Pie's Ancient Europe

great job on this mod !!

game crashed as Cleopatra in the classic age, when I produced an emirgant to reduce population in my capital.


Edit - I see that there is a new version since I downloaded. It'll take me a few hours to see if that happens again.

Edit - the saved game loads with the new version but the error still occurs.
 
@Pie: Yeah. I really love Rome and the whole era. Really fascinating stuff. :)

And while I think music is a big part, I don't want anybody sued over it! Perhaps we could grab some MP3s from older Civs or other mods. Surely it shouldn't be so dangerous if they're already in use.

@Keinpferd: Mmm. Interesting sound. Although too short. It also might be worth looking into some neo-celtic stuff. For the Guals, Germans, Iberians, and of course, Celts.

Maybe some drum stuff too for the North African Civs? (Excluding Carthage, of course).
 
@mourndraken: I'll check it out this evening

I think this is not possible to play different background music while playing a certain CIV.
If it is no problem to hear all kinds of ancient music (celtic, egypt, greek, roman,etc) than I will scour for such ancient music in the other mods. good idea!
 
@mourndraken: I checked this out and had no problems! :confused:
I played 14 turns to 650 BC and built the emigrant the very first turn in the capital.

:cry: the romans have been wiped out by the carthagians :cry:
 
@mourndraken: I checked this out and had no problems! :confused:
I played 14 turns to 650 BC and built the emigrant the very first turn in the capital.

:cry: the romans have been wiped out by the carthagians :cry:

please don't cry about Carthage. I gave them Rome after I beat back the Iberians who killed off Caesar

.. so I tried it again. and the game continued. not sure what was going on with my stuff .. it failed four times in a row ..

so thanks ! whatever you did worked like magic ! keep up the good work !
 
Great mod.

Still having fun with the game.

On my house game, I have added modules for animated leaders.

I'll upload it and the civilopedia entries I have put together, if there is any interest.
 
@mourndraken: samvs does already check the quotes and other stuff, thx.
ehm, no I just want to keep the unanimated (for slower pcs).

A new update will come soon.

It could be that I will get the correct english version from samvs before...
 
optional module for wonder movies
 
"optional module for wonder movies" ? I do not have films about all the new wonders I put into this mod ;(

Next update will include:
-) XML: Bonus papyrus: +1 smiley
-) XML: Bonus amber: +1 smiley, +1 health
-) XML: Spy cost per turn lowered from -20% to -5%
-) XML: Emigrant: deactivated number restriction, but more expensive
-) XML: harbor can generate 1 merchant
-) XML: bear from ST4 to ST3
-) XML: Quinquirems get immunity from first strikes
-) XML: Techs a bit more expensive from classical era
-) XML: All mercenaries get +20% strength (promo 1 + 2)
-) XML: Max count for mercenaries. 20 = standard, the stronger/better the lower max num.
-) XML: higher AI-Weight for palace
-) Python: lower chance of leprosy and plague (8%)
-) Python: lower chance of slave death during improv. building from 5% to 4%.
-) Phyton: 2 turns of city revolt when afficted to leprosy
-) Phyton: no unit gets killed while city gets plague anymore, but all units in its surroundings (2 plots) get hurt. 5 turns city revolt.
-) Python: christianity revolt lowered to 20%
-) Phyton: new feature: wine diffusion with vintager (less wine on maps at the beginning - historical sites)
-) XML: new buildingues: vintager (+5% gold, one plot in the city radius becomes a wine resource with winery improv.; only buildable with wine
-) Python: changing the chance of GPs when city gets conquered:
a GP gets conquered 50%, can flee 40%, dies 10% (before: in each case 33%)
-) XML: Quinquerems only buildable with military academy
-) XML: christ. und jew. missionaries only buildable in monasteries (like original CIV)
-) XML: church -25%, christ. monastery -50% science
-) XML: Zoroastrism gets favorite rel for mesopotamian Civs
-) XML: more civ based background music
-) Map: wine only in Italy, Greece, Anatolia, Syria and Egypt
-) Map: Some forests in N-Africa
-) Map: updated east part of the map
and special new features like:
-) chance of a revolting neighbour city when a friendly city gets conquered. (if the city gets razed -> another city gets revolting)
-) cities can renegade when a hugh stack arrives the city borders (don't even know if this is possible)
-) some units of a hugh stack can become independent (barbarian) and fight against you (in testing)
 
Awesome ! ;)
If I may suggest another change to the map, it would be to get rid of Lake Nasser in southern Egypt, it dates from mid-twentieth century, with the construction of the Aswan dam. Map of ancient Egypt.

And can you give more detail about your vintager building, it looks interesting, and I really look forward to see wine a more scarce resource, valuable for trade ! :)
 
puh...
I think a lake there will merge with the sea... but I'll have a look.

about wine: yes. wine resources will be rare. but with a vintager you can cultivate wine whereever you want (except on ineconomic plots) - one resource per city with a vintager.
if a wine plot is 2 plots away from a city you'll get a second one. these are agric. centers for wine ;)
the more cities with vintagers the more you can trade. but: if you trade wine, every trade partner is able to grow wine for himself... this would fit the correct history of wine ;)

hm... but... you brought me to a new(?) idea.

if I add a resource grapes? and only with grapes you can build a vintager that produce wine for trade?... this would be more realistic.... that's it.

So: grapes will be rare. wine can be produced with a vintager. a vintager adds a grape resource with a winery next to the city.
 
oh... sorry just overread the word "rid"....
yes of course. when this is true and I believe you, I'll take this out! thx!
 
Love this Mod,

When playing Egypt I was unable to find any bronze so I couldn't build War chariots. I had copper but there was no bronze in the area at all. Is this an oversite or am I missing something?

Cheers
 
hi halforc!
for bronze you need a second metal! either copper and tin or copper and lead!
I think in southern egypt you will find tin.
When you exploit these resources and connect them with your city, you are able to build a bronze forge to gain bronze.

but have a look into the civipedia sometimes. this could be necessary in this mod.
 
:cool:mabey not all of the wonders. There are several of the movies for your wonders right here

.bik movie viewer
 
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