The Portuguese Civ Mod III is a fan-made modification to Age of Empires II: The Conquerors and the third installment of the Portuguese Civ Mod, that adds 13 new civs and new gameplay features! All of this was only made possible thanks to the help of many contributors!

Features:

  • Includes all of the features of Portuguese Civ Mod I and II: wonder powers, support units, mecenary system, redesigned scout and sea buildings!
  • Seventeen new civs (Portuguese, Aragonese, Moors, Berbers, Navarrese, Tupis, Dutch, Swahilis, Italians, Indians, Galicians, Indonesians, Leonese, Abyssinians, Shona, Burgundians and Kongolese) have been added with unique bonuses and features
  • A completly new age, the Renaissance Age, with new units and technologies, has been added!
  • A new resource, Experience, with an unique way to obtain it, has been added!
  • The Mercenary system of the first version of the Portuguese Civ Mod has been expanded!
  • A new gameplay feature for Real World Maps has been added: the Rare Resources system!
  • And, as usual, all of this is packed in an intuitive and straightforward installer!

More information about the Portuguese Civ Mod III can be found at readme, which is included in the download, and also in the official website: Ptcivmod.com.br

There is also a showcase and review video of PCM II made by ZeroEmpires! Do not forget to watch it!

Join the conversation at our official Discord server!

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After a long wait and months of development, we are glad to announce the release of a major update for the Portuguese Civ Mod III!

First of all, two new civilizations, with new units and unique outlines have been added! The full outline for those new civilizations can be checked both at the official PCM website and at the ‘New Civilizations’ document, which is included in the download.


Besides of that, this update also introduces major gameplay changes to the original civilizations and mechanics: Renaissance Age upgrades have been added for all warships, a Fluyt UU has been introduced for the Dutch and the Swahili UT now also enables XP trading at the Market. Special thanks to AbeJin for providing the graphics for the Renaissance Age ship upgrades and the Dutch Fluyt!



From left to right: Frigate, Imperial Fire Ship, Imperial Demolition Ship and Dutch Fluyt


On the graphics side, many graphical elements of the mod have been revamped, most notably, the Berber, Portuguese, Tupi and Shona wonders, some of the buildings of the Tupi buildingset and builder ships, and many eyecandy elements have been added into the editor. Special thanks to AbeJin for making all of the aforementioned graphics!

New Berber and Portuguese Wonders by AbeJin



Last, but not least, the hotkey system has been extended, so all new PCM units and buildings (except support units) would have unique hotkeys and no longer depend on the hotkeys of other units/buildings.


Those were just the main highlights of this update: besides of all of that, many more fixes, mostly bugfixes and balance fixes, were done! As usual, the full changelog can be found at the readme, which is included in the download.

Portuguese Civ Mod III - v 4.0b



Portuguese Civ Mod III 4.0b released!

Portuguese Civ Mod III 4.0b released!

News

A minor update for Portuguese Civ Mod III 4.0 has been released, fixing gameplay and balance issues.

Portuguese Civ Mod III 4.0a released!

Portuguese Civ Mod III 4.0a released!

News 3 comments

The first patch for Portuguese Civ Mod III 4.0 has been released, fixing critical bugs and improving overall gameplay!

Portuguese Civ Mod III 3.6 released!

Portuguese Civ Mod III 3.6 released!

News 8 comments

A new patch has been released for PCM III, adding new graphics, fixing critical bugs and improving game balance!

Portuguese Civ Mod III 3.5 released!

Portuguese Civ Mod III 3.5 released!

News 1 comment

A new patch has been released for PCM III, adding new units, fixing bugs and improving game balance!

Add file RSS Files
Portuguese Civ Mod III - v 4.0b

Portuguese Civ Mod III - v 4.0b

Full Version 1 comment

Full installer for Portuguese Civ Mod III v4.0b. Release notes can be found below.

Portuguese Civ Mod III - v 4.0a

Portuguese Civ Mod III - v 4.0a

Full Version

Old and outdated version. Full installer for Portuguese Civ Mod III v4.0a. Release notes can be found below.

Portuguese Civ Mod III - v 4.0

Portuguese Civ Mod III - v 4.0

Full Version 10 comments

Old and outdated version. Full installer for Portuguese Civ Mod III v4.0. Release notes can be found below.

Portuguese Civ Mod III - v 3.6

Portuguese Civ Mod III - v 3.6

Full Version 1 comment

Old and outdated version. Full installer for Portuguese Civ Mod III v3.6. Release notes can be found below.

