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Changelogs
Version 9.3
4 new strategic resources: Stone, Copper, Hardwood, Carbon
2 new bonus resources: Natural Harbor, Pearls
Strategic resources are more scarce, so there is harder competition
Cleaned up resource requirements for units, buildings, wonders and spaceship parts, to make them more logical and varied
Partisans and Guerrillas are stealthy. They can only be seen by land units right next to them, otherwise they are invisible
Scouts and Explorers are stealthy too. They won't be asked to leave foreign territory unless they are spotted
AI civilizations choose more balanced and less predictable paths through the tech tree
AI civilizations build more of units they rarely built previously
The espionage mission "Investigate City" is significantly cheaper
Aqueducts and Hospitals can now be sold, if the population is below the size that the building allows
The Oracle gives all 8 luxury resources of the world to the host city, in addition to doubling the effect of Temples globally
Chopping forest or jungle tiles yields 20 shields
C3X mod Release 21 integrated
Version 9.2
All infantry and cavalry, and many ships, are cheaper to build
All mechanized units and aircraft, and some modern warships, still cost the same
As a consequence, early unit building (before Factory) is not so slow, and cheaper infantry is more viable compared to tanks, etc.
Armed revolution (population loss) when switching to Communism is removed
It takes longer for foreign nationals to be assimilated in conquered cities
Commerce icons in the city screen changed to single gold coins, easier to read
Deleted 1 tech (Combustion Engine) and moved Automobile and Mechanized Warfare one place back to replace it
This was done because there were too many techs between The Corporation and Automobile, it took forever to get to Tanks
Moved Mechanized Infantry from Computers to Cold War
New article in the Civilopedia about the yield of City Center Squares
The Longevity wonder changed name to Pasteur's Vaccine
Public Transport and Recycling Center upgraded from previous version, reducing the risk of pollution further
So pollution requires 7-8 times less micromanagement, but still needs to be taken seriously, as it takes a lot more effort to clean up
Oasis food bonus increased to +3
Bug fix: In the original game, floodplains were supposed to cause disease like jungle and marsh, but didn't. Fixed
C3X mod Release 20 integrated
Version 9.1
New right-click menu gives a lot more information about units
The AI turns take half as much time as the unmodded game
The AI builds more Workers, making it develop faster
The AI builds a better balanced army
The AI makes more balanced choices in the technology tree
AI to AI trade rate was reduced in previous mod versions, now it is reduced even further
Pollution levels reduced by up to 85%, but cleaning up takes longer
Right of Passage agreements removed, because they are highly exploitable and unrealistic
Map trading removed, because it takes away the purpose and mystery of exploring (it is still possible to steal maps)
New unit added: Airship
Cities are allowed to be built on marsh terrain
The Despotism tile penalty also applies to Agricultural civilizations, so their food bonus is more in line with Commercial and Industrious civs' bonuses
The Military Academy auto-builds Generals every 30 turns (was 40), but no longer increases the chance of them appearing in combat
The Heroic Epic small wonder has been reintroduced, and takes over that role
Paratroopers can airdrop from any city, with or without an airport
Attack Helicopter ground attack increased, and cost reduced
Cost of all artillery and anti-aircraft reduced by 5-20 shields
All artillery have a defensive ability, and cannot be captured
Louder Coastal Fortress gunshot; much easier to hear when it hits a passing ship
Culture points needed for a cultural victory increased to 250.000
Total number of cities in the world shown on the Demographics screen (F11)
Bug in version 9.0 where ships could not retreat when defending has been fixed
C3X mod Release 19 integrated
Version 9.0
Minimum distance between cities increased to 3 squares (fewer but more prosperous cities, faster game, more realistic warfare)
Defensive combat bonuses of Towns, Cities and Metros increased to 40%, 80% and 120% respectively. Palace bonus increased to 60%
