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Jason's Colonization, v 1.3


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Important-- view the readme for installation instructions!

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.


To run:

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.

Included in this archive:

  • readme col 13.txt - This file
  • Jasons Colonization v13.bic - The Scenerio file. Place this in your Civilization III/Scenerios/ folder
  • resources.pcx - the resource graphics. Place this in your /Civilization III/Art/ folder.
  • All other *.pcx files - The founding fathers grphics. Place these in your /Civilization III/Art/SpaceShip/ folder.
  • Unit files: all *.ini files should go in new folders in /Civilization III/Art/units/. For example, Dragoons.INI should be placed in the new folder /Civilization III/Art/units/Dragoons/.

    Note: the mod will not work correctly if any of the above steps are not performed!


    The Civs: Europeans

    Spain -- Easy

    Gunpowder, Monotheism, Magnetism, Monarchy; Militaristic, Religious, Expansionist The Spanish start out with plenty of Conquistadors (their unique unit) and Settlers jumping at the chance to make their fortune in the New World (4 Conquistadors, 3 Musketmen, 5 Settlers, 2 Light Cannon). They also start with a Caravel. Spain’s real strength is conquest, and one great strategy is to go after the Aztecs before they can build up plenty of very mobile defenders.

    England -- Easy

    Gunpowder, Monotheism, Magnetism, Monarchy; Industrious, Commercial, Expansionist England is ready to Colonize rather than conquer, but they have a competent military and growing sea power (4 Settlers, 3 Musketmen, 2 Trappers, 2 Light Cannon). They start with a Caravel. The British unique unit, the Man-O-War, allows you to rule the seas but does not seem to be of much use against enemies lurking in the forests.

    Portugal – Moderate

    Gunpowder, Monotheism, Magnetism, Monarchy; Religious, Commercial, Expansionist The Portuguese originally concentrated on finding a route around Africa but were granted Brazil as well by the Pope. They have a good navy but are not as zealous as the Spanish. (2 Light Cannon, 3 Musketmen, 3 Settlers). They start with a Caravel and a Carrack.

    France -- Moderate

    Gunpowder, Monotheism, Magnetism, Monarchy; Scientific, Industrious, Expansionist France is also set for colonization but is focused on the fur trade as well (3 Musketeers, 3 Settlers, 2 Trappers, 2 Light Cannon). They start with a Caravel. The unique Musketeers weren’t historically active in New France, but Trappers were not useful enough as a replacement. So Trappers can be built by all northern Civs and the Musketeers remain.

    Netherlands -- Difficult

    Gunpowder, Monotheism, Magnetism, The Republic; Scientific, Expansionist, Commercial The Netherlands look to make a tidy profit through colonization and trade, but don’t have the population or military resources of other countries (2 Settlers, 2 Musketmen, 2 Light Cannon). They start with one Caravel but may soon build their unique sea unit, the Merchantman.

    The Civs: Native Americans

    Aztec -- Easy

    Bronze Working, Ceremonial Burial, Masonry, Mathematics; Religious, Militaristic The Aztecs occupy Central Mexico and have the most advanced Native civilization. Their large cities, road system and unique Jaguar Warriors also contribute to their success. The Aztecs also usually benefit from being left alone early by European AIs. Their large cities allow them to get a jump on building Ancient wonders, and they are associated with Chichen Itza, Colossal Olmec Heads, Temple of the Sun, and The Calendar.

    Inca -- Easy

    Ceremonial Burial, Warrior Code, Masonry; Expansionist, Commerical The Inca built the largest empire in the history of the Americas before the arrival of the Spanish. Their great public works, including an extensive road system, were key to their organization. Their unique unit, the Mit'a were subjects pressed into mandatory service, either as workers or warriors.

    Apache -- Moderate

    Warrior Code, Pottery, Ceremonial Burial; Militaristic, Commercial The Apache represent the Tribes of the American southwest. They were also some of the last to oppose the Europeans in battle. They can build both Mounted Warriors and Expert Riders, and are associated with the Ghost Dance Wonder

    Nez Pierce -- Moderate

    Ceremonial Burial, Pottery, Horseback Riding; Industrious, Religious The Nez Pierce represent the native tribes of the Pacific Northwest and Columbia River basin. They took to horseback riding readily, and some traditions hold that they possessed horses since crossing over the Bering straight 10,000+ years ago. They start with Canoes and can build Mounted Warriors and Expert Riders.

