Introduction To The "Modern" Mod

Introduction To The "Modern" Mod

What Is Modern?

Modern is a new mod for Civ 3 Multiplayer. It's designed so that it dives right into the action, gives players relatively balanced starts, and allows a lot of gameplay options that aren't available in other multiplayer mods.

Unlike other multiplayer mods, modern has custom animations and a custom civilopedia! These are optional. You can play without them, but some things may be confusing. Ex, the "combat engineer" will appear as a medieval infantry, instead of as a flamethrower.

The mod, along with installation instructions, can be found on the google drive.[drive.google.com] Again, you don't need to install this to play in a multiplayer game of modern, but it is recommended for the "full experience", and to make it easier to learn things.

What's The Point Of Modern

Balance

-Balanced land, so tundra and jungle are as good as, but different from, grassland and plains starts.

-Balanced res. There are 6 res, all do cool and interesting things.

-Balanced government. There are 4 governments. All have different pros and cons, and are used relatively evenly by skilled players.

-Little balance things, like everyone getting a 2 turn anarchy

Exploring all that Civ 3 has to offer

-Custom governments!

-Small wonders and buildings giving cool unique bonuses

-Tons of unit variety and abilities. This includes new classes of units (like the convoy or iron dome) that can be made in the editor, fill an interesting niche, but don't exist in normal Civ 3!

Exciting metagame

-The mod rewards you for interacting with the map and your enemies. There are a ton of tools for making offensive plays.

-The focus on resources encourages players to explore the map and establish faraway colonies, instead of sitting at home and turtling.

-It's fast, games last 2.5 hours maximum.

What Do I Do At The Start?

First, switch government. There are 4 new governments in Modern, each with their own powers and unique buildings.

You start with 2 workers, 2 settlers, an explorer, and a king. All civs are expansionist, so you can pop huts with your kings without getting barbs.

You palace acts as an aqueduct and a granary. You do not need to build a granary in your capital. You're free to build whatever you want at the start of the game.

There is no tech trading in modern, so you will need to progress through the tech tree yourself. At the start, research the wartime tech, so that you can draft and enter wartime mode. After that, check what tech you need for the unit you want to build, and prioritise that tech.

How Do The Custom Governments Work?

Buildings specific to each government will disappear if you switch governments. So switching mid-game will be costly.

Buildings specific to each government are noted with a letter. "O" for order (EG, "O Barracks" is the buffed barracks available if you're in order.) "F" for freedom, "T" for tradition, and "E" for equality.

If buildings do something they don't do in regular civ 3, it will be stated in the name. For example, the "F Market (Less Corruption) gives plus 50% science, in addition to the things a bank normally does.

In some cases, you are able to build the default building in addition to the government specific building. For example, if you're in order, you can build the regular barracks in addition to the "O Barracks". Don't do this, you're better off building the O Barracks, and the benefits from the two different versions of the same building don't stack.

Small Wonders

Each government gets 2 small wonders. A wonder at the ideology tech, and one at the hegemony tech. The ideology wonder provides a boost to help you through issues your government might have in the mid-game. The hegemony wonder unlocks the true potential of the government.

Order:

Ideology:Divided into 2 parts:

Part 1:+2 happiness in the city, +2 gold per turn. Produces a power cruise missile every 9 turns.

Part 2: +2 Free Techs

Note that in multiplayer, the second tech from Theory of Evolution/This wonder is assigned randomly. Part 2 being built will be announced to all, and the host should save the game when that happens. Otherwise, if the game drops, the player will lose their free techs on reload.

Hegemony: Allows you to heal in enemy land, +1 ship moves, and produces a modern trooper+ every 5 turns. Acts as a hospital in the city where it's built. +50% science in the city where it's built.

Equality:

Ideology: +1 commerce in all tiles in that city, +3 happiness

Hegemony: +3 happiness in all cities, doubles science in that city.

Tradition:

Ideology: Produces Special Forces every 5 turns, +6 gold per turn.

Hegemony: Produces worker every 2 turns, aqueduct in each city, doubles happiness from temples. +50% science in the city where it's built. 10 gold per turn.

(Note that Tradition's Hegemony wonder is divided into two parts, and both must be built in the same city)

Freedom:

Ideology: Produces a fighter every 5 turns.

Hegemony: Longevity effect, 5% interest on treasury. +50% science in the city where it's built.

What Are The Governments?

Order

-5 military police.

-Cheap harbours, and cheap barracks that give +1 happiness.

-Cheap Offshore platforms.