Coastal Fortress increases city defense by 20%, in addition to its other effects
Mega map size increased to 230x230 (was 220x220)
Significant changes to Communism and Feudalism
Anarchy duration reduced to 2-8 turns (was 2-9 turns)
New great wonders: Scotland Yard, Ford Car Factory, Climate Treaty
New graphics for the Secret Police HQ and Broadcast Tower
Broadcast Tower increases happiness instead of reducing corruption
The Military Academy auto-builds a General every 40 turns (was 50)
All units on the map may retreat from a losing battle. In addition to fast units like cavalry, it also applies to infantry, and ships
New unit: Attack Helicopter
Range of all missiles and aircraft (except helicopters) increased by 2-3 squares
Airdrop range of Paratroopers and Modern Paratroopers increased
All fighter type aircraft increased their combat strength by 2-4, and improved their ground attack capability significantly (rate of fire increased to 2)
All bomber type aircraft increased their defense by 1-3
Strategic Bomber and Stealth Bomber were given 1 extra bomb each (rate of fire increased to 5)
Cost of all aircraft increased accordingly, by up to 50%
FlaK and Mobile SAM increased their anti-air by 33%. FlaK was given defensive bombard ability
Rocket Artillery was given 1 extra shot (rate of fire 3)
Missile Cruiser increased its bombard range (4), rate of fire (3), and anti-air (12)
Submarine (16.6.4) and Nuclear Submarine (30.10.6) are stronger
Improved buttons for Main Menu, Civilopedia and Advisors
Civilopedia navigation made more intuitive. Active arrows and buttons are blue, unusable arrows are shaded out
Rewritten Civilopedia pages for Buildings and Wonders in the same style as previously done for Units, Civilizations and Governments
Added more info on Civilization and Government pages
National borders have fresh new graphics
Enhanced and more colorful graphics for cities on the map
Global warming thermometer added to the info box, to make the current temperature level clearer
Several changes to the tech tree in the industrial and modern era
Cost of techs in the industrial and modern era rebalanced, so there is more of a progression, and the transition between eras is smoother
The AI's movement phase has been optimized to run 12-13% faster
The AI will use only 1 escort for each artillery unit, freeing up troops for other tasks
The AI will use maximum 2 escorts for naval transports, freeing up warships for naval supremacy
Barbarians won't be passive anymore, they will move around and actively seek out targets
Version 8.1
More destructive and realistic land and sea bombardment: Same as air bombing, 1/3 chance of targeting either units, population or buildings in a city
Bombard defense of City Walls, Coastal Fortress, city improvements and population increased by 50%
Price of Coastal Fortress increased to 60 shields, since it is harder to destroy and more important now (Coastal Fortress absorbs all ship bombardment until destroyed, City Walls do the same against artillery fire)
SAM City Defense and fighter planes' chance to intercept aircraft reduced by half. SAM City Defense air attack inreased to compensate
Team Color Discs redrawn. Medium thickness, smoother
Chopping a forest or jungle yields 15 shields (was 10)
Russian Cossacks made slightly stronger (9.5.2)
Welcome screen and several Civilopedia articles cleaned up
C3X mod Release 15 integrated
Version 8.0b
Includes everything in version 8.0 plus two minor bug fixes
Version 8.0
Ancient Cavalry is now a normal unit, available for everyone to build
The Statue of Zeus wonder auto-builds the new Spartan unit instead
Guerrillas have been moved to the modern era, with similar but stronger stats (13.9.1)
The old World-War-era Guerrilla unit has been renamed "Partisan" and given new graphics. The stats are still the same (9.6.1). Partisans upgrade to Guerrillas. Both are cheap, strong attackers, and require no resources
Transport and Hovercraft capacity increased to 8 units
Rocket Artillery has increased bombard range (3) and bombard strength (20), but lower fire rate (2)
Paratrooper (now 10.9.1) and Modern Paratrooper (now 14.13.1) had their attack increased by 1. Fixed issue with vanilla Paratroopers having no combat sounds assigned
