Imperium Romanum [BTS]

1, i will change it :)

2, vassal state´s are not included because of the size of the seleucids, they would be vassialicase all little weaklier empires (Baktra, Armenia, Pontus, Parthia) i 1.2 i will make a option for vassall states

3, thank you for the advice :smoke:

4, no idea why :dunno:

5, i will give the ships in 1.2 more :move:

thank you for the feedback, and sorry for my bad english :rolleyes:
 
here to alternative scenarios, for 1.2, cuddly, or? :spank::)
 

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Hey, nice work on the mod! 1 question and 2 suggestions:

There appears to be no foreign sea trade routes. The only way I can find to trade resources with other civs is land routes, is this intentional? Maybe include the ability to connect over sea routes in the "foreign trade" tech.

Also, I would love to see a rise of Rome scenario prior to 200bc, when Rome was just a city state.

Other than that, thanks for the mod.
 
As this looked like a mod that possessed no DLL and would thus run on the Mac, I decided to give it a try. I put the mod in the appropriate folder, loaded the normal game, and attempted to load the mod. Halfway through this process (Partway through loading XML) Civilization crashed. When I repeated the same procedure, I got the same results.
 
As this looked like a mod that possessed no DLL and would thus run on the Mac, I decided to give it a try. I put the mod in the appropriate folder, loaded the normal game, and attempted to load the mod. Halfway through this process (Partway through loading XML) Civilization crashed. When I repeated the same procedure, I got the same results.

This is why you don't buy Macs... :lol: j/k
 
@from Austria: This mod looks promising and very cuddly, but something seems to be wrong with the rapidshare link. (not working for me at least)

well, i am downloading the mod right now, and it seems ok ... 90ish MB ...

Will post some feedback after i ran it ...
 
I have been playing Civ IV for about 1 year and don't have a lot of experience with downloading files.

Does any of this work on a Mac CPU?
 
Works great, very original approach regarding units and technologies, reminds me of RTW :TR and similar mods. Eager to see next version !
 
Great job on the mod. It HAS the potential to be the best of of all BTS mods out there. I've played the Grand Campaign 200BC as Rome on Emperor and I have a few suggestions.

1) I have the strongest army in the beginning (# of units AND unit quality) and dominant production (>2X the Seleucids). Makes it a little easy. Maybe the human player is supposed to play other factions? In my opinion, Rome (like Greece) should have quality units but in lower numbers than Seleucids and slightly superior to Carthage and the Gallic and Germanic tribes. Balance of power for Egyptians, Dacians etc is pretty good from what I've seen.

2) To make Gaul harder to conquer, consider having their cities on hills and give their units guerilla promotions. This is realistic as Gauls always built their forts on hills and even a mighty Roman army lead by Caesar would suffer heavy casualties conquering a fort like Alesia. This improvement also wouldn't give a human playing the Gallic tribes a big advantage.

3) Germanic tribes should be much stronger. I haven't gotten to invading them yet, but my one stack of 20 units (I have like 5) can obliterate them completely and historical Rome never managed to conquer you guys :). In addition, Germanic tribes did not have a Celtic religion afaik - put in a new Germanic religion and get rid of Buddhism which does not have any significance in the scenario even if present in a few Bactrian cities.

4) Carthage has a fairly weak navy so maybe fix that.

5) The Central Asian plains are empty so add the Scythians or Sarmatians. For their units, you can add the graphics from Keshiks and Horse Archers since these are the kind of units these Turkic/Mongolic tribes used. Give them like 10 cities with minimal infrastructure but a lot of mounted units and make them at war with the Persian factions or the Dacians.

6) Finally, this is something that doesn't bother me but may turn some users off - some of the text in the game is in German instead of English like leader traits. Once again, I'm totally cool with it but others may not be.

Once again, great job on the mod!!
 
Hello, I get a constant crash in turn 150, 150BC, as soon as the "Most advanced/cultured/Wealthiest civilizations of the world" little menu pops up. I hear the beginning of the music accompanying it then it crashes. Always in 150 BC...

Does anybody get the same thing and know how to solve that ? Or just deactivate the announcement ....

Thanks in advance. ;)
 
Taneda Santôka;8822000 said:
Hello, I get a constant crash in turn 150, 150BC, as soon as the "Most advanced/cultured/Wealthiest civilizations of the world" little menu pops up. I hear the beginning of the music accompanying it then it crashes. Always in 150 BC...

Does anybody get the same thing and know how to solve that ? Or just deactivate the announcement ....

Thanks in advance. ;)

http://forums.civfanatics.com/showpost.php?p=8649473&postcount=11
 
I played that mod last night as Carthage. I love the idea of the latin names, I like the new resources and units but:
1. teching is basically useless. Well there is the tech that allows me to work water tiles and than all other techs (there aren't many in all cases) gives nothing worth the effort (no stronger units or worthwhile buildings), is there some thing I am missing?
2. due to 1, many available building are worthless (libraries, academies,etc)
3. there are many non buildable units in my cities screens, not buildable under any conditions that is. they are maybe specific units for other civs but that's truly annoying as it makes identifying my units hard.
4. a part from the first douzouns of turns where I need to "manage" my empire, the rest of the game looks just like an endless unit building and warring, am I wrong?
 
Most names are in greek or the native language, there are very few latin names (roman archers are even named toxotai).
1. Catapults, improved roads, bath-houses, culture, amphitheaters, manufactures, great scientist/artist/general etc, those are all worth getting, so tech does provide many advantages. And if you play roman, you can get access to Marian reformed units. Hellenic kataphracts too ! But it's true that most units for most nations are available from the start, which is a good thing in my opinion, very specific to the mod and perfectly accurate. And all of the units have there use, the dynamic is pretty good. :goodjob: On the other hand, the tech tree could really use some improvement and sophistication.
2. Teching is worthwhile. And the academy provides a free specialist. :scan:
3. Just take your time to get to know your units. The other unbuildable units are city specific units : a city needs a special resource in the form of a unique building, 'local barrack', to build them, so as you expand, you'll find new units to recruit in new cities.
4. I had the same impression at first, but given the mod some time, I've grown very fond of it. And anyway, 'endless unit building and warring' is what most civ games are about. But I'd advise you to start with a smaller country for a better experience, because Carthage has already a dominant position ; but if you let Rome develop, you might have a nice challenge. Try Makedonia for example ! :mischief:
 
I've been away from Civ for quite a while. Always was a sucker for ancient Rome. Decided to give this a try; but have forgotten how to properly install the mod and then how to start it. Old age demetia is setting in. Please help.
 
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