Preview: Putmalk's Ancient Mesopotamia

Putmalk

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Version 4 of Beta is out! Until I get some feedback, this is the last version that will be coming out for a while.

August 27th, 2011

The Beta for this scenario is released! Included in the package is the map and the .modinfo. Installation instructions at the bottom of this post.

Scenario features:
Spoiler :

  • 4 New Civs, 9 Playable Civs
  • Complete reworked tech tree
  • All new units, including familiar ones such as the Axeman!
  • Completely new Wonders
  • Low DLC requirement (only Spain/Inca, and Babylon. NOTE: WONDERS OF THE ANCIENT WORLD NOT REQUIRED)
  • Custom scenario
  • All new city-states
  • Unique traits
  • New policy trees
  • More!


Scenario forum post link here:

http://forums.civfanatics.com/showthread.php?p=10830005#post10830005

You may use both threads for feedback.

Download link here:

Version 4 - 8/29/11
http://www.megaupload.com/?d=MNGL7GXC


Spain/Inca and Babylon DLC required.
I hope you enjoy! Please leave feedback either here or the scenario thread (link to follow: ).

Install Instructions
Spoiler :

1) Unzip the file
2) Move the scenario map file into Documents/My Games/Civ V/MAPS
3) Move the .civ5mod file into Documents/My Games/Civ V/MODS. DELETE THE OLD VERSION!
4) Load up Civilization V.
5) Go to MODS, BROWSE MODS
6) On the bottom right-hand side is an Install Mods button
7) Click it, let it do its thing, enable the mod, disable all others and leave
8) Click PLAY GAME, SETUP GAME, select "Ancient Mesopotamia" and click "Load Scenario"
9) Choose a civ, play!
10) Don't forget to leave feedback here or in the scenario thread! Thanks!



August 8th, 2011
Spoiler :

I have been very excited about my work on this scenario that I wanted to show you guys a very early, alpha stage preview of my Mesopotamia scenario. I'm going to be linking the images in the attachments below this post. Check them out and let me know what you think!

There are no in-game screenshots of the scenario, since I generally save World Builder for last. Instead you get icon work, splash imagery, some unit stats, and a tech tree preview.

The general idea of the scenario is simple: You play as an early Mesopotamian civilization and you fight your way from 2,000 B.C. to the Late Classical era. You'll live out Antiquity without playing as the typical Rome and Carthage. Right now it seems the playable civs will be: Hittites, Macedonians, Achaemenids, Egyptians, and Babylonians (Assyrians?).

There are four planned victory conditions.
Time (Score)
Culture (Complete 5 of 6 Social Policy trees, then complete a Sacred Text)
Wonder (Gain and hold possession of 8 Wonders at one time for 50 turns.)
Domination (Capture every capital in Mesopotamia).

Planned 300 turns. I probably won't be posting updates in increments, everything will be big postings. And it'll be in the form of images.
 

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Looks like an excellent concept working its way through some great execution! :) I'll be glad to see this finished!
 
Let me know if you need playtesters. Will the tech tree also work on a random map? If yes, playtesting could begin before you do anything in worldbuilder!
 
Let me know if you need playtesters. Will the tech tree also work on a random map? If yes, playtesting could begin before you do anything in worldbuilder!

Yes the tech tree is fully functional on a random map. Playtesting will not begin until I'm satisfied with the scenario. Most likely playtesting will involve playing the scenario and testing its flow. This scenario will not be playable without loading the scenario and it will be using whoward69's interface in order to play. (see link: http://forums.civfanatics.com/showthread.php?t=433336)

I thank your interest. My next challenge is getting the Hittites to work correctly.
 
A pity about the playtesting, as Civ4 experience shows that in many cases when people say they'll only release something when it's done, it never gets released as they get sidetracked by other matters in life.
 
A pity about the playtesting, as Civ4 experience shows that in many cases when people say they'll only release something when it's done, it never gets released as they get sidetracked by other matters in life.

I think this is an unfair assumption. Work on the mod is going at a good pace. The toughest part for me will be learning the LUA to make the victory conditions to work, but playtesting will most likely not have the victory conditions set in anyway.
 
