern American Colonial Empire, leading
to their Great Golden era of expansion, where they remorslessly crush the Aztec, Mayan and Incan ancient
Empires.

Later Game.. Extended Scenario.
American Colonial Conflict.
Spain and later the other european naval colonial powers fight over land and commercial exploitation
of the americas, the New World.
Starting at the Carribean where a crucial strategic sea base has to be created, the spanish colonise south and west,
also colonising florida and california.
In the north the English slowly but succesfully colonise North east Americas coast. soon the colonial
ambitions conflict with the Native American Indians (thought to have been Asian Indians by Columbus and co, so named
Red Indians). Some Natives ally with certain powers.
The French also make a major colony in Quebec, modern day central Canada.

American Revolution spells the End of this scenario.

DESIGN:
may be better if just use a map with eastern half of americas, to india.
Could just remove west atlantic and america.

Last edited by Admiral PJ; March 21, 2004 at 18:17.
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Old December 12, 2003, 00:57   #2
Admiral PJ
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MINOR UPDATE LIST:

Log 12-12-2003

Ship of the Line : Can now ENSLAVE, it can Enslave all
sea units currently, and creates an ENGLISH EXPORT MAN OF WAR unit (see Manual on EXPORT PATENTS, basically a Man of war ship that dosen't trigger Golden age and needs the Man of War special resource to build) .. (Needs testing.)

SHIP OF THE LINE (naval power) COST 100 , Needs IRON,SALTPETRE,OAK WOOD.
Function: Battleship Class- A powerful naval flagship, good bombardment and attack as well as for enslavement and marine boarding transport , bad at long distance or through shallow coastal waters, and expensive but for the richest Power. Can't fight off large numbers of ships.
- A5 D4 M3 - B4 R2 F1 - (bombard, range, fire rate)
Marine Transport:3 unit berths.
SPECIALS: Lethal land & sea bomb. Creates Craters!
UPGRADE: Cruiser.
Notes: Useful based in cities or coastlines to spring an ambush , coast takes 2 movepoints through those tiles, so this ship needs frigate support ships or longboats to scout out enemies.

Added Laborer citizen types of : Philosopher , Banker, Shopkeeper.

----- -----
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Old December 12, 2003, 04:06   #3
vmxa1
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That is ambitious.
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Old December 12, 2003, 15:16   #4
Admiral PJ
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Scenario only File upload
ATTACHED FILE Version 0.995 - Civ3 CONQUESTS version. Level K. (Level is similar to version, gives an idea of the features included)

INSTRUCTIONS:
The Total MOD is about 55MB in size (compressed) , can anyone help me store this anywhere, I may make it available from my server.
This is the current version of the Mod BIQ file , you will need the BASIC 7 ages of man zip in the next forum.

I will get a final download and program soon.










Mantra Evolution Game Beta Version 1


Quick Manual - This manual gives you a quick reference to things that may not be
mentioned in the mantra civolopedia.


BUILDINGS


MarketPlace - Normal Double Luxury output distribution + Reduces corruption ,
Needs Oxen, and 1 Currency mint in the polis.Req. Mediaval Warfare. Allows
Bank. Gives +25% production.


Mill


Castle - NEEDS Feudalism, RES: IRON & GRAVEL.  Acts as a Barracks.
Reduces Corruption. Culture of +1,  MAINT : 2  COST : 140


 


Key - Polis : Civ city (it can be a town/village work camp etc)


Units


Royal Cavalry - Only available to GERMANY, JAPAN, PERSIA, IROQUOIS , ENGLAND,
SPAIN and ARABIA. a 8 d 3 m 3 HP +2 has ZOC needs Horses and Lead, NEEDS
NATIONALISM.



