The Ancient Mediterranean Mod (TAM) - Large Map ver 2.5j

akots

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Been playing a few times the TAM mod. Mostly on low difficulty and still it was very tough. I'm not motivated enough to play a single player game on high difficulty since it is really insane. But I like the mod so much, with all these beautiful units and many various civs! Especially, it plays like a completely different game, very little similarity with actual Conquests. No settler factories, no worker factories, not even barracks until a certain stage of the game! Multiple possiblities to trigger Golden Age, very peculiar civ-specific small wonders, great map, powerful AIs, multitude of resources! And slave and prisoner sacrifice to end up the gorefest with a 20K or even 100K victories! Indeed a fascinating mod!

About TAM:
- TAM's thread at CFC: http://forums.civfanatics.com/showthread.php?t=23420
- TAM's forum at CDG : http://cdgroup.org/forums/tbs/civ3/index.php?h=1&pf=21
- Watorrey's site about TAM : http://civ3.watorrey.net/pages/tam.html
- Justus II's reference site about TAM : http://joe-s.home.insightbb.com/ancient_med.htm

The mod is rather large (80Mb download plus 2.5j patch). But it is well worth it!

Difficulty level is open for discussion but I'm thinking of Deity played by the RBC rules (no exploits). Not sure if anybody tried it and if it is winnable. Certainly Emperor is winnable. :)

Choice of civilization is also rather large (over 26).

Apparently it might be better to limit the game to players who are comfortable with Deity difficulty at the very least.

Specifics of the TAM mod

It might be I'm missing some important points here, please correct me if I'm wrong.

1. Cities not on the river can grow to size 4 without aqueduct. Cities on the river can grow to size 8 only without sewer. Cities over size 8 generate considerable pollution which is decreased by building public baths. All these improvements are very expensive to build.

2. Settlers cost 50 shields and are worth 3 citizens (30 shields and 2 citizens normally). This speaks for itself. No worker or settler factories ever!

3. Pottery is not a first level tech and is rather difficult to research. So, no early granaries. Hence, growth strategies are completely different and there is no REXing neither for a human playr nor for AI. Initial game flow is extremely slow.

4. Workers speed in very slow even with industrious trait.

5. There are no barracks essentially till almost the end of the game. The only place to produce veteran units and upgrade is the capital since Palace acts as barracks.

6. However, some regular units have 4 or even 5 hit points whereas heroic units (analog of elites) can have up to 7 hit points. Attack and defense strength of most units is doubled. Hence, combat system is rather different.

7. Settlers, wheeled units and most of the foot units cannot enter mountains and swamp unless workers build a road there. Cities cannot be founded on desert, forest, and mountains but OK in swamp once there is road there. Archers and some other units can enter mountains and are at the same time amphibious.

8. Ships are really slow until late in the game and even then and even with seafaring trait.

10. Barbarians are huge. They have attack of 4 and defence of 2 fortunately always conscript (3 hit points). Barbarian (pirate) ships are also very powerful. This limits initial contacts and early exploration substantially. There are also wild wolves which have 2 mp but attack-defence only 1-1.

11. There is a great choice of various governments and some wonders depend on governement. Once you revolt to another government, the wonder disappears.

12. There are civ-specific small wonders for each civ and their benefit is not to be underestimated.

13. There is very few possibilities of building local culture since temples bring only 1 culture per turn and building them in corrupt cities is virtually impossible since they require a cult site improvement to be built first.

14. Some units have enslave ability and slaves (traded or captured or obtained by razing cities) and enslaved units can be sacrificed to increase local culture or culture in the cultural center (capital usually). Capital accounts for about 80-90% of total culture.

15. AIs are very difficult to manipulate. They always ask you out of their territory. RoP are possible only later in the game. Military alliances are not possible completely IIRC.

Overall this stands for a very different kind of game.
 
Tempting.....

I haven't been in SGs for a while, but I guess I sign up.

I'm comfortable with deity, and KNOW it can be done.
Edit: I know it can be done on demi-god.

What civ? Howmany AIs?
 
