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v1.7b Emperor_Jackal's Civilization


Original Concept
Key Features
Production
Income
Geographics and Civs
Resources
Civilizations
Civics
Merchant System
Nationalities
Credits
Changelogs



Original Concept

I once had the idea to make a civilization-type map on Warcraft III. I had it planned so that cities would be effectively demi-heroes, with population represented in level. Culture, production and health would be represented through the default Strength, Agility and Intelligence.

Everything, from units to buildings would be 'produced' in the city. The problem I found was that it wouldn't work well in an RTS like Warcraft III because you'd have to micromanage the production of cities constantly. So I settled for something much different so the gameplay would not be crippled.



Instead, workers build buildings rather than cities although they still have their function of harnessing resources. Technology is researched in buildable buildings like in Civilization Wars and the techs are listed in tiers for easier use and management.
Key Features

- More realistic income system, and it has more strategic potential than pretty much all income systems.
- Ingame a trigger detects and boots Nerzhulen if he even tries to play the game.
- A choice of 53 civilizations across 12 players.
- Ability to research your way from the dawn of Civilization to the Future Era.
- Merchant system
- Vassal State system
- Civics System

Production

Production still exists, albeit in a very different form. Military buildings (barracks, shipyards, airfields) take up 1 production (food). All players start off with one food (which is taken by the starting barracks) and can get more by researching certain techs such as pottery and building certain buildings such as forges. There is a limit to production, so this forces players to prioritize, as units aren't instantly created when ordered.


Income

Income is more complex than normal. You get 100 gold income by default and on top of that you get 'city' income. This income is as follows:
Village - 15 gold
Large Village - 20 gold
Town - 25 gold
Large Town - 30 gold
City - 35 gold
Large City - 40 gold

All of these properties cost 80 gold to upgrade and all require a certain technology to upgrade (e.g. in order to upgrade a village into a large village you need Agriculture, and to upgrade a city into a large city you need electricity).

More significantly however you are penalized by how many 'properties'. The formula is (DefaultCityIncome - ( NumberOfProperties ^ 2 ). This means if you have 20 villages that would give you 300 gold 'default' income, you'd actually receive -100 gold. This encourages upgrading your current cities over expanding amount of cities, by simulating inefficient governance in large empires. This effect is halved when you've researched Economics and is quartered if you adopt Communism.

In addition to this, newly conquered 'properties' do not give you income for 5 minutes after being conquered. In fact they actually serve as a drain on your budget. The newly conquered 'properties' cost you 15 gold.



Geographics and Civs

All players are allocated a rough geographical area for themselves, but otherwise they can choose their civilization which gets it's own starting point. Africa, Middle East, North, Central and South America are fairly self-explanatory. West Europe is the parts of Europe west of Germany. North Europe consists of the British Isles and Scandinavia. Central Europe consists of Germany, the Balkans, the Baltic and Poland. West Asia is geographically the Russian Empire area (excluding Siberia). South Asia is the Indian sub-continent, Eastern Asia is basically everything north of Indo-China. Oceania is Oceania IRL with the addition of Indonesia's area.

Also, everyone starts off allied (but without shared vision). You declare war when you see it suitable.



Resources

Some resources are required for paticular units (for example swordsmen require iron), and some add to your income.

In order to gain access to resources you must build an improvement on them. The following improvements can be built on the following resources:
Mine - Copper, Iron.
Oil Well - Oil.
Camp - Ivory.
Pasture - Horses, Sheep.
Plantation - Sugar, Spices.

Improvements must be built within 1280 range of a building you own.

Civilizations

Current list of civilizations listed below. Feel free to suggest some new civilizations (in particular South & Central America where the numbers are a little short).