Civilopedia: All great wonder pages have a link to the full list of wonders and their traits, making it easier to plan for a Golden Age
Viking city names replaced with more historically accurate ones
The vanilla AI rarely builds City Walls or SAM City Defenses. The probability has been increased, and now they will be built a lot more often
AI to AI trading activity reduced. More noticeable on higher difficulty levels
Assimilation rate reduced, and resistance is quelled slower. So it takes a little longer to subjugate newly captured cities
Sorted civilizations alphabetically in the Player Setup screen (when starting a new game)
Sorted units more logically and well organized. Affects the order of units listed in the Military Advisor screen (F3), and the Build menu in cities
Sorted the order of city improvements and wonders better. Affects the Build menu and list of completed improvements in cities
Fixed a bug where the Iroquois could not build Horsemen
Fixed a bug where Princesses could be captured by their own civilization
C3X mod Release 14 integrated
Version 7.8
Visual upgrade for the tech tree: Tech boxes given colored frames. New navigation arrows (see screenshot)
Trading activity between AI civilizations has been reduced. More noticeable on higher difficulty settings
Marines, Paratroopers and their modern equivalents no longer require Rubber. So even if you lack Rubber, you're not cut off from all offensive units in the modern era
The Automobile tech has been moved, replacing Mass Production
Chinese (now dark orange) and Ottomans (blue green) swapped colors, as it is more historically appropriate for both (uniform colors etc.)
Latest version of the C3X mod (Release 11) integrated
Version 7.7
City Screen & Domestic Advisor (F1): Colored bars show nationalities of citizens, emojis show happiness, white icons show specialist professions (see screenshot)
National borders redrawn: Thicker, sharper, clearer
Espionage: Planting a spy is more expensive, but many spy missions are significantly cheaper. Propaganda has a slightly higher chance of success
Democracies are no longer immune to propaganda, they just have the highest resistance against it
Rewritten tables for Resistance, Propaganda Modifier, and Culture Ratio
Technologies have a 20% increased value in trade and negotiations
Regicide / Mass Regicide games: None of the Kings had combat animations or sounds originally, they just stood still when fighting. Fixed. Kings were given +3 Hit Points
Defensive bonus of Fortress increased to 60%, Barricades to 120%
Vikings (now Seafaring & Expansionist) swapped traits with the Spanish (Militaristic & Seafaring)
Version 7.6
New unit: Satellite
ICBM moved to Superconductor. The new Satellite unit available with Satellites
Universal Suffrage: Stronger effect, cheaper to build
Iron Working requires Masonry in addition to Bronze Working, making it a little harder to achieve early
Every Civilization page in the Civilopedia has added a link to the history of that civilization
Saltpeter is white, not grey. Gems colored pink instead of white
Railroads are darker and look more like railroads
Marsh terrain and irrigations darkened to fit the new graphics scheme better
Version 7.5
New terrain graphics that are more detailed and realistic
Thicker national borders, so the color is easier to see
Team color discs redrawn, so they are less crude and more 3D
Scientific research cost on Mega maps reduced
Optimal City Numbers (OCN) fine tuned
Bug fix for a conflict with the C3X mod (pressing the 'L' key to load units inside a town)
Newest release of C3X mod (release 10B) integrated
Version 7.4
Red "End Turn" button that is easier to see
The "Combustion" technology is renamed "Automobile". It makes Rubber available on the map
Newest version of the C3X mod (release 10) integrated
Several minor improvements
Version 7.3
New unit cursor: Fire Ring cursor
Spanish Conquistador model swapped for a more military style than the vanilla scout unit
The "Landing Operations" technology (Marines & Paratroopers) is now a little easier to achieve
Bug fix: Ottoman Sipahi were unable to upgrade to Cavalry, this has been fixed
Version 7.2
Bombard range of all WW2/modern artillery & warships increased to 2 (Missile Cruiser 3)
Carrier capacity increased to 4, and Supercarrier to 6. Cost reduced to 320 and 500 shields respectively
