Preview: Putmalk's Ancient Mesopotamia

The culture thing, I believe would require testing to recieve input.
As for the policies, they shouldn't be too powerful, because this is actually a very LONG scenario. All of the DLC scenarios are 100 turns, with an exception of the Denmark one, which is only 70 turns. 500 turns is actually somewhere between a Quick and Standard game. Not that I'm complaining, I normally play on Marathon.
Excited to test the beta, as well.
 
Welp, I've been playing this version, and I'm loving it a lot. Turn 178; I'll post a screenshot of my empire and the techs I've researched.

Okay, I would post screenshots but the site isn't letting me (bad request or something).

I'm currently playing on Prince difficulty, so the AI isn't very strong. I expect on more difficult difficulties, the AI will have larger empires and larger armies.

On the version I'm playing, some CSs were screwed up, this has been corrected.

I just discovered that Greek Hoplites and Heavy Spearman have the same strength at 10. Swordsman have a Strength 11. So, should I move Heavy Spearmen up to 11, nerf Hoplites to 9, or move Swordsman to 12? You decide! Or me...haha....

Large empires seem easy to manage, due to some policies really helping it out (Tradition's -50% Unhappiness in Capital, Tradition's +1 Happiness per Monument, Citizenship's +1 Happiness per Trade Route, and Representation's +1 Happiness per 5 Citizens).

Culture is doing pretty well, given the circumstances (my empire is really big with only Monuments to support it). Small empires will have less research, so expect a big buff to the National College to help alleviate some research issues. Tech costs are most likely to increase again. At turn 178 without focusing on culture so much, I have 9 policies, out of 30. So empires that focus on culture should be able to hit 30.

This build really is the final stage of Alpha, my next build will be the Beta release, and that should come soon. Until then, I can't wait!

EDIT: And these images won't show up. :( I'll just link to them instead.

http://imageshack.us/f/823/macedon1.jpg/

Conquered my mainland by turn 120, attacked Lydia by turn 160 and by turn 178 I have taken their capital. Please note the battle of Troy did not last long. :)

http://imageshack.us/photo/my-images/220/macedon2.jpg/

This is half of the tech tree complete, with the second half taking about 20 turns per tech (hopefully).

http://imageshack.us/photo/my-images/59/macedon3.jpg/

I'm the world's best friend. No, seriously, these guys love me.
 
I'd change all three units.
By the way, didn't mention this earlier, but is Mitanni's AI resemblant of Suleiman's? Because the Ottoman's are also war happy, but suckier than the usual AI...
Nice screenshots, too. I normally play on King or Emperor, so this should be interesting.
 
I don't know the answer to that question. :P I didn't check vanilla leaders' AI when customizing my own.

Macedon was fun to play - but it'll be almost impossible to dominate the land by turn 400 (I'm on turn 210 now, stopped playing, only conquered Lydia's capital, but their other cities were impossible).

I want to play Phoenicia, but this ******** bug is still preventing me from selecting them in the scenario. I may try somehow copying my land and recreating the scenario with the new civs. Idk...any suggestions?
 
It shouldn't be the map, unless you used special instructions to set it up. If it's just a WB map, don't waste your time trying to redo it, check the code.
Is the civ marked as Human Playable?
 
It shouldn't be the map, unless you used special instructions to set it up. If it's just a WB map, don't waste your time trying to redo it, check the code.
Is the civ marked as Human Playable?

Yep, because they show up when you don't select "Load Scenario". They are also fully playable.
 
No idea, then. I'd help, but searching around the forums for my 4-5 half finished mods should give you an idea of my skills...
 
It's okay, thanks for trying though. A bit disappointing...

I'm going to finish the build tonight. I hope it'll be a fairly long list of minor changes (combat strength tweaks, cost tweaks, maybe some new pedia entries). I also have to double check flavors are right before I can release the beta.