Northern Europe

England
Favourite Technology: Archery
Favourite Era: Industrial

Ireland
Favourite Technology: Agriculture
Favourite Era: Medieval

Scotland
Favourite Technology: Bronze Working
Favourite Era: Classical

Sweden
Favourite Technology: Rifling
Favourite Era: Renaissance

Viking Empire
Favourite Technology: Sailing
Favourite Era: Medieval


Western Europe

Celtic Tribes
Favourite Technology: Pottery
Favourite Era: Classical

France
Favourite Technology: Rifling
Favourite Era: Renaissance

Portugal
Favourite Technology: Optics
Favourite Era: Renaissance

Rome
Favourite Technology: Wheel
Favourite Era: Classical

Spain
Favourite Technology: Astronomy
Favourite Era: Renaissance


Central Europe

Bulgaria
Favourite Technology: Writing
Favourite Era: Medieval

Byzantine
Favourite Technology: Guilds
Favourite Era: Medieval

Germany
Favourite Technology: Printing Press
Favourite Era: Industrial

Greece
Favourite Technology: Construction
Favourite Era: Classical

Lithuania
Favourite Technology: Education
Favourite Era: Medieval

Poland
Favourite Technology: Agriculture
Favourite Era: Medieval


West Asia

Kazakh Khanate
Favourite Technology: Bronze Working
Favourite Era: Medieval

Samanid Empire
Favourite Technology: Calender
Favourite Era: Medieval

Scythia
Favourite Technology: Horseback Riding
Favourite Era: Classical

Soviet Union
Favourite Technology: Communism
Favourite Era: Modern

Tsarist Russia
Favourite Technology: Nationalism
Favourite Era: Renaissance


Middle East

Arabia
Favourite Technology: Construction
Favourite Era: Medieval

Assyria
Favourite Technology: Iron Working
Favourite Era: Ancient

Israel
Favourite Technology: Flight
Favourite Era: Modern

Phoenicia
Favourite Technology: Sailing
Favourite Era: Classical

Turkey
Favourite Technology: Gunpowder
Favourite Era: Medieval


Africa

Benin
Favourite Technology: Bronze Working
Favourite Era: Classical

Egypt
Favourite Technology: Agriculture
Favourite Era: Ancient

Mali
Favourite Technology: Pottery
Favourite Era: Classical

Zulu
Favourite Technology: Hunting
Favourite Era: Classical

Abyssinia
Favourite Technology: Nationalism
Favourite Era: Classical

South Asia

Indus Valley Civilization
Favourite Technology: Bronze Working
Favourite Era: Ancient

Maratha Empire
Favourite Technology: Military Tradition
Favourite Era: Renaissance

Mughal Empire
Favourite Technology: Construction
Favourite Era: Medieval

Vanga Kingdom
Favourite Technology: Sailing
Favourite Era: Ancient


Eastern Asia

China
Favourite Technology: Gunpowder
Favourite Era: Modern

Japan
Favourite Technology: Assembly Line
Favourite Era: Modern

Mongolia
Favourite Technology: Horseback Riding
Favourite Era: Medieval

Tibet
Favourite Technology: Pottery
Favourite Era: Classical

Korean Empire
Favourite Technology: Electricity
Favourite Era: Industrial

North Korea
Favourite Technology: Rocketry
Favourite Era: Modern


Oceania

Aboriginal Tribes
Favourite Technology: Hunting
Favourite Era: Ancient

Australia
Favourite Technology: Animal Husbandry
Favourite Era: Modern

Srivijaya
Favourite Technology: Optics
Favourite Era: Classical

Java
Favourite Technology: Construction
Favourite Era: Classical


North America

Cherokee Nation
Favourite Technology: Civil Service
Favourite Era: Medieval

English Canada
Favourite Technology: Economics
Favourite Era: Industrial

French Canada
Favourite Technology: Hunting
Favourite Era: Renaissance

Sioux Dakota
Favourite Technology: Archery
Favourite Era: Classical

United States of America
Favourite Technology: Democracy
Favourite Era: Modern


Central America

Aztec Empire
Favourite Technology: Agriculture
Favourite Era: Classical

Cochimi
Favourite Technology: Hunting
Favourite Era: Ancient

Mayan Empire
Favourite Technology: Calender
Favourite Era: Classical


South America

Inca Civilization
Favourite Technology: Bronze Working
Favourite Era: Classical

Muisca Confederation
Favourite Technology: Metal Casting
Favourite Era: Classical

Valdivia Civilization
Favourite Technology: Sailing
Favourite Era: Ancient

Bolivia
Favourite Technology: Rifling
Favourite Era: Renaissance

Brazil
Favourite Technology: Military Tradition
Favourite Era: Industrial


Civics

There are 2 types of civics: Government and Economic.
For Government there is:
Monarchy (default). +1 gold gained per merchant.
Democracy. -50% corruption penalty.
Dictatorship. +33% corruption, +15% attack speed for units.

