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

akots, in my PBEM, barbs (pillagers) are 4/2/1, not 4/3/1. :) Archers can have a go at them.

I follow your suggestions for the civ and all, I'm really not familiar with the mod. A central position would be nice, as well as something to sustain a decent growth. ;)
 
>Are you comfortably (more or less) winning on Deity level?

Yes, though I don't much enjoy levels beyond Deity. I've won all the Conquest scenarios on Deity, as well as RandR twice.

My weakness is a preference for building/trading over warring. As I note a tendency toward the opposite in these forums, I might possibly offer a useful corrective. The Etrurians sound like my kind of civ.
 
Bezhukov said:
>Are you comfortably (more or less) winning on Deity level?

Yes, though I don't much enjoy levels beyond Deity. I've won all the Conquest scenarios on Deity, as well as RandR twice.

My weakness is a preference for building/trading over warring. As I note a tendency toward the opposite in these forums, I might possibly offer a useful corrective. The Etrurians sound like my kind of civ.

Before I discovered this forum, I never went to war, unless I had tanks. Due to SGs here, I learned how to effectively go to war in civ.

Today (as you will learn soon) I am real warmongerer.

Back in the civ II times, I liked to start with an American civ (yanks, Sioux or Aztecs) and no one else near: the ideal I no want no war start.
 
Seems the roster is full. The order of play might be dictated by real life as well but just preliminary:

I would like to start myself if there are no objections. Can play 40 turns. The next players can play 30 turns if they see fit. The civ are either Etruria or Egypt. Let's try Etruria for the beginning. If we lose, we can play Egypt then.

Roster:

1. akots
2. Stapel
3. Winterfell
4. grs
5. Bezhukov
6. Krys

Please post something if there are objections. I would also urge everyone to download and make themselves familiar with Mapstat utility which shows all the trade possiblities and alerts of civil disorder and other things so that this greatly saves time.

Any tips for the start? I guess going for contacts is the way to do, so I will try to navigate with the starting warrior in the ocean of barbarians. The beginning is very slow, so I'm not expecting of nothing happening during these first 40 turns, may be 2 or 3 contacts at most and may be we will have a worker built. Will play today later in the evening.
 
30 turns each ? :eek: That seems a lot ! Maybe 20 turns because this is a slow mod, but 30 sounds just too much.

How will barbs behave ? I prefer them as standard in C3C (no confusion between games), but up to you.

What are the settings of this game ? Deity. Do we turn on SGLs ? Victory conditions ? Please turn on "preserve random seed". Please turn off "respawn AI players". Please turn on "cultural conversions". Normal AI aggression ?

Do we put all the 31 civs ? I'd like to. :)

I'll do my best to play without MapStat whatsis.

Let's rock with the mysterious Etrurians ! :king:
 
I'm thinking of that many turns only for the beginning. It is mostly pressing Enter anyhow and cruising with the scout around the barbs. If we can expand and build some military, it will be 10 turns later on maximum and after we will be able to reach a certain size (hopefully), it might be worth to switch to 5 turns per player.

It took me about 20 minutes to play each turn on Emperor (plus 5-10 minutes of interturn) around turn +200 or so with the help of MapStat and I'm rather fast player.

It is still Deity but iirc, AIs start with "normal" Deity Motley Crew of a dozen units or am I wrong here? Anyhow, their troops would be most likely slaughtered by the bars.
 
20 minutes per turn???
5 minutes interturn???

I divide those numbers by 10!
 
I'd start with 2 or 3 warriors. It has been my strat with TAM to build my first settler, before I build the first worker.
 
I had about 250 combat units by that time and some 200 slaves/workers and at war with 6 AI simultaneously. Some cities also occasionally need micromanagement. :)

It was on Emperor as Kolchis. Domination was very tempting but too tedious, so I decided to sacrifice everything possible and won by 20K culture. It took a long time to slaughter these innocent Auxiliary Warriors. :lol:

Playing now as I type this, will post shortly.
 
Just to make sure and avoid any confusion, I have started a random game on a large map at Deity before starting this one.

The infamous start:

TAMSG-start.JPG


[1-2]I decide to move the settler one tile to the plains. We might be able to find a use for the bonus grassland later hopefully. Warrior goes NE. Caere founded on second turn and set to warrior. Research to Currency at max 60% ready in 60 turns. Not sure if this is the right thing to do though.

TAMSG-t2.JPG


[6] Another warrior is ready and goes NW.

[7] A pair for Roman warriors is spotted. We give Caesar Trade and Agriculture and receive Warrior Code and 30g in exchange. WC is the most expensive 1st tier tech iirc. Eastern warrior steps on a hill which says “Illiria” on it.

TAMSG-t7.JPG


[9] Caere grows to size 2 and luxuries upped to 10%. Kolchians build Golden Fleece. That was fast indeed.

[10] Caere finishes warrior and starts on worker. Lydians build Riches of Kriosos and Sea People finish Sail Mastery. Caere starts on worker and warrior fortifies to guard the capital.

[11] Our borders expand and we meet a Gallic archer. We are up Trade on them, so I trade it for all their gold just to prevent trade with Rome.

[13] We meet heroic Macedonian archer. They are up Wheel and Domestication on us. Nothing of it can be traded.

[15] Scythians complete Bravery. Our western warrior survives attack of barbarian and comes to Liguria. Caere finished worker and starts on archer. Egyptians build Sphynx.

[17] Gallia has Domestication as well. We can buy it now but then there will be no way to trade it around except for some change from Caesar. I turn research to Currency on minimum.

[18] Nineveh build the Library of Nineveh.

[20] Macedonia has Tools now as well.

[21] Eastern warrior marches to Troy. They are up Domestication, Tools, Nature Cult, and Wheel on us. Gallia also has tools and Domestication. We can trade Wheel from them for 210g+3gpt. Traded Wheel to Rome for Tools and 110g. Traded Wheel to Gallia for Domestication+1g. We are at tech parity with Rome, Macedon, and Gallia for far.

[22] Archer ready, start on settler.

[24] We meet Iberia and trade them Trade for 142g+1gpt.

[30] Troy has Copper Working. Settler is ready in 1 turn. We are being somewhat cornered by Romans already since they built a city nearby. Might be starting in the center of the map is not that good idea. We need the granary badly. I would start on Etruscan Pottery immediately. It is 200 shields, a rather heavy investment for 2 granaries though. Don’t really know.

Here is our homeland. And situation in the west and in the east:

TAMSG-t30a.JPG


TAMSG-t30b.JPG


TAMSG-t30c.JPG


And SAVE
 
The roster:

1. akots - just played
2. Stapel -UP
3. Winterfell - getting ready
4. grs
5. Bezhukov
6. Krys

@Stapel: IMO, you can take 20 turns if you want, there is still not much to do. But make sure to use MapStat or otherwise check Diplo screen every turn so that we don't miss any trades please.
 
I've been playing a test game as Mycenae, and have found that being the tech broker is crucial. Since so many civs are cut off from other civs, you can sell techs at monopoly prices several times over. Workers will start showing up for sale, and you can trade techs for them, or just generate huge amounts of cash. Can we build the coracle? If so, would be good to get a few out.
 
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