    Sioux -- Moderate

    Ceremonial Burial, Warrior Code, Pottery; Militaristic, Expansionist The Sioux represent the Great Plains tribes. They quickly adapted to horseback riding and held off against European/U.S. aggression very effectively. They can build both Mounted Warriors and more powerful Expert Riders.

    Cree -- Moderate

    Currency, Pottery, Ceremonial Burial; Industrious, Commercial The Cree ranged from the Great Lakes to the Rocky Mountains and from the Great Plains through much of Canada. They were good traders and are one of the largest native populations today. They can build Mounted Warriors and Trappers and have Canoes.

    Iroquois – Moderate

    Pottery, Ceremonial Burial, Code of Laws; Expansionist, Religious The Iroquois were a confederation of tribes whose laws influenced the U.S. Constitution. They took sides in the fight between the European powers and later the U.S. They can build Mounted Warriors and Trappers. They are also associated with eh Great Serpent Mound Wonder.

    Cherokee -- Moderate

    Warrior Code, Pottery, Currency; Industrious, Scientific The Cherokee represent the tribes the inhabited the Appalachian Mountains and the Southeast. They attempted to adopt European-style farming and culture but were still pushed off their territory, forced to walk the Trail of Tears. Likewise, their success in the game hinges on how long they can expand and advance with out facing a technologically superior enemy. They can build Mounted Warriors.

    Tupi -- Difficult

    Warrior Code; Industrious, Religious The Tupi occupied the South American rainforests and coasts. They were well known for their amazing Bowman, who serve as their unique unit.

    Arawak -- Difficult

    Pottery, Currency; Religious, Commercial The Arawaks inhabit the Caribbean islands and may have been the first natives The Europeans made contact with. They would rather trade than fight, and start off with Canoes. Their main disadvantage is widely spread, sparsely populated island territory. If the Spanish arrive on one island, don’t expect to get your reinforcements quickly from cities on three others.

    Micmac -- Difficult

    Pottery, Currency; Commercial, Scientific The Micmac occupied eastern Canada and were great trading partners with the French. They adopted many European ideas and many married Europeans. Their real disadvantages are low populations growth and early contact with Europe. They start with Canoes.

    Game Changes:

  • The tech tree has been greatly altered to allow European civs a big advantage. The Middle Ages correspond with the sorts of advances that allowed European colonization of North America. Thus, astronomy, invention, chivalry and gunpowder were moved back to Ancient Times, where gunpowder becomes the necessary advance to reach the next age; monotheism, engineering, magnetism, and monarchy now begin the Middle Ages. Also, fuedalism has been replaced with a new advance, mercantilism, which is now necessary to develop banking. Magnetism and Navigation have been rearranged to fix the perplexing original arrangement.
  • Roads only allow 2 moves instead of 3, reflecting trails and poor dirt roads.
  • Roads have already been set up along major rivers, allowing rivers to connect cities for trade.
  • 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:

  • At times some Europeans seem a little unwilling to leave and set up colonies. This may be related to a blank space in the build queue when the game begins. This seems to have cleared up since they now have more starting units.
  • Because of the odd way in which tech tree is set up, European Civs will often trade for Ancient advances and new advances will take 40 turns no matter what your tax rate is. This is acceptable because it gives player plenty of game turns to experience colonial times with colonial tech.
  • The map does wrap, so it is possible to go from Europe to California very quickly. I haven't tried any of the hacked utilities out there to prevent this.

    Changes from v 1.1:

  • All unit art folders and ini files are included in the zip now. I didn't realize I could just have the ini files reference the files in the original folders. Copying and renaming is no longer required.
  • Flood Plains have been changed to Swamps. Swamps are more historically important in the Americas, with no major civilizations built around floodplains like the Nile, Tigris, or Indus in the Old World.
  • Efforts have been made to reflect the importance of Eurasian farming techniques, crops, and domesticated animals in food production. For example, Invention has been replaced by Plow Farming, which you need for the Wheat resource. I originally thought of Cattle as representing both later dometicated animals (cows and pigs) and earlier hunted species (bison), but large domesticated mammals are too revolutionary. Thus, Cattle now require Gunpowder (i.e. they are brought by Europeans).
  • Chivalry has been renamed Ritual Warfare and is required for Expert Riders.

    Also see: Jason's North American Colonization, v 2.1