( Chieftan and Warlord get the bonus whereby millitary units make 2 people happy
rather than 1 , when used as millitary police ) - unconfirmed







SEE WEBSITE FOR DETAILS (More will be uploaded there shortly ) :
http://www.artpac.demon.co.uk/
Attached Files:
File Type: zip !!civ3conquestsmodbiqfileonly.zip (161.4 KB, 69 views)

Last edited by Admiral PJ; December 12, 2003 at 19:21.
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Old December 12, 2003, 16:20   #5
Admiral PJ
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Current MOD Statistics:
Exactly 100 Units
Roughly 109 General Resource types ( mostly patent resources needed to build special or generic units , and exportable as Strategic resources)

(following is html webfile of Unit breakdown)

These Units are currently available, about 4 are not working and may be removed or non buildable scenario unit objects ( such as suspension bridges )
----








UNITS:


Editor Unit list:   LogDate : 12-12-2003


Settler [Not modified]


Colonist


.. Standard Civ3 units modified units are Mentioned here


..


Mortar Troops


Hvy Machine Gun [Heavy Machine Gun]


Mech Digger [ Mechanical Digger ]


Native Archer Raiders (Only built by Barbarians)


Missionary


Camel


Suspension Bridge


Dreadnought


Truck


Siege Engine


Grenadiers


Royal Marines


Commandos


Marine Sailors


Hovercraft


Apache Longbow


Combat Helicopter


Anti-Air Flak


Trident Nuke Sub [Trident Nuclear Submarine]


Radio Torpedo


Civil Engineer


Slave


Worker


Slinger


Nuke Bomber Aircraft


Cruiser


Anti Sub Sonar


Zeppelin Airship


Nuclear Carrier


Supply Cart


Ship Of The Line


Longboat


Clipper


Rebel Partisans


Thief


Longswords


Bayonet Infantry


Guerrilla [PTW]


Dragoons


APC Transport


Hercules Aircraft


Short Swords


Pirate


Shaman Witch [Shaman Witch Doctor]


Legendary Hero


Royal Cavalry


Invasion Tank


Messerscmicht


Churchill [Churchill Medium Tank]


Chemical Weapons Forces [Flamethrower Bio/Chemical Warfare]


Sturmovick


Anti-Tank Bazooka


Tiger Tank


Light Tank


Panther


P-51 Mustang [ Mustang Naval Fighter Bomber]


Troopers


Mediavel Infantry


Berserk [Viking Berserker] S.U.


Conquistador S.U.


Keshik


Ansar Warrior


Gallic Swordsman


Sipahi


Hwacha [Hwacha FireRocket Cannon]


Libyan Mercenary


Corvette [Corvette Escort Ship]


Princess


..


Lincoln


..


*KINGS LIST*


..


Isabella


..


B-52 Bomber


Battle StarCruiser


Kings Longbows


Spitfire Squadron [ Spitfire Fighter Squadron ]


1950's Jet Interceptor


Zero Fighter Bomber


Soviet Infantry


..


English Export E.U.


Japanese Export E.U.


Spain Export E.U.


..


Naval Sea King Chopper


Scout Buggy


Horse Scout


..


Aztec E.U.


Babylonian E.U.


Mongol E.U.


Arab E.U.


Celt E.U.


Turk E.U.


Korean E.U.


Carthage E.U.


Zulu E.U.


Roman E.U.


Egypt E.U.


Iroquois E.U.


French E.U.


Russian E.U.


Apache Longbow G.E.U


Kings Longbows G.E.U


Soviet Infantry G.E.U


Messersmicht G.E.U


Churchill G.E.U


..


Trireme Warship


 


 


 


 


 



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Old December 12, 2003, 16:36   #6
Admiral PJ
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The very smallest most basic Data File I could make uploaded here.
It will need to be unzipped into a directory MantraEvolve in your PTW scenario directory, or Mod makers can get it to work for now, till i've sorted a proper upload file area out.

Currently The full MOD files take about 55Megabytes.

*HELP*
I'm needing unit designers and artists , anyone who can do sound or scenario design.
Theres about 30 units needing graphics for.

BETA TESTERS email or Message me , i've tested most of it but not all.

The Conquests game is being added into my MOD slowly, need to add the New Civs next.

Oh.. that says 500k not 5000k , well my file was 3MB, so i'll reduce it down to the basic files shorly. WATCH THIS SPACE.

