The Ancient Mediterranean MOD (TAM)

If you're referring to the improvement graphics in the city screen - they're messed up and I won't ever work on them to be corrected. It's not important to the game.

Cities next to rivers stop growing once they reach the city size that requires a bath house to grow. Cities next to rivers won't have an aqueduct as the river counts as the aqueduct.

The thing with city states and pyramids is interesting, but that's something that needs to be addressed by Firaxis in the next patch. I can't do anything about it, but I'll tell them.

Some units cannot board certain boats. That is intended and correct.

In the other forum (CDG) there is a post somewhere what units can cross mountains. Check it out. What is light and what is heavy is all kinda commonsensical: everything with a lot of armour, with a horse or with a lot of weight (settlers) is heavy.

The MOD allows cultural conversions and the likelihood is actually much higher than in normal CIV3. There's a twist to it, though: certain government types are more likely to convert others. The more authocratic the government the less likely to topple a city of a more libertarian government. Generally, Despotism, Theocracy and Thing Law are bad for conversions. Building wonders actually does miracles conversion-wise, because they produce a LOT of culture.
 
Thanks, thamis, it's kinda funny getting the answer from you and from the game at the same time. I just had a city convert at the same time I opened up this page.
Knowing that the improvement wierdness is a design glitch and not an install glitch gives me more confidence in the functionality of the game. And your explanation of heavy vs. light units helps quite a bit in predicting what will and won't cross mountains and swamps.
I'm currently building Hanging Gardens while in City States, I'll post the results when it gets built.

The problem with the cities on rivers seems to only apply to the Scenario that allows random world generation. It's working fine for the PTW set-map of the Mediterannean.

After I get more familiar with how the modded game works, I'll write some sort of Civilopedia Entries for some of the Civilization Advances. They won't be much, but they'll be better than nothing.
Would you want me to post them here, or PM them to you?
 
Thamis,

Is there any timeframe for when a C3C version of your great mod will be available?
 
I just completed the Hanging Gardens, and nothing showd up in the town that completed it (Velitrae). So that's two Wonders I've wasted resources in not buiding.

Not only don't I have 'em, the Wonders of the World page says they are located in Saba, which doesn't exist, they were constructed in 0 AD (it's 275 BC at this point), and there's no Owned By line, though it shows my leader's face and my civ's color.


Apparently if you want a Governmentally dependent wonder, you have to be in that governmental form at the time of completion.
 
New question:
I am currently using a Theocratic Government, have the sciences to upgrade my coracles to galleons, yet when I tried to upgrade my coracle in a town that has a harbor, it tells me I can't do so.
I had upgraded a couple coracles, and had built a couple galleons while in Monarchy.

Is there some limiter on ship upgrades while in Theocracy?
There's nothing in the Civilopedia that indicates this should be happening.

[Edit] Can't seem to upgrade in Thing Law either.
 
I apologize. I must be completely blind because I'm not seeing the same thing.

On the Acient Mod site there is a link for labels.txt file for 1.15 Conquests.

I do not see that in the first post on the first page.

Do I just need the full install to run with Conquests 1.15? If so, I already have the full version.

Sorry for the trouble.

:o
 
It's there but I get this in my web browser:

http://eloso.3dretreat.com/civ/nodice.jpg

Same as when I attempt to download it from the mod's homesite. I did try to right-click and save target as...

I managed to download this webpage to my desktop.

Thanks for all of your efforts.
 
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