Sid Meier's Civilization III: Complete

Sid Meier's Civilization III: Complete

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Intro to Cold War
By Libertarian
Cold War is the spiritual successor to the immensely popular multiplayer mod Future. This mod features Cold War era Civilizations and UUs, as well as a tech tree that spans World War 2 to the height of the Cold War. It includes new unit assets and resources as well as a few new gameplay mechanics.
   
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Overview
Cold War plays similar to Future mode, with a few differences:

  • All civilizations have a WWII/ Cold War Era unique unit that can be used to trigger their Golden Age.
  • Turn limit is 80 turns, game setting Regicide.
  • New Assets and Animations! This mod takes unused World War 2 assets hidden in the game files, allowing for a richer Modern Era experience. Resource icons will look slightly different, as the assets in this mod are based off Play the World rather than Conquests, but have been tweaked to approximately match land distributions in standard Future.

The scenario can be downloaded here:
https://drive.google.com/drive/folders/131q4YL6fLaqRw-6F1n-MhjSaiQiLhO0Q?dmr=1&ec=wgc-drive-hero-goto

The most recent uploaded version is v. 1.33.

The full patch notes for Cold War (built from Future) can be found here:

https://docs.google.com/document/d/1c2bFF7snpBLj7Puw4EycC2cULrwYCcMzOetv1gYzTYk/edit?tab=t.0

Here is a link to a Youtube video guide introducing the mod and covering basic concepts. The video was made before new art assets were implemented, but most of the information is correct.

https://www.youtube.com/watch?v=76EVwP6Avkw&t=1s

Note that you'll want to change the name of the file to one of the multiplayer conquests scenarios, such as "9 MP WWII in the Pacific.biq" if you want to host a multiplayer game. The game is designed to be hosted using standard Future settings (70% water with desired/random landmass type).

*Difficulty must be set to Deity to disable auto-pops.

All assets are baked into the biq file, therefore only the host needs to download the biq. No other downloads are required!
What's New?
  • New unit assets and resource icons. Here are a few:
















  • All Civs have the Expansionist trait. This means they start with a 2 mover scout, and cannot pop Barbarians from goody huts.
  • Players now start with 2 workers instead of 1
  • Irrigation is always 1 turn (even in Anarchy)
  • 21 New Civilizations with Unique Units
  • 10 new Units available to all civs
  • New Wonders and Improvements
  • New Tech Tree
  • Communism has been buffed with cheaper Granaries and 2 new improvements, Gulag and Local Party HQ.
  • Resource spawn rate has been tweaked, to improve low food starts and improve sea resources. 6 New resources. Saltpeter now spawns in desert and grassland.
  • Ironworks has been nerfed, it now requires "Logistics" technology and improves shields by 50% (instead of 100%) Railroads also require this technology.
  • "Fighters" are now mobile units, that can fly over land or sea. Think of them as flying scouts. They have a bombard instead of bomb ability (although the hotkey "B" doesnt work, you need to click the button on screen). By being mobile units, its is easier to conduct Air Superiority missions at a distance from your home cities or in combat over a wide area. Fighter recon ability has been removed, however "Jet Fighters" and "Spyplanes" work like planes in the basegame.
  • "Submarine" removed, now only "Nuclear Submarine" is in play. Submarines were too cheap and powerful for players with oil. The German U-Boat is the only oil submarine now.
  • Nuclear Submarines and "U-Boat" now have a torpedo bombard ability, lethal sea only.
  • Aqueducts can be built in Wartime.
  • Harbor and Offshore Platform are now discounted only for Seafaring Civs.
  • Clear wetlands worker job reduced by 25 percent.
  • 2 MP versions of the mod depending on player count to ensure Cruise Missile viability. One PBEM version as well.
  • Settlers can now airdrop up to 6 tiles from airbase or airport.
  • Autopops are disabled, normal settler pops are still possible.

New Resources
Coffee
Luxury Resource
+1 food +2 commerce
Spawns in jungle



Pigs
Bonus Resource
+2 food +1 commerce
Spawns in Plains



Pearls
Bonus Resource
+1 shield +1 commerce
Spawns in Coast



Sheep
Bonus Resource
+1 food +2 commerce
Spawns in hills



Rice
Bonus Resource
+2 food +1 commerce
Spawns in marsh



Shellfish
Bonus Resource
+2 food +1 commerce
Spawns in coast and sea
New Units
Combat Engineer
22/18/1 +1 HP
Requires "Engineering School" small wonder
Can build roads and clear pollution at double worker speed



RPG Trooper
0/8/1
40 shields
12 Bombard 1 Range, 2 ROF
Lethal land and sea bombard
3 Anti Air

Light Tank
12/8/3
40 shields
Upgrade for "Cavalry"
Requires Iron, Rubber


Convoy (Removed in the latest patch)
0/4/2
40 shields
Requires "Modern Warfare" technology
Ignores Terrain movement cost
Can transport 4 foot units

Atomic Bomb
0/0/1
100 shields
Nuke, requires "Manhatten Project" in play
6 range
Requires Oil, Uranium, can load onto unit transport boats, not subs

Carrier
1/8/7
100 shields
4 range recon ability, 1 air defense
Can transport 4 planes
Requires oil, upgrades to "Supercarrier"

SuperCarrier
4/12/9 +1 HP
150 Shields
8 range recon ability, 2 air defense
Can transport 10 planes
Requires oil, uranium

