The file Tides of Crimson v.2.9.2 is a modification for Sid Meier's Civilization III: Conquests, a(n) strategy game. Download for free.
File Type: Game Mod
File Size: 1263.2 MB
Last Update: October 6, 2022
Downloads: 410
Last 7 days: 0
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Sid Meier's Civilization III: Conquests
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Sid Meier's Civilization III: Conquests

Tides of Crimson is a mod for Sid Meier’s Civilization III: Conquests, created by Ha_Luu..
Description:
Tides of Crimson is a full-conversion fantasy Mod with many gameplay changes. Alterations have been made to create diversity among civilizations and improve AI mechanics.
FEATURES:
- Revamped Fantasy Interface
- 26 Unique races with separate unit lines (more races coming in future releases)
- Overhauled AI for offensive bombardment, more usage of sea units, etc.
- Fixed Submarine Bug and Stealth attack bug (thanks Flintlock!)
- All new buildings/wonders
- Magic Spells
- Elemental system
- New 4 era fantasy-based tech tree
- Governments Replaced by Spheres (i.e. Sphere of Water, Earth, Life, Fire)
- Space Race replaced by collection of items for the Ultima Spell, with new victory movie
- Completely integrated and linked Civilopedia
- 64+ different resources
- Color/icon-coded City build list and Tech Tree for ease of use
- Colored/modified unit action buttons for "most used" actions
- much much more!
GAMEPLAY:
Tides of Crimson is meant to create ultimate replayability within a fantasy setting. ToC features mechanics such as magic spells and an elemental system, along with asymmetric races that require entirely different strategies. This is more than just a mod for Civ 3, it's meant to be a whole new game that requires a fresh approach.
Population Cost
In Tides of Crimson, every unit is valuable. The goal was to create a true sense of loss every time you lose a unit. No longer will units spawn like cockroaches, being thrown wrecklessly at the enemy because you know in 2 turns you will get another unit just like it.
Furthermore, many higher-tier units in the game cost population points. So now you must sometimes weigh the benefits of a unit with the cost of not having citizens working tiles in your city.
Diversified Races
Tides of Crimson has asymmetric races.. meaning that every race plays entirely differently, while still being balanced. Races in standard Civ 3 all feel the same with very minor differences, but this is not the case with this Mod. Here, races don't just look different, they PLAY different. You have to utilize a race's unique strengths and mechanics to be an effective ruler.
Diversified Unit Classes
Another goal of this Mod was to make a game where every unit was useful, all the way until the end of the game. Do you build the early-game units which are cheaper and magnitudes quicker to build? Do you want archery units, with their lethal bombardment? Or do you want artillery, which do much more damage, but can't kill anyone? How about an invisible unit, to sneak up on unsuspecting forces? How about getting that Fire Elemental to help vanquish your Ice-based enemy? All these choices and more are yours, and a lot of time has been spent balancing the game and making sure that you would consider building every single unit within a race, even late in a game.
Increased Unit Movement
In ToC, units move more quickly than in standard Civ 3. Infantry generally move 2 tiles per turn, and cavalry type units move 3 tiles per turn. This has the effect of alleviating some frustration when trying to move your forces across the map. This also makes worker management easier, as most worker units can also move 2 tiles per turn.
<br>To install:
Extract to „.. „...Civilization3Conquests\Conquests\Scenarios”
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