7 Unique Units adjusted: Sipahi replaces Cuirassier (not Cavalry), F-15 land bombardment made lethal, etc.
Fascism suffers no loss of population upon switching
The vanilla AI almost never builds Granaries, giving it a disadvantage. Fixed, but needs C3X mod to work (included but optional)
On the standard C3X setting, the AI produces 1/6 of its land forces as artillery. This has been reduced to 1/8
Cruiser strength (and cost) reduced a little bit. Fighter bombard strength increased to 12
Improved Civilopedia and welcome screen
Version 7.0
AI players now follow 1 of 3 different research strategies (Warrior, Balanced, Builder) rather than the same one
Game time lengthened to 600 turns (4000 BC to 2100 AD)
Mega map size reduced to 220 x 220 tiles to shorten playing time (still 31 civs)
New unit: Atomic Bomb, auto-built by the Manhattan Project
New small wonder: Broadcast Tower
New graphics: Carrier & Self-Propelled Artillery updated
Some governments (Democracy, Fascism, Republic, Feudalism) adjusted to encourage the AI to make better late game choices
Simplification: All 10 Spaceship components now cost the same (800 shields each)
Some minor changes to the tech tree in the World Wars era
Newest version of the C3X Mod (release 8) included and adapted for the 2021 EXPANSION
Version 6.8
Several minor improvements to the Civilopedia
Traits assigned to some Great Wonders
The Manhattan Project auto-buils ICBMs
Version 6.7
C3X mod integrated with the expansion, providing many new features and bug fixes. Enabling the C3X mod is optional
The Manhattan Project auto-builds nukes
New graphics: Dark ridge between Sea and Ocean makes navigation easier
Version 6.6
Changes to the movement system for land units, because it caused a glitch in AI behavior and a bug with the General unit
Version 6.5
12 Unique Units were given more interesting and varied stats
Fixed some issues with Wonders: A few had their cost adjusted, 3 expire on a different tech, and 2 had their effect adjusted
Manual and Civilopedia updated
Version 6.4
Minimal changes to stats of TOW Infantry, Motorized Infantry, Mechanized Infantry and Modern Paratrooper
New installation folder with clearer instructions
Version 6.3
Fixed a small error affecting Workers (taking a little too long to finish projects on Mountains)
Version 6.2
First public release. In development since 2016
2021 EXPANSION Expansion Pack for Civ 3 Conquests --------------------------------------------------------------------------------------------------
6 years in the making, countless tweaks to improve game balance and expand on game options, yet keeping the essence of the original gameplay intact
The goal of this expansion is to improve the quality of the standard game as much as possible, by updating statistics, graphics and user interface
More detailed and realistic terrain graphics
Mega maps (230x230) with all 31 civilizations available
Random maps
Grand strategy through the full history of human civilization, from 4000 BC to 2100 AD (600 turns)
AI players follow 3 different research strategies (Warrior, Balanced, Builder), creating greater variation, more trade opportunities, and civilizations are more true to character
All units of the original game, plus 16 new ones to fill in gaps
Navies are much stronger
Unique team colors (that never change) for each of the 31 civilizations
High visibility red cursor makes it quicker to find the active unit
Redrawn national borders & thicker team color discs, easier to tell the color
Enhanced graphics for all cities on the map
City Screen: Citizen emojis & national color bars for better population management
4 new strategic resources, 2 new bonus resources
Strategic resources never disappear
Pollution levels reduced by up to 90%
Golden Age lasts 40 turns
4 new wonders, existing wonders reworked
City names added, so every nation has 50 each (the base game had between 16 and 44)
The Unique Units of all nations are much more balanced, and require no strategic resources, so it is always possible to build them
Any unit in the game has a chance to retreat if losing a battle
Scientific Leaders are disabled, so there is a fair race to build Wonders
Military Leaders & Armies replaced with the new General unit
The AI finishes its turn twice as fast as the unmodded game
Barbarians are no longer passive, and actively seek out targets
Limited railroad movement makes the game more strategic and realistic
AI attacks with lots of artillery
Bug fixes
And much more...
Significant changes to Unit stats, Civilizations, and Governments
Minor changes to the Technology Tree
Rewritten Civilopedia that is up to date with all changes