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Civilization Wars 3.12.3

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Civilization Wars

Fight for the glory of your empire in this three vs three map, styled similarly to maps like Castle Fight and Survival Chaos. Construct structures to periodically spawn units which will do all the fighting for you to gain control of key areas across three lanes of battle. Research technologies to unlock more advanced units: from a lowly Spearman to a mighty T-34 Tank, dominate your enemies in every era of human history.

Fight across both land and sea to control key areas and gain additional resources. Building markets will capitalize further on this control, granting you additional gold based on which market you constructed and which lane you control. Trade Markets will give you gold based on how many Top nodes you control, Food Markets will give you gold based on how many Mid nodes you control, and Material Markets will give you gold based on how many Bot nodes you control.

Be the first to construct mighty wonders from each time period and gain unique effects to bolster your empire.

Achieve victory by starving your opponents of resources in order to eventually overwhelm their defences with more advanced units.




Features

Choose from 80 units across both land and sea across history. Balance their strengths and weaknesses and counter the enemy in order to create the perfect army.

Race your opponents to be the first to construct 32 wonders and benefit from their unique effects that no other player can access.

Balance economic growth with military domination by balancing your need to maintain a strong enough army to control strategic locations and your attempts to profit off them through the use of markets.

Gameplay



Credit to xWizard for the gameplay, check him out here


Lane Roles

Civilization Wars is fought across three lanes of battle. The player in each lane will have different roles to play in their team in order to achieve victory.


Top and Bot Lane

These are the lanes where the majority of the combat takes place. The bottom lane fights using land units, while the top lane fights using sea units.

Controlling the top and bot lane will provide you with extra gold and materials to all of your team every 30 seconds for each node (or circle of power) you control. When building on these lanes it is your job to invest heavily in your military rather than your economy, to allow your mid lane player to capitalize on this control, racing ahead in technology and economy.



Mid Lane:

This lane is by far the most challenging. Controlling Mid lane will provide +1 food to all of your team for each node (or circle of power) you control, with another +1 food bonus for controlling the middle node. It is essential that you gain control of this lane sometime in the early game in order to allow your sidelanes to add more spawning buildings without having to invest in granaries for food, which is very costly. Doing so will allow them to control their lanes much easier and gain their bonuses.

Once your sidelanes have used this food, there is less to gain from controlling the middle lane than the other two lanes. The mid's role is then to support your sidelanes with support units such as the Warlord and Ballista, in an effort to help them control their lanes which give more valuable rewards. Then you can advance through the technologies faster than them to add more advanced units, while also building a significant amount of markets in order to increase your income based on what lanes you control.

Beware of Build Limit; each player has a maximum amount of spawning camps/docks they can build on each others lane. To get around this, you can purchase more Build Limit from your capital.

The middle lane acts as the 'carry' lane; in the lategame, your income and technology point should be significantly higher than your sidelanes, and at this point, you can begin adding advanced units in order to try and break their towers and win the game.



Version History

This map was initially created by Dangime and then significantly added to by Terrabull, up to version 2.30. Since 2015, the map was recreated with permission and continued by Civil.

You can find the Changelog here

Community

You can find players and see games hosted on our discord:

Discord - Free voice and text chat for gamers
Contents

Civ Wars v3.12.3 (Map)

Reviews
DesKaladA: meh its a working civilation clone approved
Ralle
Set back to pending.
Remixer
Review - Civilization Wars 3.12.3 (Version April 7th 2023) Synopsis: A classic civilization race, where teams race against each other in technology and development, balancing their resources between offense and income. Nice to see a mixture of naval...

Moderator

M

Moderator

DesKaladA: meh its a working civilation clone approved
 
Level 10
Joined
Jun 16, 2007
Messages
415
1. Upgrades suck, you dont really have a choice, you need to learn nearly all to advance and its basically sucking since, if you need all, then why even bother adding all these upgrades and not upgrades that are optional???
2. No matter what units I spawn, in the end I end up with the same units at the end of an age...creative? nope...
3. Not much variety, you are being forced to build the same crap every game and end up with the same!

Just do something about the upgrades and the fact that all units end up in the same unit at the end of an age.
 
