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 seventeen new civs and new gameplay features, which includes a complete new age and totally new resource!

Post news Report RSS Portuguese Civ Mod III - Devblog II (May 6th, 2017)

The second devblog of Portuguese Civ Mod III, which showcases the new gameplay feature that will be added to Real World Maps!

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As it has been announced in the website, the next major release of PCM won’t be just another patch, but a new version: The Portuguese Civ Mod III! While it’s not released, small devblogs will be posted from time to time, both here on ModDB and on the website, showcasing the new features that PCM III will include.

Some of the new features of PCM III will be:

  • 8 new civilizations
  • A new gameplay feature for Real World Maps
  • A new technology tree, using Janworks’ Tech Tree patch
  • A new buildingset for the Iberian civilizations
  • Some old bugs, including bugs that have been present since the very first release of PCM, but that could not be solved at that time, due to technical limitations, will be finally fixed!

Even though the Real World Maps are surely one of the most remarkable features that The Conquerors expansion introduced, one must admit that there aren’t many differences between a Real World Map game and a Random Map game. So, in order to make the gameplay of those maps more distinctive, PCM III will include a new feature for Real World Maps: the Rare Resource system, about which we will talk in this devblog!

If you are a Rise of Nations player, or if you have heard about it, you are surely familiar with the term “Rare Resource”, and you’ll surely notice that this system is inspired on the one from that game. Although PCM III’s Rare Resource system shares some similarities with the one from Rise of Nations, it is quite different. So, it’s time to start the actual showcase!

Rare Resources



In PCM III, every Real World Map will feature 3 distinct Rare Resource objects. Rare Resources can be captured by players (just like Monuments, in example), and, once captured, they’ll grant a trickle of one or two resources. In the screenshot above, the Cotton Rare Resource is shown, that generates trickles of food and wood.

Besides of that, they can also grant a bonus to the player who captured it through the Traders of that particular resource, which become available for training at the Rare Resource when it’s captured. We will give more details about those units in the section below!

Traders


Trader graphics made by Achesun


When trained, Traders enable the bonus of their respective Rare Resource and, if the bonus is already enabled, training additional Traders will boost this bonus. Traders can also trade between markets like other land trading units, while generating more gold than ordinary land trading units.


Besides of that, Traders can also build Trading Posts. Trading Posts essentially work like Markets – they enable Tributes when built, can buy and sell resources and land trading units can trade between a Market and an allied Trading Post (or vice-versa) or between a Trading Post and an allied Trading Post – but they are cheaper, are built faster and can be built right from the Dark Age, if you manage to capture a Rare Resource and train a Trader.

A trader building a Trading Post. Trading post graphics made by Peep


Despite of the fact that the resource trickles that are granted by a Rare Resource are lost if a player loses the control over that Rare Resource, this player will be able to keep the rare resource bonus as long as the Traders of that particular Rare Resource are still alive.

Traders do not take up population capacity, but, on the other hand, the more traders of a particular resource you have, the more expensive they are and the more it takes to train one of them.

And this is it, for now! Stay tuned for the next devblog!

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h2opuro
h2opuro - - 66 comments

As this MOD Portuguese Civ MOD III re-edit the existing campaigns

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danielpereira Author
danielpereira - - 141 comments

Hello h2opuro!

Just as in PCM I and II, in PCM III, only some of the original scenarios are slightly edited to add/replace some units and scenario objects.

Best regards,
Daniel Pereira

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Argeomer
Argeomer - - 5,578 comments

Looking pretty good! Never give up meu caro colega português :D

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danielpereira Author
danielpereira - - 141 comments

Hello Argeomer!

I'm glad you liked it! Thanks for the kind words! And I surely won't give up ^^

E, na verdade, eu não sou português, sou brasileiro: o mod tem esse nome por que ele foi originalmente feito com o objetivo de adicionar uma civilização portuguesa. De qualquer forma, obrigado ^^

Abraços,
Daniel Pereira

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Argeomer
Argeomer - - 5,578 comments

hahaha peço desculpa. É que quando alguém cria um modo com Portugal costuma ser um modder/developer portuguÊs

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danielpereira Author
danielpereira - - 141 comments

Não se preocupe, não precisa de desculpar ^^

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vongustav
vongustav - - 18 comments

Parabéns Daniel,como sempre fazendo um ótimo trabalho,pena que só poderei jogar essa nova atualização após o Enem,mas,existe alguma chance de você por mais uma unidade única pra cada civ?

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danielpereira Author
danielpereira - - 141 comments

Olá vongustav!

Primeiramente, fico feliz em ver que gostou! ^^ Obrigado por seu interesse no PCM!

Sobre sua sugestão, adicionar uma Unidade Única extra representaria um esforço adicional em encontrar uma unidade adequada e gráficos para essa unidade adicional e, devido ao fato de cada civilização ter uma Unidade de Suporte, a quantidade de unidades disponíveis a serem adicionadas é menor, o que inviabiliza tentar encontrar uma unidade nova para cada civilização. Além disso, apenas um designer faz as unidades originais do PCM, e, ultimamente, ele está bem ocupado. Espero que entenda e desculpe por qualquer incômodo!

Abraços,
Daniel Pereira

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Exe20
Exe20 - - 275 comments

I love this mod! Thanks for the updates :D

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danielpereira Author
danielpereira - - 141 comments

Hello Exe20!
I'm glad you liked it!

Best regards,
Daniel Pereira

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Guest
Guest - - 689,508 comments

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Guest
Guest - - 689,508 comments

Hola Daniel el MOD se ve genial, pero tengo una duda, me encantaría desgarmelo en mi AEO2 pero nose como instalarlo y de donde se descarga, me puedes ayudar? te lo agradecería mucho!

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danielpereira Author
danielpereira - - 141 comments

Hello!

First of all, sorry for not answering you in Spanish: even though I can read texts written in Spanish, I can't write in Spanish quite well!

The latest version of PCM II can be found at the following link:
Moddb.com

To install it, just download it from the link above, and extract the installer and run it. When the installer asks you for the folder where you want to install PCM, just select the folder where Age of Empires II is installed. And, then, just proceed with the installation!

I hope I have helped you!

Best regards,
Daniel Pereira

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carmen-1294
carmen-1294 - - 248 comments

¿which are the 8 civs what do you say?

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