Preview: Putmalk's Ancient Mesopotamia

Going to kill myself, all I need to give you is the .civ5mod file? That...makes more sense? Can anyone confirm that?
 
300 mb? Is that zipped, and is that just the modinfo file?

Ignore that. The new file is much smaller and better. :) Follow the link I got there, if 300 MB is still in the OP I'll remove it.
 
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)

Looking good Putmalk - I'll download this today and give you my thoughts after I've played it through a bit. :)
 
Looking good Putmalk - I'll download this today and give you my thoughts after I've played it through a bit. :)

Thanks :), but the things you quoted (unit and tech starts) were removed because I didn't feel they benefitted the gameplay. Let me know, please. As honest as possible.
 
New emergency fix is here:
Spoiler :

  • Phoenician Trait: Naval units now cost 33% less gold to maintain, a Free Great Merchant appears when you research Currency, and Custom Houses now also grant +1 Gold, +2 Science, +2 Food.
  • Lydian Trait: Trade Routes now grant +1 Gold, Trading Post and Mines now also grant +1 Gold.
  • Mitanni Trait: Great General spawn rate increased by 50%, in addition to 33% land unit maintenance reduction.
  • Mitanni can now build Warriors
  • Mitanni now starts with a Warrior


Link is now added in the OP. Use the new one, because the old one will make Mitanni unplayable (they couldn't build warriors). I have identified the problem and it won't happen again (pretty easy fix, but very needed).
 
Version 3 has been added. Link in the OP or in the scenario thread.

Changes:
AI
  • Readjusted policy flavors so the AI has a better grasp of understanding of the new policies.
  • Alexander now has a strong naval and military training flavor. Diplomacy and culture flavors have been significantly reduced
  • Darius is now a more hostile leader bent on building a strong military and expanding his empire as fast as he can. He is not a deceptive leader.

GAMEPLAY
  • Barbarians cannot build Slingers
  • Barbarian Axeman are a new unit and replace the normal Axeman for Barbarians. They retain the 50% melee bonus, but their strength has been lowered from 7 to 6.
  • Mitanni and Phoenician traits now correctly REDUCE maintenance of land and naval units by 33%, instead of increasing it.
  • Tower of Babel now increases production of land units by 15%.
  • Numerous updates to correct unit upgrade path.
  • Science and Diplomatic victories can now be chosen in a random game setup again, but have been disabled in the scenario
  • Science and Diplomatic victories will not win the game when their prerequisites have been fulfilled.
  • Minor increase of costs for Sailing, Writing, Calendar, The Wheel, Trapping, Masonry, Bronze Working (60 -> 80)
  • Palace Happiness reduced to 3.

POLICIES
  • Tradition: Now gives +3 Culture to the capital, down from +4
  • Monarchy: Now also provides +1 Culture in the Capital
  • Landed Elite: Monuments now also provide +1 Culture
  • Aristocracy: Strength of all cities now increased to 25% instead of 10%
  • Liberty: Gold reduction of Buying Land tiles reduced to 33%
  • Liberty: Capital Settler production increased to 33%
  • Collective Rule: Now also provides a Free Worker
  • Republic: Settler production in all cities increased to 33%
  • Titanic Worship: Now also gives +1 Culture from each Temple of the Gods
  • Polytheism: Now also grants +1 Culture in every city
  • Heroic Triumph: Now gives +4 Culture from each World Wonder
  • Monotheism: Now grants +6 Culture in the capital, +1 Culture per city removed
  • Slave Infrastructure: Gold maintenance reduction from buildings increased to 33%, and +10% Production in the Capital
  • Slave Infrastructure: Now correctly DECREASES maintenance on buildings, as opposed to increasing it.
  • Slave Trade: Now grants +2 Production per Market, and +1 Happiness per Production building (Forge, Workshop, Seaport)
  • Slave Finisher: Specialists produce +1 Production, and Mines produce +1 Production
SCENARIO
  • Added tons of Horse resources around Mitanni so they can build their Chariots early and often
  • The Ganzak city-state no longer has Horses or Incense
  • Added the Nineveh City-State, north of Babylon along the river
  • Troy now has a higher defensive flavor and a lower offensive flavor.
  • Minor tile additions near Athens and Anatolia passage
  • Silver located near Hittite starting location
  • Added tons of grassland and plains south of the Egyptian starting location along the river, included with new bonus and luxury resources.
 
Version 4 has been released. Download link the original post.

This is my last update for a while, especially until I get more feedback on the changes. I hope you are enjoying so far.