-Rampant corruption

-300% worker speed (Mines on flatland in 1 turn)

-4/7/10 unit cap

-Elite spies

-No Xenophobia/forced resettlement.

Equality

-0/4/8 unit cap. 8 free units.

-100% worker speed. (2 turns to build road on flatland, 1 turn to irrigate)

-No building maintenance

-Cheaper granaries, and 2 shield airports. (settlers can paradrop!) Each provide one happiness, the airport gives +25% production.

-Offshore platforms give happiness. Harbors are cheap, give happiness, and reduce corruption.

-0 military police

-Communal corruption

-Veteran spies.

Freedom

-0/1/4 unit support

-200% worker speed. (chop in 1 turn)

-Markets and banks reduce corruption. Banks give bonus science. Stock Exchanges give +2 happy faces.

-Harbors give culture.

-Minimal corruption.

Tradition

-1/3/7 free units.

-150% worker speed.

-Nuisance corruption

-Literally just republic from future with cheap power plants, buffed temples, and cheap cathedrals that reduce corruption.

What Units Should I Go For?


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There are 6 different resources in modern and you can pursue a bunch of different strategies depending on which you have.

Note that many other resources, such as wheat, are coded as strategic resources, but don't do anything. They are only coded this way so that we can increase their spawn rate.

No resources

You can always build militia, cheap cannon fodder units that are 3/4/1s. You can build and draft the partisan, which is an 8/4/1 with defensive bombard. It has 3 defensive bombard, which is strong early game, but becomes less relevant as higher tier units are unlocked. If you have no res, you can also build SAMs, flaks, artillery, galleons, and frigates.

With the Aerial Assault tech, you can build Insurgents. These are a little overpriced, but they're mobile and are strong attackers.

Uranium

Research transportation, and this will let you build nuke subs. You can also build marines and different types of fighter planes. It allows (with iron) a few different land units in the bottom half of the tech tree, and sub cruises (with coal).

Aluminum

Allows cruise missiles on its own. It unlocks jets and stealth planes in combination with other resources, special forces (which are draftable!) with rubber. With oil, you can unlock bardleys and modern armor (which require rubber too).

Rubber

Gives Skirmishers on its own, which are a draftable 8/6/2. Unlocks modern armor with oil/alu, mechs with oil + coal, and special forces with aluminum. It also is a component in 2 new utility units: Iron dome (a hard counter to cruise missiles), and chinooks (similar to helicopter, but they can hold more types of units, including artillery, tanks, flaks, cruise missiles, etc).

Oil

Unlocks bombers, helicopters, submarines, and transports on its own. It's a component in tanks, MAs, and some planes and ships.

With coal, it also allows the new "battalion" unit, a 5/4/1 with +5 HP, a defensive unit that counters cruise missiles.

Iron

Unlocks radar artillery, ironclads, carriers on it's own. With coal and ura you can unlock strong units in the bottom half of the tech tree, including modern paratroopers, RPG troopers (draftable), and combat engineers. Also used in Iron domes and some boats.

Coal

On its own, unlocks cruisers, infantry (draftable defensive 2 movers), and convoys. Convoys are a land transport unit that can travel 4 tiles across any terrain, and hold 3 foot units. Unlocks sub cruises with uranium. They are a component in some ships and some mid game land units, like combat engineers and modern troopers.

Mecha Units

At the end of the tech tree, you can unlock mecha versions of the sub cruise, modern armor, and modern paratrooper. Each require 4 resources. The editor only lets units require 3 resources, so the mecha units have 2 components: A base unit that is immobile, and only serves to upgrade (for free) to the mecha unit proper. So make sure you have the resources for both the base unit and the unit proper.

EX: When you have the synthetic fibers tech, Oil, rubber, and aluminum, lets you build the "(upgrades to MA+)" unit. Once you build this base unit, you can upgrade it for free to MA+, as long as you have oil, aluminum, and iron.

Don't build the "MA+". Build "Upgrades to MA+". If you try to build MA+ it won't work. The game may try to reset you're production, make sure to switch to the correct one ("Upgrades to MA+")

Anything Else I Should Know?

-Galleons,carriers and transports have more transport capacity. Most ships and some land units (Bradleys, mechs, paratroopers, infantry, and MAs) have extra movement points.

-Espionage is cheap.

-Settlers can paradrop from airbases and airports. You unlock airbases at cargo.

-All civs are religious and expansionist. So 2 turn anarchies for everyone. There are no UUs.

-Barbs spawn quite soon, often turn 6-8. So keep your king around to defend. You have a 1000% combat bonus vs the barbs, so you should always win.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2094304665					

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