Admiral PJ
peterzeus2017@hotmail.com
is my public email,
peter@artpac.demon.co.uk for bigger emails (full of spam so warn me if you email that address)

Attached Files:
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Old December 13, 2003, 16:36   #7
Admiral PJ
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This is the PTW format BIX file.
You only need PTW to use this, there is also an old civ3 basic version.
You'll still need the full 50mb download to play it, but you can view how i'm doing so far.
Attached Files:
File Type: zip !!civ3ptwbixfileonly.zip (125.9 KB, 12 views)
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Old December 13, 2003, 16:42   #8
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damn, no Conquest mode
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Old December 17, 2003, 13:31   #9
Admiral PJ
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There is a Conquests version, and I may make some Scenarios or conquests, or others can make these based on my new Epic game.
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Old December 18, 2003, 18:47   #10
Abdul Alhazred
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Describe your mod plz ...

Normal period of game : 4000 BC - 2050 AD
Your mod ? : ? BC - ? AD
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Old December 29, 2003, 20:30   #11
Admiral PJ
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4000bc - 2150ad
(100 extra years.. 50 turns of 2 years each)
(I'll fix the previous posts error once i double check this info)

Thats the current Epic game period for my 7 ages Mod.

The conquests version is ready, but for a couple of small things.
To make it less than 50mb I may have to redo the units, as some are copies of others.

I've made the Earth map work with the Landmark Extended Terrains from Conquests.. there are for example Rolling Hills and Foot Hills(Normal large hills, rolling ones give 2 food, and less production). Hills are irrigation friendly, which is good for these bumpy hilly maps, it just means you have to think where you place your mines.

Admiral PJ - Creator of 7 Ages of Man
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Old December 30, 2003, 07:47   #12
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50 MO ???

It's not a problem for me , i have 512 DSL
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Old January 13, 2004, 15:29   #13
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Quote:
Originally posted by Abdul Alhazred
50 MO ???

It's not a problem for me , i have 512 DSL
Well my 10mbit will probably be enough too.
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Old January 21, 2004, 12:48   #14
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Post your .PCX files!
It would be much appreciated if you would post your units.pcx and your resources.pcx files for use with your mod.

Thanks,
CKayote@worldnet.att.net
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Old January 27, 2004, 12:53   #15
Admiral PJ
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I've nearly finished the Conquests version, but theres a PTW version too.. i'm not sure if I can include the PTW extra ww2 gfx or not, presumably I can.

I can send u some screenshots, but theres not a lot of new gfx for units yet, the PTW units seem adeqaute for now.

Its ready for release just about, I was busy doing my Taxes and playing MOO3.
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Old January 27, 2004, 13:11   #16
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Please ! post screenshots

Are you too in CivFanatics ?
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Old March 21, 2004, 14:42   #17
Admiral PJ
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MOD IS READY !

My mod is ready for release. It still has small bugs, but you should be able to play it fully.

OBTAINING the MOD.

1. Directly from Admiral PJ ( from South Eastern England, UK)
SEE BOTTOM OF THIS POST for details of how to contact me.
2. A Civilisation site - www.Apolyton.com . And look at the adverts I may relaunch this thread and start it again very soon.


BUGLIST:
Civ3 Bugs (Inherant bugs that only Firaxis can solve, outside my direct control)
Unconnected Cities Have extra random Resources - Your cities that aren't connected to capital city gain random strategic resources (they seem to be the last resources added in the editor). Does anyone know a solution?

----

General:

I will try and put the mod on civfanatics as well maybe, but Apolyton is my priority.

USING THIS MOD:

Use the C3C editor to load the BIQ file for 7 Ages of Man. Check out the rules sections to see details of units, techs, improvements etc. You might wish to edit the victory conditions if you use this Game Mode. You can disable disease and volcanoes also. If you edit the MOD don't complain about errors that may result.

-----

ADMIRAL PJ

Contact Peter by PM Private Message on this site,
email : peter@artpac.demon.co.uk
or email petezeus2017@hotmail.com

-check back for more information and answers soon-
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Old April 5, 2004, 16:36   #18
Abdul Alhazred
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You have www.civfanatics.com for upload your scenario

Because i want a link for download your scenario ...
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Old November 18, 2004, 10:55   #19
jochedorta
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Where can I get this mod?
Where can I find the 7 ages of man mod? I can't find it anywhere.
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