AI
  • AI now correctly understands what the Temple of Artemis does.
Bugfixes
  • Burial Tomb now correctly requires Polytheism
  • Egyptian War Chariot now correctly requires Horses
  • Barbarian Axeman now correctly requires Bronze Working
  • Corrected error in Musician civilopedia tooltip
  • Education tooltip corrected

Civilizations
  • New Civilization: The Medes
  • Leader: Cyaxares
  • Trait: Might of Media (Great Generals provide +20% combat bonus, and 50% chance to convert Land Barbarians)
  • Unique Unit: Skirmisher (Replaces Horseman, 12 Strength, no combat penalty when attacking cities, more expensive)
  • Unique Building: Qanat (Replaces Aqueduct, 40% Food carried over, +2 Food, Wheat provides +2 Food)

Gameplay
  • Satrap's Court Redesigned: Now replaces the Courthouse, and provides +50% Gold in addition to removing all Occupied unhappiness in a city. The Satrap's Court requires no maintenance.
  • Garden now provides +2 Food
  • Babylon's Ingenuity trait now awards a Free Great Scientist at Alphabet, instead of Writing
  • Alphabet no longer requires Sailing
  • Philosophy now requires Optics
  • Temple of the Gods now generates 25% culture, down from 33%
  • Temple of Artemis increases Great Person generation rate by 33% in all cities
  • Temple of Artemis now generates +5 Culture, up from +4
  • Swordsman cost 85 Production to build, up from 75
  • Onager costs 110 Production to build, down from 120
  • Horse Archer now has a Strength of 5, down from 7
  • Aqueduct now requires Mathematics, cost reduced to 80, but now only grants +25% food after a new citizen is born

Scenario
  • Media are now a fully playable civilization on the map
  • Land area north of Persia and around Ganzak has been improved to allow the Medes to grow
  • Achaemenids now start much further north

UI
  • Seaport has a new icon
  • Observatory has a new icon
  • Visual improvements to Shukuthlu, Peltast icons
  • Mariyannu Chariot has a new icon
  • Civilization Dawn of Man text now has been changed to the Scenario Dawn of Man text
 
Excellent news to see this being beta-tested already. I'd help, but i don't have the required DLC yet..though that might change soon, especially the spanish/inca pack looks interesting.
 
Some more screenshots from Version 5, my personal build.

Currently on turn 171. Some notes:

  • Greece is finally playing like their AI should be playing. Athens and Agrinion fell, and they allied Sparta to help them with their cause
  • Greece is also becoming one of the largest civs, and currently holds the score lead, with me trailing
  • Phoenicia's new unique trait, which grants a Great Merchant at Currency, really helps things going. It took me about 120 turns to get there, but once I did, I popped two Great Merchants within 10 turns of each other
  • For reference, with Trade and Phoenicia's unique trait, a Customs House was giving +3 Food, +6 Gold, +2 Science and +1 Production
  • In the Classical Era I received 750 gold and 30 influence from popping a Great Merchant in a city-state
  • The Medes, the new civilization I added with Version 4, have become bait for Persia and Babylon to pick on. Which is good, because Persia now has something to do in the early game. Still have to add a city-state there, though
  • Egypt is playing like they always do - wonder spamming, tall empire who rushed Tradition to start. They got mad at me for stealing Colossus and Great Lighthouse (I'm Phoenicia, these wonders are god send) and have been Guarded the whole game :/
  • I like my latest Version 5 change of having the AI use more ranged units to attack, I feel they are killing units better than before. Babylon sent 4 Bowmen, 3 Catapults and 4 Axeman in a sneak attack, but they didn't send Spearman, so my Horseman trampled them
  • I want to add Phrygia, a civ that would sit in between the Hittites and Lydia. Any ideas for unique unit/building?
  • I'm going to jump into LUA soon, maybe over the new few weekends. I want to add a Wonder tracker UI, which lists all the wonders and who has built them
 

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There's a mod called Improved Demographics which has the wonder tracker built in, along with where they were built. It's on the in-game browser.
 
There's a mod called Improved Demographics which has the wonder tracker built in, along with where they were built. It's on the in-game browser.

Thanks! I'll check it out.

But I still have to learn LUA. :P
 
Ah, that never sounded fun to me..
Off-topic, but, do you create your own icons? I know ambrox supplies the leaderheads.

Yep, almost every icon was created by me (minus the leaderhead and some civilization icons). I even re-did a lot of them to match a new style I was adopting.

Attached is the true power of the Phoenician unique trait.

Two custom houses, one built on a wine and the other on a plain.

Wine: +4 Food, +9 Gold, +2 Science
Plains: +3 Food, +1 Production, +6 Gold, +2 Science

As for the second screenshot, do you think Darius wants to go to war?
 

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Same place I built them. That prevents the monastery from being built, though.

Again, unrelated, but, would you consider making icons on request? I'm considering going back into my unfinished mods, but, part of why they didn't work was issues with the graphics components, and I don't have the software or know-how to do that stuff.
 
Same place I built them. That prevents the monastery from being built, though.

Again, unrelated, but, would you consider making icons on request? I'm considering going back into my unfinished mods, but, part of why they didn't work was issues with the graphics components, and I don't have the software or know-how to do that stuff.

We'll see. I was going to make mods for Gedemon and his WWII mod, but he's got far better people than I doing it, I simply don't have the time (first college class in three hours !!) and I've been really devoted to doing Mesopotamia because game designing has always been my passion.

I can do a few icons on request, but most likely I'll end up not having the willpower to do many for other people.
 
I'm thinking I'd like to finish my Costa Rican civ... would one unit, one building, and a civ be too much?
 
I'm thinking I'd like to finish my Costa Rican civ... would one unit, one building, and a civ be too much?

Give me the details and I'll see.
 
UU= Fuerza Publica
UB= Bioparque (basically, it's a cross between a zoo and a wildlife reserve...)
Civ= Costa Rica.
I can't convert to dds at the proper sizes, so that would be something I'd require...
 
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