Gunboat (Iron)
8/4/5
45 shields
8 Bombard 2 ROF 1 Range
Requires iron


Gunboat (Coal)
8/4/5
45 shields
8 Bombard 2 ROF 1 Range
Requires coal


V-2 Rocket
0/0/1 30 shields
12-18 Bombard 2 ROF 4 Range
Cruise Missile
Can load on sea transport
Requires Aluminum

Sub Cruise
0/0/1 35 shields
12-18 Bombard 2 ROF 4 Range
Cruise Missile, requires "Advanced Rocketry" technology
Can load on Nuclear Submarine
Requires Aluminum

Rebase Cruise
0/0/1 60 shields
12-18 Bombard 2 ROF 4 Range
Cruise Missile, requires "Advanced Rocketry" technology
Immobile, can rebase to city or airbase
Requires Aluminum

Air Defender
4/4/1
30 shields
Air unit with Air Superiority mission
Replaces "Mobile Sam" from Future


Spyplane
0/0/1
60 shields
Recon ability with 14 range
Immobile
Requires Aluminum, and "Air Superiority" technology


Civilizations
*Update: "Flaming Arrow" UU is now replaced by "Rocketeer".
*Update: "Leopard Tank" UU is now replaced by "Tiger II Tank."
*Update: "M-60 Tank" UU is now replaced by "Churchill Tank."
*Update: Turkey traits are now Commercial and Scientific
*Correction: Canada UU is "Mountie" a Cavalry unit, rather than "Lancer" a separate Cavalry unit.
Technology Tree
Wonders
*Note: Match up your civ traits with a Wonder to acheive a Golden Age without needing a Unique Unit combat victory.

Military Academy: Can create armies.

Intelligence Agency: Can conduct Espionage missions.

Naval Academy: +2 ship movement.

Engineering School: Produces a "Combat Engineer" every 5 turns. Requires "Military Training" technology.

Flight School: Produces a "Fighter" every 5 turns. Requires "Military Training" technology.
Traits
















































*Correction: "Shipyard" is not currently available"















*Update: Cheap Aqueduct and Hospital removed for balancing
New Buildings
Theatre
25 shields
+1 happy +2 culture per turn
Requires "Republic" government

Local Party HQ
25 shields
+1 happy +1 culture per turn
Reduces corruption
Requires "Communism" government

Gulag
50 shields
Increases shields by 25 percent
Requires "Communism" government

Concentration Camp
50 shields
Increases shields by 25 percent
Requires "Fascism" government

Dock
30 shields
Now increases trade in water and spawns a frigate every 6 turns
Requires "Harbor"
Unique Units
P-51 Mustang (U.S.A)
5/3/1 All terrain as roads
40 shields
12 Bombard 2 ROF 2 range
Lethal land and sea Bombard
Requires Oil

T-34 Tank (U.S.S.R)
16/12/3 Blitz
100 shields
Requires Oil, Rubber



Spitfire (U.K)
8/3/1 all terrain as roads
40 shields
12 bombard 2 ROF 1 range
Lethal land and sea bombard
Requires oil

Rafale Jet (France)
12/8/1 Immobile
50 shields
6 bombard 3 ROF 10 range with recon ability
Lethal land and sea bombard
Requires oil, aluminum

Chinese Supercarrier (China)
8/12/9 +1 HP with 6 range recon ability
120 shields
Can transport 8 planes
2 air defense
Requires oil

Rocketeer (Korea)
0/8/1 +1 HP
40 shields
16 bombard 2 ROF 1 range
Lethal land and sea bombard
3 air defense

Guerilla (Vietnam)
18/14/2 ignores terrain cost
40 shields
Amphibious
Requires Aluminum, Rubber



Kamikaze (Japan)
5/2/1 All terrain as roads
40 shields
12-18 bombard 2 ROF 2 range
Cruise Missile, will not GA from cruise attack, but can GA from Air Superiority mission
Requires oil

Machine Gunner (Iraq)
12/14/1 10 bombard 1 ROF
50 shields
Draftable



Sayeret SF (Israel)
18/14/2 +1HP ignores terrain cost
55 shields
Amphibious
Requires Aluminum, Rubber



Iranian Guard (Iran)
20/16/1
50 shields




Tiger II Tank (Italy)
18/14/2 +1HP Blitz
55 shields
Requires Oil, Rubber



Cavalry Scout (Spain)
6/3/2 Ignores terrain cost
35 shields
Requires horses



Mountie (Canada)
6/3/4
50 shields
Requires horses, saltpeter



Churchill Tank (Saudi Arabia)
16/12/2 +1HP Blitz
50 shields
Requires oil, rubber



Home Guard (Sweden)
18/14/1
40 shields




Finnish Sniper (Finland)
0/8/1 +1HP
40 shields
12 bombard 2 ROF 2 range
Lethal land and sea bombard
3 air defense


Mig-29 (India)
12/8/1 10 range recon ability
50 shields
6 bombard 3 ROF
Lethal land and sea bombard


Lancer (Poland)
9/3/3
40 shields
Requires horses, iron



U-Boat (Germany)
8/2/6
40 shields
8 bombard 8 ROF 1 range
Lethal sea bombard
Requires oil

Commando Marine (Turkey)
16/14/1 +1HP
45 shields
Amphibious
Requires rubber



*Note: Shield count for units are displayed half of true value, to account for Accelerated production, which is the intended game setting.

*Note: Large icons for "Iranian Guard," "Home Guard," "Commando Marine," and "Finnish Sniper" don't exist, however these units have custom assets and animations in game.