Level 3
Joined
Oct 4, 2007
Messages
28
kuLt.G_Hoernch I'm gonna throw down the gauntlet here and say your comment is biased since you put out a crappy line war that's no comparision to mine. Feel free to fire back, but I don't think my comment is out of line here.
 
Level 3
Joined
Aug 31, 2007
Messages
40
I'd also comment on stubby's comment. lol why IS it so square compared to vers. 1? And kultG you obviously need a god damn mind. Dangime is the best (whatever category Civ Wars fits in) maker. 1, his upgrades actually have a point ingame. ALL of them do. 2, read the description of the research before you research it you dumbshit. 3, may not be much variety, but the units are well rounded, balanced, and the creation of them themselves are awesome. And I'd bet your Line War is much crappier than even my game, which I based off of Dangime's game.
 
Level 10
Joined
Jun 16, 2007
Messages
415
1st of all, i played your map for the first time 2 months after starting mine, and the idea wasn't given you, but by ToK: BC which is one of the best made maps ever, so no its no real copy of yours, i already was making my map before i knew of yours, and how is my map a crappy line war, where in your map the units also move in a line from one camp to the exactly opposite? when i said that i don't like the updates, i only absolutely dislike having to research all upgrades except ship ones to reach the next age, it would be good if more updates would be optional...
dont get me wrong, apart of that your map really does kick ass, and it'd be 10/10 from me if that one thing wouldnt bug me
 
Level 3
Joined
Oct 4, 2007
Messages
28
That's fine, but really there's no need for you to come and give me a 3 or a 4 because of one little thing. It makes you look petty or jealous or unobjective. If you've ever played Civilization you would know you need most of the upgrades to advance the eras. I think it's better if you don't even comment on others maps of very similar types. Let the players speak for themselves. I do the same.
 
Level 10
Joined
Jun 16, 2007
Messages
415
i played it and thats why i said that i dont like having to study all upgrades, id prefer something like, you need to have 5 upgrades of your choice before being able to enter new age, and i rated it like 7 - Great and not 3 or 4, your map is good only upgrades bug me.
btw the variety has increased with your new updates and include pretty cool horse archers
 
Level 3
Joined
Oct 24, 2004
Messages
50
I love this map very much. I wish there could be maybe different modes. More unit types. Maybe even give the chance Pick different nations types with there own advantages and disadvantages.
 
Level 10
Joined
Jun 16, 2007
Messages
415
I just played yesterday and wtf tanks are uber imba. 3 tanks destroyed my 2 hardened bunkers even with my 6 grenade and 2 sniper guys helping, u r basically owned if you cant get tanks fast enough...their armour is immune to bunkers attack nearly and their attacks deal heaps to bunkers + they have like 2000hp, id nerf that mighty!
 
Level 17
Joined
Apr 13, 2008
Messages
1,610
Hi, I played this map only a few times, and I love it.
My perception is.. Tanks are way too powerful. I played against a friend who had a very strong defense on the bottom line (several bunkers, 20+ advanced units and a Maginot line), but once I finished the tank wonder I won the game in an instant. Please think about balancing them somehow.
 
Level 5
Joined
Jun 26, 2008
Messages
178
I remember playing this some time back. I remember it was great! :)
Hopefully it will be even better now I have allowed time to pass and newer versions to arrive. :L
 
Level 1
Joined
Oct 11, 2017
Messages
3
Civ Wars - a great game that has stood the test of time. The community, while not as large as it once was, is still playing. The game spent many periods of time stagnating - The meta didn't shift, players came and went... But, the game lives on.
This map is a line war game. It is tug of war, rock + paper + scissors, and economy/technology/military balance game. The fun is in how each game can play out. Individual players can make a HUGE impact on the game, but in the end, teamwork is king. Top and bottom lanes typically are "support" players, but not in the typical definition of the term. These lanes are the military force in this map; they invest everything into building a force and upgrading them to beat back their respective opponents. Mid lane is sort of the team captain and gives support to the side lanes. But, despite giving support to the side lanes, the mid lane is more of the "carry" role in this game. While the side lanes typically duke it out every game, the mid lane chooses where to spend their gold and also races through technology more quickly. It is the mid lane player's choices that usually decide a game.