I'm just a little paranoid. ;) I'd really like to see an ancient age scenario with its own tech tree.
 
I'm just a little paranoid. ;) I'd really like to see an ancient age scenario with its own tech tree.

I know! I've been dying to do this for a while now. I've hit a major snag with adding in civs, and it's been a long debugging day. :(
 
Me too! Was quite surprised (and dissappointed) that there weren't any available yet.

Well I hope this scenario meets your liking. This is my first foray into a major scenario, but I think it's coming along better than I expected.

The Hittites are in succesfully, thanks to ambrox's awesome civ pack. I still need to add some happiness wonders, the city-states, the rest of the civs, and special scenario rules before the mod portion is complete. Then I can work on the scenario, which I've started.

Thanks for your interest, guys! I appreciate it.

Also guys, there is an ancient Roman empire scenario available, but I didn't like it personally. Here's the link if you want to check it out:
http://forums.2kgames.com/showthread.php?106852-Kruelgor-s-Roman-Empire
 
Double post, but in case you're curious, here are the list of planned additional wonders:

- Statue of Zeus (GP)
- Temple of Artemis (GP, Culture)
- Sphinx (Culture, replaces Stonehenge)
- Tower of Babel (Production)
- Mausolleum of Mausalos (Happiness)
- Ishtar Gate (Defense)
- Solomon's Temple (Gold)

Removed:
- Stonehenge
- Medieval+ Wonders
 
Update! I've gotten the Hittites and the Phoenicians added in as playable civilizations. I've also begun work on laying down civilizations on the map. The attachments included in this point will show the unfinished starting areas for each civ.

In addition, although I won't be posting this at the moment, the tech tree is basically 100% complete. The only thing that serves to be changed at this point is Wonder and Unit placement. I'm trying to create a balanced tree in which top is naval, middle is economic, and bottom is military. As it stands, I've noticed that the economic tree does not sport ANY military units besides the Heavy Archer (that comes later in the game) that could possibly help a civilization remain competitive without going straight military. I will be looking into this.

And with this, I come with a few questions for feedback.

1. Would you prefer a few weak units in the economic tree to help support empires that do not go straight military?

2. Would you prefer me to lay down starting cities or to have you place them yourselves (give you 3 Settlers to start + a few military units).

3. Would you prefer to start out with Agriculture only and go teching everything yourself, or would you prefer to start out with 5 Ancient Era techs that represent your empire? This option would force me to raise the tech costs of the later techs.
 

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A few questions, a few responses:
Feedback:
Add a melee unit to econ. tree, no more.
Let users place settlers.
Unsure on the last one, idea sounds cool.
Questions:
When's the ETA for a beta version?
Will there be leaderheads (Optik-style) ?
 
1. Would you prefer a few weak units in the economic tree to help support empires that do not go straight military?

Personally I prefer for all branches of a tech tree to provide both economic and military benefits, so that the choice is not guns or butter, but rather what guns, what butter.

2. Would you prefer me to lay down starting cities or to have you place them yourselves (give you 3 Settlers to start + a few military units).

Start with only one settler and one military unit.

3. Would you prefer to start out with Agriculture only and go teching everything yourself, or would you prefer to start out with 5 Ancient Era techs that represent your empire? This option would force me to raise the tech costs of the later techs.

At most one tech already researched, different for each civilization.


On another topic, I wouldn't call a unit a 'Heavy Archer'. The reasons certain unit types are good is exactly *because* they are light and thus mobile. I have to cringe every time I see a mod with a 'Heavy Chariot' being an upgrade of an less advanced Chariot.

Depending on the time frame the later unit is available, you could call it a Scythian/Parthian/Hunnic Bowman. Though it might be strange to call a unit available to everyone after a civ possibly even in the game. Perhaps just call it a Composite or Recurve Bowman, even though composite bows were already available at the start of your scenario.
 
Ty for the feedback!

