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Medieval European Mod II 2016-10-05

4) What's up with the Aegan sailor? Is it a flavor unit or a Unique Disadvantage? Its only difference with the normal Man-at-arm is its higher cost. Honestly, when I compare a 4/2 infantry unit with a 50 shield cost against a 4/3 cavalry unit with a 60 shield cost (cataphract), I don't bother building the first.

The Aegean Sailor has the special ability of being able to take island cities (single tile cities in the seas) or attacking coasts directly. If they were not there, some cities would never be conquerable. They aren't there to compose the bulk of your army, they are there as specialist fighters which you use for certain missions that another unit cannot complete. The price is therefore sensible, because they lose one defense, however, gain the amphibious attack trait.

Here's a funny SS of the Almoravids thinking that multiple radar gives multiple bonuses. hehe, silly AI :lol:

I don't quite get what you're trying to say here. Sharing resources is normal...many of my cities do it. Or what are you trying to highlight with that screenshot?
 
Hes talking about the border forts* built all in one place by the AI.....Silly AI:)

*AKA radar tower;)
 
Ahhh, I see...yeah, I think I've only built a few dozen forts in all of my civ playing career. It's usually not worth the hassle (since my borders expand too fast for it to be useful) and I onl use the feature when I truly want to stay defensive somewhere. My motto: The best defense is a good offense.
 
Same here.

The bloody AI loves them though:p
 
As for the soundtrack I really don't see the need for one:confused:

But then again I always listen to rock music in the backround instead of the civ music:cool:
 
I have download the files and nothing. Could somebody help me? Now I have this file: mem 1(1)0. Which size is 15,238 B. Type of the file is WinRar ZIP archive. In civ-content there is no new secanrios abd this "biq's: mod's.
 
It seems to me you downloaded the update only and not the original scenario. You need to download the original scenario (I think it's around 200mb) and then the update, and overwrite the original files with the updated ones (only the files included in the update will be updated, the rest will remain as they were).
 
As for the soundtrack I really don't see the need for one:confused:

But then again I always listen to rock music in the backround instead of the civ music:cool:

Same here :D Soundtracks are cool, but I always get tired of them sooner or later. I always listen to sth else or have the tv in the background while I play..
 
1) It seems that Turkish cities are auto-razed when they are size 1 because they don't start with any culture. Quite a pain everytime that I autorazed one to manually create a new settler using save game editors. Otherwise, the entire turkish peninsula and Persia would have been empty.

Autorazing is a Civ3 problem - I'd recommend Skyer2's NoRaze patch, but it requires a bit of searching since it works only with No-CD exe. Adding 10 culture could help the player a bit but it won't stop the AI from razing.

Note that the actual mod has settlers - you're playing a scenario that has historically placed cities instead.

4) What's up with the Aegan sailor? Is it a flavor unit or a Unique Disadvantage? Its only difference with the normal Man-at-arm is its higher cost. Honestly, when I compare a 4/2 infantry unit with a 50 shield cost against a 4/3 cavalry unit with a 60 shield cost (cataphract), I don't bother building the first. My entire army was centered on the cataphract and later on the pronoiar because the only offensive infantry unit the Byzantine can build is too costly and becomes obsolete with the coming of the late knight.

It's a disadvantage of sorts - the real disadvantage is lack of Crusader units, which are 5/3+amphib. Aegean Sailor is there to make sure Byzantium has some kind of amphibious unit early in the game.

5) I really appreciated the vassal system. However, I felt that the empire gov might have too many vassal. In my game, I rarely saw a city with more than 4 shield lost due to corruption. Eight small wonders adding to your optimal number of cities+communal corruption rank+free town hall in all cities (Magna Carta wonder) = money whore. In fact, all the other AI adopted it except when they were down to 2-3 cities. They then went into City-state gov.

Feudalism has even more vassals IIRC. What difficulty are you playing on ? I mean, if you already have 8 empires capture and control half of the map, the game is pretty much over ;) Also, vassals have no effect on the AI choice. The biggest factors are war/peace (civs at war will prefer Empire) and number of cities.

6) If you are Byzantium, you're the only one allowed spy missions. It's really a huge advantage when you have a large treasury. For example, I have 32000 gold running 500-1000 gpt and everyone is in awe of my culture. Every time a city gets captured, I run a couple of propaganda mission until the city flips. Sure, I did spend 11 X 512 gold on Barcelona until it flipped, but I was unlucky that time. Beside, it didn't really hurt my treasury. That's how I conquered all of Southern France and the spanish coast. I ally with a strong player against a weak one, he takes their city, I flip them and wage war on another front. If the AI could have espionnage in the Late Middle Age period, that would still leave an entire age for Byzantium to play mischief.

I don't really see a problem here. It's not like the AI having access to Espionage would stop you from doing the same thing. Also, it's easy to have 32000 gold when you control half of the map ;) Byzantium in particular is one of the easiest civs to play in 11c scenario, it just starts at the peak of its medieval power. For this particular scenario, either try it on Emperor level, or try a poorer civ - an extreme example would be Venice, which starts with only 2 cities.