For Economy there is:
Free Market (default). +16.6% income & +16.6% corruption
Merchantilism. No merchant trade with other players.
Communism. -50% corruption.
Fascism. +20% unit movement speed.

"-check government civics" to see who has what government civic.
"-check economic civics" to see who has what economic civic.

"-government civics" to change governments civics.
"-economic civics" to change economic civics.
Note that only one person at a time can load the dialog to change civics.



Merchant System

For every merchant that reaches your properties, you gain however much mana it has.
Merchants from Villages start with 1 mana.
Large Villages and Towns start with 2 mana.
Large Towns and Cities start with 3 mana.
Large Cities start with 4 mana.
+1 mana if the recipient has oil.
+1 mana if the recipient has ivory.
+1 mana if the recipient has spices.
+1 mana if the recipient has sugars.
+1 mana if the recipient is under the Monarchy civic.

Occupied properties do not send out merchants, however they can still recieve them.

Players cannot send/recieve merchants with enemies.
Players using the Merchantilism Civic cannot send/recieve merchants with other players.



Nationalities

Not all races and cities have nationalities, but all of those in Europe, Asia and Oceania do. The majority of Civs get their own nationality:
English - England, English Canada.
French - France, French Canada.
Scandinavian - Viking Empire.
Swedish - Sweden.
Spanish - Spain.
Portugese - Portugal.
Italian - Rome.
Polish - Poland.
German - Germany.
Greek - Greece.
Byzantine - Byzantine.
Lithuanian - Lithuania.
Russian - Tsarist Russia, Soviet Union.
Tartar - Scythia.
Arab - Assyria, Arabia, Egypt.
Kazakh - Khazakh Khanate.
Muslim Indian - Mughal Empire, Indus Valley Civilization.
Hindi Indian - Maratha Empire.
Bengali - Vangal Kingdom.
Chinese - China.
Mongol - Mongolia.
Malay - Srivijaya.
Javanese - Java.
Aborigine - Aboriginal Tribes.

Nationalities used to tie in with stability, but now I've removed stability I have no idea what do to with them. If anyone can come up with a decent idea for them, that would be great.




Credits

- Terrain template originally by Tinerdz[DW] in his map "World War III: IC"
- Triggers, units and some terrain modifications done by Emperor_Jackal.
- Tank, Battleship, Transport, Airfield, Fighter, Gunship and Destroyer models done by Kofi_Banan. (Should be noted that I grayscaled the gunship for use in this map)
- Aircraft Carrier and Submarine models done by Illidan(Evil)X.
- Rifleman and Cavalry models done by BlinkBoy.
- Musketman model done by Lord_T.
- Original Gunship icon by anarchianbedlam. (Should be noted that I have grayscaled it for use in this map).
- Infantry model and Factory/Industrial Barracks model done by Mechanical Man.
- Horse Archer model by kaycei.
- Spearman/Pikeman model by Elenai.
- Crossbowman model by Kitabatake.
- Projectile model used by Infantry and Machine Gun made by Talon The Mage.
- Ironclad model done by Vivi125. (Should be noted that this model is an edit of the Orc Battleship model.
- Keep, Army Camp and Fort models by Mr. Bob.
- Battle Droid model and icon by olofmoleman. (Should be noted that both resources have been grayscaled by me.)
- Orbital Shipyard model by olofmoleman.
- Orbital Shipyard icon by The_Silent
- Laser projectile model by th15.
- Heavy Trooper icon by Riley.
- Heavy Trooper model by Epsilon.
- T-800 model and icon by HappyTauren.
- Star Fighter model by olofmoleman.
- Space Research Centre model by killst4r. (Should be noted that I grayscaled the gunship for use in this map)
- Thanks to the Civilization team for inspiration and the awesome production icon. :3
- Star Bomber model by Clan OtLz. (Should be noted that I made the icon from the model)
- Moon tileset by Horn. (Note that I've grayscaled and darkened it beyond much recognision).
- Space tileset by wertyn.
- Space transporter model by Elunes-Guardian. (Note that I grayscaled the model and made the icon from the model).
- Cruiser model by Max666. (Note that I made the icon from the model).
- Star Destroyer model and icon by Olofmoleman
- Plasma Turret model and icon by Olofmoleman.
- Plasma Missile model by Ham Ham.
- Star Battleship model by Elunes-Guardian
- Death Star model and icon by Illidan(Evil)X.
- Star Frigate model by Mr. Bob. (Note that I made the icon from the model).