The score list in my game was something as follows:

1. Me - 600 points
2. Persia - 550
3. Babylon - 500
4. Hittites - 420
5. Phoenicia - 400
6. Egypt - 390
7. Mitanni - 230
8. Lydia - 200 (these guys got smoked and lost their capital)

Overall I feel the AI may be a bit slow in advancing through the tech tree. If it becomes a problem I will reduce the human research % by around 20. But then again, I was playing on Prince (which I would prefer the game be balanced around).
 
Hello Putmalk,

I experience something like you with my game of thrones scenario.

Without loading the scenario, I can choose properly the wanted civilization. If I load the scenario however I can't choose any civilization at all.

By default the game load always the stark civilization. But if I leave the game juste after beginning and want to start another game, I may choose all available civilization...

I haven't look closely the problem right now, but it look similar to you. Have you try to leave and launch a new game right after ?
 
By "Stark" civilization I assume you mean "Stock".

This is wierd, because I can play as the Hittites...oh, wait.

Hittites were an update of India. Mitanni and Phoenicia were seperate civs. That's why! Yep! THANK YOU. To fix this problem, the Phoenicians, Medians, and Mitannians will have to be changed to be updated stock civilizations.

You're the best, Kwadjh. I forgot about that.
 
By "Stark" civilization I assume you mean "Stock".

This is wierd, because I can play as the Hittites...oh, wait.

Hittites were an update of India. Mitanni and Phoenicia were seperate civs. That's why! Yep! THANK YOU. To fix this problem, the Phoenicians, Medians, and Mitannians will have to be changed to be updated stock civilizations.

You're the best, Kwadjh. I forgot about that.

What the heck does that mean?
Some civs were built off Vanilla, others weren't?
That could explain my own crappy modding skills... Or not.
 
Hell !!

I help solving a problem without a clue of how to do it !! The God of modders is watching us and want us to progress !! :)

I was really writing "Stark civilization". It's one of the major house in the novell the story is base on.

Anyway excellent new if it works. And I may also solve one of my problem once I understand properly how you manage it.
 
Some great potential here, I look forward to seeing a functioning beta.

A few thoughts:
Egypt: People of the Nile (Farms provide +1 Food, +10% Production when constructing Wonders)
+1 food is a really *really* powerful bonus, much more than that from any of the other civs. Unless Egypt has really awful terrain, this is likely to lead Egypt to dominate, particularly when controlled by the human player.

Also: is there any scope for skirmisher units here? Peltasts, slingers, and so forth?
I'd think of these as 2 move ranged units with modest ranged attack and move after shooting and/or incan withdraw ability.
That might be more interesting than just lots of melee types.

You could also do a lot to differentiate some of the sides; Macedonians based around heavy infantry (Phalangites) vs easterners with mounted archers, Phoenecian naval power (I'd give them something like Sun Never Sets and/or a naval UU).
You could also create some extra "Companion" strategic resource for super-strong but rare companion cavalry.

One of the things I dislike the most about vanilla is that Greece ends up mostly building Companion Cavalry while Persia builds Immortals. It should really be the other way around; Greece with lots of Heavy Infantry, and Persia with the Heavy Cavalry. Companions are iconic, but were very few in number.

But I think a lot of the potential flavor in scenario-based mods comes from making each faction play quite differently. Some of this can come from the scenario map, but a lot I think can come from having a big list of UUs and complex UA, to give different playstyles.

If make sure the map extends east a bit, you can also have an Indian faction, and some war elephants (with a very rare Elephant strategic resource) which would be cool. I think one aim for the mod should be to be possible to replicate Alexander's conquests (but for it to be insanely difficult to do so).

I'd consider beefing up the set of social policies; I could see a city-state oriented tree and a commerce oriented tree to fit here.
 
What the heck does that mean?
Some civs were built off Vanilla, others weren't?
That could explain my own crappy modding skills... Or not.
Lol, when I first started off with the new civs, I had some errors making the Hittites, so I concoted the idea of just updating India into the new Hittites. They play new, have a new leader, and a new trait, but they're actually tagged CIVILIZATION_INDIA. Thus, they're a "stock" civ. That's why they're playable.