Great to have you here Stapel. Hope Krys will join as well. ;)

It is the large map with all civs which TAM has (about 30 iirc). I'm not completely sure of how many are playable by a human player. Probably something around 20 and for Deity we might want to pick up some strong civ. I had a great experience with Kolchis and also tried Hunns, Egypt, Israel, Troy and Assyria but all on lower difficulty. Even started some games with Romans, Mynoans, Babylonians, Massagetae, Macedon and Picts but never finished them. Also tried Numidians, Scyth, Iberians and Etruscans but these are tough. Expansionist trait is kinda useless with these pesky barbarians.

There is a huge choice of unique units and starting options. And apparently, there is no way to play without MapStat since there are too many contacts and trade opportunities to monitor manually.
 
I'm in. :) I think I owe you something, akots. ;)

I'm OK for Deity, I trust in you. Do you want to play with all the 31 civs (fine with me) ? I'm fine with any civ that had significant importance in History. Fukc the Scyths or Kolchis or whatnot. :D

I hope we can grab 2 more people who know this mod, because I'm the newbie here (despite being the one who started the TAM hype at CDZ :eek: ).
 
Surely, we seem to have a nice company assembled! :)

So far the roster looks great for Deity. IMHO, we can pull it off, at least give a decent fight before we lose. :lol:

OK, there are 4 players now:

Stapel
Krys
grs
akots

It might be a good idea to have at least one more or preferably two players. The map is large and turns might take time to play. The interturns are also long because of many AIs and lots of units crusing around. And the more the merrier!

Any thoughts about which civ to play?
 
Can you give a brief summary of what this mod is. Trying to skim the sites in your links was a bit overwhelming.
 
It is indeed overwhelming. The best summary is in Justus II site. The best thing about it is that it plays completely differently. I'll try to summarize the most important pecularities of the gameplay process itself.
 
lurker's comment: I think this will be on my watching list.
 
I'd like to try this one, though I'd be a newbie for this mod, I have extensive experience with other mods.
 
Ok time for some suggestions:

The Etruria: Agricultural, Seafaring. They have a nice civ-spefic advantage with their cheap granary and a UU that comes with bronze working (+1 speed).

Dacia: Expansionist, Agricultural. Tribalism (only 50 shields) reduces war weariness and propaganda chances (remember the Medes!). They have an excellen selection of military units.

Both have quite a central position, which I think is preferable.
 
@Bezhukov: Can you tell us a bit more about yourself? Are you comfortably (more or less) winning on Deity level?

I have edited the first post to describe some specifics of the game.

@Grs: Have not tried neither Dacia not Etruria to the point when I can tel it is winnable on higher difficulty. I know Etruscans have a sort of small wonder which puts granary in every city which might be very handy against Deity AI in this scenario.

I would be eager to try Egypt apparently and may be some civ with 3 movement cheap unit like chariot, for example. IMO, 3-move chariots can rule this game for a long time. They are fast, retreat often since they have 5hp veterans, and are very effective against spearmen though it take around 4 of them to kill one spear in a size +4 city. Out of these 4, 2 would retreat, 1 would die, and the last will win. I have to check if Etruria has this kind of chariot, I would certainly go for it.
 
We still might want to wait for one more player plus to Bezhukov.

I have checked and 3-move Chariot is only available to Egypt, Kolchis, Israel, Assyria, and Troy. Peltast is a rather cool unit though somewhat a bit expensive. There is also a 3-mp camel rider available to Saba and Imazighen but these guys are worth 50 shields each. Some later mounted units available with Tactics also have 3 mp. Hun Raiders are cool as well since they have no movement penalty and treat some terrain as road.
 
Can the desert be mined for shields? I'm not sure but almost positive it can though take horrendous number of workers turns. Same actually goes for Dacia since forest chops are also very slow. But we certainly can try Etruria albeit it might be difficult to acquire many contacts early.
 
Getting many contacts soon, is, imho, the key to a victory on higher levels.

Egypt is not only desert btw. I guess there can ben enough shields!
 
well I ope I can join. I am pretty familiar with this mod and won several times on emperor level with harder civs like media, so I believe I can do deity.
Oh and I also wish to try egypt. as far as I remember they got rich land and some hills with copper and marble so shields ar no problem.
 
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