Changelogs

v1.7


v1.7b
- Fixed a glitch where AI caused so much lag for the game to be unplayable.

- Every civ has it's own flag.
- Shipyards' placement requirement changed from ground-pathable to sea-pathable.
- Submarine's wind walk-type submerge replaced with the naga-type submerge.
- Added a "-far" command for those too dumb to use the Quest Log.
- The grass in Africa now extends to Ethiopia just like in reality.
- Satellites now require Flight in addition to Radio. Laser Technologies no longer requires Flight.
- You can now circumnavigate the world properly with waygates at either side of the earth map.
- 2 new Civilizations added to Player 8 (Pink); North Korea and Korean Empire.
- 2 new Civilizations added to Player 12 (Brown); Bolivia and Brazil.
- Artificial Intelligence added for computer-alloted slots or slots where the player has left. The AI is fully capable of maintaining an army, researching tech and expanding, but not quite as well as a human player.
- 1 new Civilization added to Player 6 (Orange); Abyssinia.

v1.6


- Added to the requirements of the tech "Assembly Line" the tech "Rifling".
- Changed the Printing Press research icon so that it is more appropriate and doesn't clash with Gunpowder.
- Renamed Death Star to Leviathan because apparently some dumbasses think that the Death Star should be able to blow up the Earth.
- 0.4 MB lost by me optimising some triggers.
- Conscription added to every unoccupied property! Requires Nationalism.
- Construction Points and Moon Bases introduced. Construction Points do not add corruption nor income, but can be upgraded into Moon Bases. Moon Bases add corruption and 60 income.
- Production bonus from Nuclear Fusion reduced from 100 to 10.
- Organic units entering the moon will now get a "space helmet"
- Oil Well hotkey fixed.
- "Liberation" implented. The previous owner of a property is stored so that if he retakes the property, he does not have to go through the occupation process.
- Summoned Star Fighters can no longer use Hyperdrive.
- A few sounds added in.
- Added some asteroids in Space. They don't do anything yet.


v1.5


- Stability System removed.
- Knights now require Horseback Riding.
- Fixed bug where Large Towns wouldn't give speed bonuses for Paved and Rail Roads.
- Classical Worker train Hotkey should no longer clash with any upgrades.
- Masters of Vassals that leave the game now gain direct control over the vassal's possesions (excluding production buildings).
- Units have been made smaller and melee units have had their range altered in light of this.
- Unit shadows have been made proportionate to the unit's size.
- You can now kill your own units.
- When attacked, an organic unit will now 'emit' blood.
- Outline area of Finland and surroundings redone slightly to make it more accurate.
- Village added at Suez
- Arid terrain at Tibet replaced with snow
- Dimensions changed! More land to the north
- Starting point of Australia moved to Melbourne.
- New Merchant system! Every property collects and sends 3 merchants to nearby properties. See the quest log for more info.
- Future Era extended into space. Starships introduced.
- Moon made. It only has the tritanium resource at this time.