I'll just do the same thing to Lydia, Phoenicia and Mitanni (I made these new once I perfected the process).

It must be some dumb ModBuddy bug that needs to be fixed.

+1 food is a really *really* powerful bonus, much more than that from any of the other civs. Unless Egypt has really awful terrain, this is likely to lead Egypt to dominate, particularly when controlled by the human player.

Took me about 2 minutes to realize then when I played Egypt. It has since been changed to +1 Gold as of about 5 days ago.

Peltasts are in - they're essentially crossbowmen for now.
Hoplites are really powerful, and because teching is so slow, you'll notice Hoplites dominating for most of the earlier eras (I just replaced Hoplites at turn 180 or something). Hoplites have 10 strength, Spearman and Axeman have 7. Axeman has a +50% melee bonus, so it's essentially 10 combat v. 11 combat, making Hoplites very favorable to use (good against melee and mounted units).

I didn't make Phoenicia a naval power since navy isn't a huge issue in this scenario (unless you're Greece, I've noticed strong navies make taking cities MUCH easier).

The map ends off at Pasargadae or Persepolis or whatever it's called. It goes no further than the western bit of Iran.

Slingers have the incan withdraw ability (nerfed to 50%) but are buildable by everyone. They're weaker in both ranged and melee attack, but the withdraw gives them some reason to build them.

I'd consider beefing up the set of social policies; I could see a city-state oriented tree and a commerce oriented tree to fit here.

Yep! Trade is the last tree I have to make - it essentially is the commerce + city-state tree put in one. Right now, Patronage fills that role. I'll release beta without Trade completely implemented, but that's an easy fix.

Here is the plan for Trade so far:

- Starter
+10 Gold in Capital
- Lavish Life
Luxuries provide +1 Happiness (this also makes them worth more gold, iirc)
- Trade_2
Markets produce +2 Gold
- Bribery
20 Influence minimum, 25% more Influence per gold bribe
- Trade_4
Extra Science per City-State Ally
- Piracy
Harbors built 20% faster and provide +2 Production, Naval Ships are produced +15% faster, Fishing Boats provide +1 Gold
- Finisher
City-State effects doubled
 
Kwadjh solved the issue! Special thanks to you!
 

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Beta is ready. Uploading to civfanatics in a moment, because ModBuddy won't accept it, it's crashing.

All I ask is that if you download it, please post feedback, and play the Scenario (Load Scenario button on), not a random game. Thanks!

Inca and Babylon are required to play this Beta. Sorry if you don't have those yet, but I haven't made my DLC lite version yet (for good reason, that's a final release step :) )
 
Upload update.

Can't upload to ModBuddy (crashing), can't upload to civfanatics (Bad request).

Any ideas? Thanks!

Okay, I uploaded the file successfully to filefactory. Yet I have no idea how to link it to you so you can download it, as I see no download link. :( Working on it, I want to get this Beta out.

Uploading the Strategy Informer, which is recommended by civfanatics. My apologies for the wait, it should be up shortly.

Yep, ignore this post. OP has been updated with the link. Please use that. Thank you!
 
I use http://www.megaupload.com/. And it seem's to work with a nice download link.

I'll try that one out as well, thanks.

When I copied my files to another computer, I was hit with a littany of "path is too long" errors. After skipping them, all the files seem to be there in good condition. So I guess, if you ever get those errors (I doubt it), just ignore them.

I really wanted to get this out to you guys yesterday night, but it just failed. So much for "ModBuddy". Now with Irene on its way, I just hope the internet/power doesn't get cut out.
 
Okay! Finally uploaded!

Check post #1.

Note: Beta requires Spain/Inca and Babylon DLC. Please select "Ancient Mesopotamia" and then check "Load Scenario". This mod is not compatible with any other mods! Don't try it, it will most likely break everything!

I will be uploading the download database, updating the first post, and making a new scenario thread. I hope to get very good feedback. :) And thank you for following me since I posted the preview.
 
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