The three lanes share similarities in game play, but also end up feeling different. You could play a dozen games as top lane and it would be a very different experience playing bottom lane. The armor and damage types of units is different and therefore your army composition will differ. Once you have experience on top and bottom lanes, you can try out middle for another new experience. Middle has the same units to choose from as bottom.... But also must juggle more things by assisting other lanes as well as fighting for middle and teching up and increasing income and....


The map has been around for a while. The formula hasn't really changed. The developer responsibilities has been passed down from the original developers. The current dev is innovating and adding new content to mix up the meta and is bringing about a lot of hype and change that is a breathe of fresh air for the game.

If you have never played before, I recommend giving it a shot. It can be a bit overwhelming your first few games, but if you ask for assistance there are a lot of players out there in the community that will tell you basic unit compositions and tech orders.


Come check out Civ Wars!
 
Level 7
Joined
Dec 9, 2014
Messages
92
Deactivated wonders not being able to be reactivated or upgraded is a design/balance choice. They offer a discount with that downside.

Not sure there would be much utility to upgrading workers, because you can just train the next worker from the Capital. Old workers still have use if you want to build certain type of buildings that you can't elsewhere and act as repair bots.

I don't have the knowledge to make a complicated AI, I thought about making a basic one with generic build paths but decided ultimately it wouldn't be too useful if it can't react well to what other players are doing.

Hope you enjoyed the map :grin:
 
Level 2
Joined
Oct 29, 2019
Messages
9
I've had to play on mid lane recently and noticed that food markets are pretty bad. While they seem to only cost 50 gold and 50 resources, they also take up 2 units of food, and 1 unit of food costs 100 gold. Doesn't that make Food markets the worst type of markets in the game?
 

Ralle

Owner
Level 79
Joined
Oct 6, 2004
Messages
10,213
Civil said:
Is it possible to request a rereview of my map on hive from moderators? Because it's an old map It was approved in 2007 with 'meh its a working civilation clone approved' as a comment, so it would be nice to get a fresh review as it's a totally different map at this point Would be happier with a detailed 1 star review than the current one.

Set back to pending.
 

Remixer

Map Reviewer
Level 33
Joined
Feb 19, 2011
Messages
2,113
Review - Civilization Wars 3.12.3
(Version April 7th 2023)
Synopsis: A classic civilization race, where teams race against each other in technology and development, balancing their resources between offense and income. Nice to see a mixture of naval and land units. The map does a solid job at reusing and recycling classic assets, but also incorporates custom imports quite well into the mix with sufficient clarity. Balance-wise I cannot say much. It can definitely provide lots of fun gameplay if one is interested in this kind of defense-race-offense map.
Map Aesthetics and Theme: Visual clarity is quite good, though it can be hard to evaluate a unit's power from the visuals, this is something that could be improved on, though this would likely mean utilization of more customized assets. Recoloring of models can work, but they lack the impact of an 'improved' and more unique model. Another part that remains quite stale is the environment on the map, and it could be gorgeous to see indications of civilization advancements also in the environment (say unlocking certain 'milestones' could change how supply buildings or even the terrain can look).

Overall this is a solid take on the genre, but visually or thematically it does not bring much of 'Oomph!' onto the table. Ultimately that is however usually not a very important aspect of this kind of map.


Gameplay Elements: Differentiation of the lanes is nice approach and it gives some twist to the map. Many tower defense or defense maps in Warcraft utilize income and invest-and-receive kind of approach. I like that this map also uses way-points on the lanes that affect the income of players. Likewise, the player spots are more differentiated from one another. Addition of computer control or more flexible system (such as solo-playing with control over all lanes) could be a useful addition. There seems to be a lot of options in regards to units and which things to research first and in which order.

Quick buttons are useful as they allow selection of headquarters easily. Likewise, it is good to see in-progress researches on the screen. Nice additions to the map. Good job.


Comments:
Nice map for defense-map lovers, even more so if one is into civilization racing. The development could (at least in some parts) perhaps be faster, rather than staying on the same units for that long, but that's perhaps just a personal opinion of mine (the need to rush through the stages). The balance (though I am not familiar in more advanced playing of this map), seems to consider the investments of the teams into both military power as well as the economy and supply. The heavy team-dependency makes it hard to pick up, especially without computer-controlled players. I like the user interface and its clarity.

Approved as
Recommended with a rating of 4/5.
 
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