v1.4


- Anti-Teamkill trigger added.
- Road abilities are now seperate rather than being levels. They should work as intended now.
- Current Civic label has been corrected so it displays when and where it should.
- Number of revolting 'worker's numbered at 1 per building.
- Revolts in instable governments now have 1/4 chance to take place.
- Starting stability changed from 900 to 1100
- Upgrading from Renaissance Shipyard to Industrial Shipyard now doesn't cost gold.
- Satellites now only require Radio.
- New tech: Robotics. Requires Industrialism and Rocketry.
- New unit: Robot Trooper. Requires Robotics. Is the same as Infantry but is cheaper and smaller.
- Neutral Hostile units no longer give bounty.
- Camera zoom system added. Type "-cam far/med/close".
- New tech: Laser Technologies. Requires Industrialism and Rocketry.
- New unit: Heavy Trooper. Requires Laser Technologies. Is a powerful infantry.
- New unit: T-800. Requires Laser Technologies and Robotics. Is a strong anti-infantry.
- Future Barracks shall hold these new units.
- Defensive buildings can no longer be placed anywhere you like (ie on top of other buildings)

v1.3

- Colour codes for civics change trigger changed.
- Tooltips of Factories and Forges changed to reflect the fact that they now provide 2 production.
- Defensive buildings (Keeps, Castles, Forts and Army Camps) added.
- You can now rename yourself ingame by typing "-rename *desired new name*". Please note that you cannot share the same name as another player and there is a 20 character name limit.
- War Elephant sound changed from Paladin to Mammoth.
- Fatal error caused by Vassals and Income has been fixed.
- Artillery icon position in barracks has been changed; it is now next to the Tank icon position. Also, it now requires Industrialism rather than Rocketry.
v1.2

- Large Town model and icon changed, so the building has a birth animation and you can see when it is upgrading.
- Evil 'incorrect' spam has mostly beem removed.
- Starting gold increased from 500 to 1000.
- You can now check what quiz question was last asked by typing "-question".
- Iron and Copper mines now also give 1 production each.
- Factories and Forges now give 2 production each instead of 1.
- Research Instititue model changed so that it doesn't clash with the University model.
- Research Instititues now require Industrial Era to be built.
- Renaissance Barracks also now require gunpowder to be built.
- Modern worker now builds Modern Barracks and Industrial Shipyard rather than Renaissance Barracks and Renaissance Shipyard.
- Iron added to island of Java.
- Vassal States! Read about them in the quest log.
- Ice blocks added to North Pole area.
- More questions added to the quiz.
- Collision size of ships altered.
- Civics dialog up and running.
- SAM Infantry attack type changed to Shock to counter Gunships.
- Artillery added. Basically it's exactly the same as the old SAM Infantry to counter Tanks, except for the different icon and model.
- Tech research times have been lowered from 60 seconds to 45 seconds.
- Tech gold costs have been changed. Tribal Center techs cost 150 gold, Libraries 200 gold, Universities 250 and Research Institutes 300.
- Arabia's Favourite Era is changed from Classical to Medieval, Assyria's Favourite Era changed from Classical to Ancient.
- Unit productions have been lowered from 20 seconds to 8 seconds.
- Desert in Australia extended west to the coastline.
- You can answer questions completely in lower case if you want now.
- Island nations (ones with only 1 village in one landmass) get a bonus 30 gold income for first 10 minutes.
- Gunship movement type changed from foot to hover. Movement height has been changed to 150.
v1.1

- Many units' sound sets have been changed.
- Machine guns can now un/pack.
- Multiboard added. Lists Income/Properties/Stability/Kills/Losses.
- Oil does work now!
- Satellite bug fixed.
- General knowledge quiz added. Read the quest entry for more information.
Keywords:
Strategy, Diplomacy, Civilization
Contents

v1.7b Emperor_Jackal's Civilization (Map)

Level 28
Joined
Apr 6, 2010
Messages
3,106
Ships can't attack buildings.

One-city island still build merchants.

Target acquisition ranges don't match the reduced ranges.

There's some lag spikes I suspect are caused by too many merchants spawning and moving at once.

Got a game crash on sending units to the map edges.

Moon Base has no model and can't be selected.

There doesn't seem to be a way to get Tritinium deposits.

Income system should scale better, the penalties make the early game very slow. Most of the time I don't even make contact with other civs until late modern era.

Plantations should use a different model than the plants they're on.

Are merchant ships sent out by cities or shipyards? I've seen both.

Aircraft Carrier planes are too big, and should change model once reaching the future era.
 
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