I don't know when Beta is, because there are unfinished stuff (Policies are going to be the biggest . Expect a help post on that very soon. XD)

As it stands, Beta will be testing out the balance. The game lasts 300 turns and the tech tree is around Renaissance-length, so tech costs are going to be bigger than normal. I can't give out an ETA at this time. My major strides over this weekend have really invigorated me to push this through to the end. I don't want to give you an estimate on a timeframe and then miss it, and piss people off. Your continued interest is appreciated, though!

If you guys have any suggestions for wonders, I'm up to hear them! I need another Happiness and another Gold wonder. Thanks!

Custom leaderheads are using the leaderhead screens that I downloaded. Big thanks for ambrox62 on this one. I changed unique stuff and traits, but kept his art and pedia entries. ambrox62 will be getting a special thanks on the scenario. :D
 
Another update.

I'm posting the Tech Tree as I have it now. It's pretty much been untouched for about a week and a half now.

It's split into three categories, like Vanilla:

Top: Naval
Middle: Economic
Bottom: Military

I expect to be adding a new unit called the Militia that requires something like Alphabet or Literature. It'll be a pretty weak unit (7-9 strength) but very cheap to make. Maybe a defensive bonus, who knows?

Attached in the pictures is the tech tree. I've gotten one policy tree completed, the Slavery Branch. When I complete the policy trees, I'll post screenshots.

Unit Preview:
Ancient Era
- Warrior (N/A)
- Spearman (Bronze Working)
- Axeman (Bronze Working)
- Chariot (The Wheel, Horses)
- Archer (Archery)
- Slinger (Archery)
- Trireme (Sailing)

Early Classical Era
- Heavy Spearman (Metal Casting)
- Horseman (Horseback Riding, Horses)
- Horse Archer (Horseback Riding, Horses)
- Clibinarii (Stirrup, Horses, Iron)
- Swordsman (Iron Working, Iron)
- Catapult (Mathematics, Iron)
- Militia?
- Quadquereme (Cartography)

Late Classical Era
- Heavy Swordsman (Engineering, Iron)
- Heavy Archer (Code of Laws)
- Onager (Physics, Iron)
- Quinquereme (Compass, Iron)
- Heavy Militia?

Wonder Preview:
Ancient Era
- Ishtar Gate (Masonry)
- The Great Library (Writing)
- Colossus (Bronze Working)
- Great Lighthouse (Sailing)

Early Classical Era

- Sphinx (Calendar)
- Solomon's Temple (Alphabet)
- The Oracle (Philosophy)
- Hanging Gardens (Mathematics)
- Parthenon (Polytheism)

Late Classical Era
- Mausoleum of Mausolus (Music)
- Statue of Zeus (Aesthetics)
- Temple of Artemis (Aesthetics)
- Tower of Babel (Architecture)

That's what I have so far. Any feedback would be greatly appreciated.
 

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1: No preference

2: Place our own cities

3: Choose our own research

Also, I really like being able to build the tower of Babel.
 
Also, another little tiny update:

All civs start out with the following:

- 3 Settlers
- 3 Warriors
- 2 Workers
- 1 Scout
- 70 Culture
- Palace provides an additional +6 Happiness

The starting technologies are as follows:
- Macedon: Agriculture, Mining
- Achaemenid: Agriculture, Pottery
- Egypt: Agriculture, Mysticism
- Phoenicia: Agriculture, Fishing
- Hittites: Agriculture, Mining
- Babylon: Agriculture, Pottery

Planned civ traits:

Macedon: Heart of Conquest (+30% vs. City-States, Culture for every killed unit)
Egypt: People of the Nile (Farms provide +1 Food, +10% Production when constructing Wonders)
Phoenicia: Masters of Trade (+1 Gold per Trade Route, Customs House provides +2 Science, +2 Production)
Hittites: Iron Workers (Double quantity of Iron and Mines produce +1 Production)
Babylon: Ingenuity (Default)
Achaemenid: Achaemenid Legacy (Golden Ages last twice as long, -33% Unhappiness from number of Cities)
 
Very good idea but it wouldnt be better if you replace macedonia with greece?
 
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