Portuguese Civ Mod III - v 3.5

Portuguese Civ Mod III - v 3.5

Full Version

Old version. Full installer for Portuguese Civ Mod III v3.5. Release notes can be found below.

Portuguese Civ Mod III - v 3.4

Portuguese Civ Mod III - v 3.4

Full Version 1 comment

Old version. Full installer for Portuguese Civ Mod III v3.4, the seventh patch of PCM III v3.4! Release notes can be found below.

Comments  (0 - 10 of 273)
Guest
Guest

No Veo Campañas En El Modo Campañas Estarán Pendientes.?.! Me Imagino O No...! O Las incluyen Mas Adelante..?
!

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Guest
Guest

how to install this

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DavidSchulz
DavidSchulz

Hey, i got a problem with the installation of the mod, when i try to play it says the file loader.dll is missing, so i desactivate my anti-virus and install the the mod again but in the middle of the instalaltion says: ''An error ocurred while trying to rename a file in the destination directory: MoveFile failed, code 5 access denied'' So i don't know what's the problem i have the 1.0c patch and everything

Can you help me solve it?

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danielpereira Creator
danielpereira

Hello there!

I beleive that this might have happened because your AV might have, mistakenly, detected that file as a virus, even though it contains no malicious code, and it might have deleted it automatically... Some people have been reporting cases like that recently...

I would recommend trying too "unquarentine" exinfo.dll through your AV's control panel and adding an exception to that file in your AV's scanner. If you can't do that, just tell me which AV you'll be using, and I'll report the PCM files as false positives.

I hope I helped, somehow!

Best regards,
Daniel Pereira

Reply Good karma+1 vote
Uberkillz
Uberkillz

Yes is there a possibility this great mod will be ported to AoE2:DE?

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Guest
Guest

Is there a possibility this can be ported into AoE2DE?

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Guest
Guest

hey, is there any plan to have portugal civ mod on AOE2:DE version? much better graphics

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Guest
Guest

This looks great, I congratulate you for the work, sorry for my English, is there a possibility to play the mod in Spanish?

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danielpereira Creator
danielpereira

Hey there.

First of all, thanks for the feedback and for the kind words :)

Sadly, there is no Spanish localization for PCM... But, if anyone ever gets to do one, I would be really glad to publish it ^^

Best regards,
Daniel Pereira

Reply Good karma+2 votes
Guest
Guest

You mod is a great expansion but with some disappointing features : Mahout Lancer allows many civilizations to have melee elephants and makes it less a Persian speciality, same for Rocket archer and Chu Ko Nu. I also think "Wonder Powers" are exagerated because Gunpowder units cost 2X less allow the Castillans to rush with conquistadores and be nearly unstoppable in some cases. Indian civilization is exagerated with, for example herdable garrisonning that makes food relics. "Zamburak" isn't historically more Indian than Persian. These are mostly Iranian Empires that used these. Except some features, you should continue like that. It's a good job.

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danielpereira Creator
danielpereira

Hey there.

First of all, thanks for the feedback and for the kind words :)

Regarding the unit speciality issues you mentioned, both of those units are mercenaries, therefore, they would never make up most of a player's army, unlike Chu-Ko-Nus and War Elephants, which are UUs of their respective civs and, therefore, more easily trainable and also keep receiving upgrades until the last age, which is not the case for Mercenary Units. Therefore, the existance of counterparts of those units as mercenaries doesn't break the specialities of those civilizations.

Regarding the Zamburak, yes, it wasn't unique to Indians, indeed. In PCM, I decided to take a more "relaxed", sort of, approach to history, like the one that was taken in both AoE2 and AoE3, in order to ensure that the mod remains based on history, while not making the gameplay uninteresting, so to speak.

Concerning WPs, yeah, they can seem "OP" some times, but, on the other hand, they still require the construction of a Wonder and relying solely on the units affected by the WP is not always a good strategy.

Anyway, thanks for the kind words and for the feedback :)

Best regards,
Daniel Pereira

Reply Good karma+1 vote
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Highest Rated (6 agree) 10/10

Loads of innovative new content in this mod. Supplement your forces with mercenaries, access support units in expanded team bonuses, receive a special power when you build a wonder, access a variety of powerful upgrades and artillery in the Renaissance age, use redone scout units with special abilities, and explore a slew of new Iberian-themed civilizations.

Stop reading reviews and check it out!

Dec 11 2015 by Jorritkarwehr

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