7) Small mistake in the pedia. It isn't written that Byzantium can't build Hospitalleers and Templar Knights even if it has the Holy Land ressource. :(

It's listed under disadvantages in Byzantium's pedia (Templars are at least, though Hospitallers are a flavor version).

8) In the pedia description of the Sipahi, it says its a flavor unit for eastern civs. It seems that doesn't include Byzantium as I only got access to the Late Knight. Is that correct?

Sipahi was an Ottoman unit. I guess I could've been clearer saying "Middle Eastern" as it refers to Ottoman Empire and the Muslim states that became part of it.

10) I was a bit surprized by the Renaissance Age. No new building except the artist guild which is a replacement for the tournament builsing. If you do a new patch, I suggest looking into ways of making 3-4 new building available in the last age. Perhaps a replacement for the caravanserai which expires with the New World tech. And a foundry which auto-produce cannons. It would make that age something more than just wonder grabbing.

Yeah I agree Renaissance is a bit lacking though it makes that up with many wonders. We couldn't think of anything good (I'd rather not have auto-producing non-wonder buildings to avoid flooding).

Overrall, I really liked the mod :goodjob: . I won a VP victory because I was tired of waging wars. I could have easily reached the domination victory had I been more agressive. Next game, I'll play an european civ to wage a crusade!

Thanks, though you didn't play the mod actually, but one of the scenarios for it. The actual mod can be played on random map, or clean maps of Europe, and offers a vastly different experience, with settlers etc.

I didn't quote all the balance issues you mentioned but they're generally related to this specific scenario, which is not meant to be balanced for all civs.
 
I have download the files and nothing. Could somebody help me? Now I have this file: mem 1(1)0. Which size is 15,238 B. Type of the file is WinRar ZIP archive. In civ-content there is no new secanrios abd this "biq's: mod's.

Please re-read the download and installation instructions. There are exactly two files in the main download section, and you need both. It looks like you only downloaded the second one.

After download, you also need to unzip the files directly to your Conquests\Scenarios folder (usually C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Scenarios). First the 200 MB, then the 15 MB patch.
 
Thanks, though you didn't play the mod actually, but one of the scenarios for it. The actual mod can be played on random map, or clean maps of Europe, and offers a vastly different experience, with settlers etc.

I didn't quote all the balance issues you mentioned but they're generally related to this specific scenario, which is not meant to be balanced for all civs.

I played on regent which was really too low of a difficulty level. I wanted really to get a feel of the scenario (mod :p ) before trying anything else. And I agree Byzantium is easy. You start with lots of good cities and many small neighbors. By the middle of the game, I had technically already won.

What I wanted to highlight with the Empire gov is the communal corruption rank. If you use feudalism, your corruption is problematic. And your vassals are all far away. Sure, you have France, Italy, Germany, Sicily, Hungary, Poland, Lithuania... The farther away you get, the smaller the effect of the "vassal" is since distance to the true capital still comes into play. It just seemed to me that the empire gov was too advantageous compared with all other early gov.

Concerning the scenario, I prefer it over the clean map. I really hate colonizing for some strange reasons and starting with a predetermined number of cities is much better.
 
The splash for Georgian Reconquista causes the game to crash.
I tried a game as Georgia and as soon as I managed to build
the Georgian wonder I got the splash crash, fyi.

Just as well, made me try as Tatar
and I think I'm doing better than as Georgia or Taifa............


Great setup, I love it!!!!!!!!!! (despite all the swampy diseases...)

:goodjob:
 
i'm making a new scenario for MEM the "MEM 15c Conquest", it have some new states that have existed in the 15c and the Wonders started placed in it's location of origin
so, i think that Yoda and Embryodead like it ^^
well, i think i'm progressing well, and i think that after more 2 weeks of work, i can complete it
do you aprove it Yoda or Embyodead?
 
Concerning the scenario, I prefer it over the clean map. I really hate colonizing for some strange reasons and starting with a predetermined number of cities is much better.

Doesn't the mod start you off with citys. How come all the pictures from other members have the countries basicly all were they should be?

SO ya I agree your missing out CAptain Beaver to have skipped the normal mod to branch into extra content must be a community 1st :eek: . Not sure you can even win a trade victory on that scenario but hey, atleast you had fun. THats my goal a repeat of last time cept in the 'Trade' condition

Best pedia of any work ever made makes for great replay. For custum soundtrack as celt or irish I suggest using the Rood and the Dragon soundtrack. It fits quite nicley :)
 
@johnnyjal
Oops, that's possible, this should only happen in that scenario though, since Georgia was a new addition. Fix will only require an update of the 11c scenario file so I'll upload a new version soon.

@EX-terminator
15c sounds a bit late, that's basically the end of the last era in the mod, but sure, scenarios are welcome.

@T.A.Jones
The mod / map of Europe don't have any cities placed. 90% of screenshots / write-ups that people posted were from large map of Europe. It only has pre-set starting locations so that kingdoms grow more or less to its historical borders.
 
That suck's!! I once tryed to make a mod about Anciant Chaina. But just as about 70% was done, my comuter crashed and I lost everything.
It's a @ss of a experiance!!!
 
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