The Ancient Mediterranean MOD (TAM)

Originally posted by thamis
No idea. Can you send the save?
I think I can...
 
Well that didn't work. Let's try this...
 
Thamis, it seems bizarre that a required improvement needed for a great wonder could possibly NOT be built due to empire/city size. I do not always build walls in all my cities, so if I were to have a successful game, then wanted to build the silk road, I couldn't due to my inability to build Walls (which I am currently can't seem to do).

The MOD is AMAZING BTW! I have had great enjoyment building empires. Its just tough playing on the Med Large map with all civs as it takes soooooo long to load between turns. And I have a 2.2 gig machine!
 
What's the command NoAIPatrol=1 supposed to do?
I didn't notice any shortening of the half-hour lag while waiting for the opposition to take their turns.
 
I was kind of disapointed with the performance of the some of the major civ's (Egypt,Carthage,Persia,Greece,Rome,Phoenecia) so I gave each of them each three civ traits. Plays a little more realistic now.
 
Hello Thamis,

I think I have a good time scale for the mod. When I played on Monarch the ages usually fell pretty close to reality. Maximum time for tech research is set for 30 turns.

100 turns at 50 years each brings you to 3000 BC
50 turns at 47 years each brings you to 650 BC and ~end of AA
150 turns at 4 years each brings you to 50 BC and ~end of HA
100 turns at 4 years each brings you to 350 AD and ~end of IA
100 turns at 3 years each brings you to 650 AD and ~end of MA

With good contacts and trading I could stay on track and finish each age just about when I had the last tech for the age. isolated civs were further behind (as it should be). Fertile crescent ones often were ahead until the imperial age.

Other suggestions:
Make Elite Light horse the unit that gives Macedon a golden age, not hoplite.
Preference menu buttons are out of sync with the game.
 
I might find this somewhere in this huge thread, BUT
please tell me why the Thrace nation hasn't been included.
They could be placed south-east of Dacia and south of Scythians on the map. Not much room but I think they played a big role and had Light Cavalry helping Alexander The Great. Thracians like Spartacus where well known. The Thracian sword likewise. I htink they where to be included in the "sleeping" Alexander The Great Mod,
so how was the discussion of ruling them out from this FANTASTIC mod. I just can't stop playing it.

Hoping for a small info on this to set my questionmark straight.

Clamel.
 
I play a lot of hotseat games and unfortunately you can only pick eight civ's. (which is why I felt the need to give an edge to the major civ's of the mediterranean) What eight civ's would you recommend for the furtile crecent map. I'm not that familiar with those ancient civs.
 
I was about to deinstall Civ 3 and banish the CD into the rack with all the other games I once played but havn't touched in months or even years. Make no mistake, I am a Civ 3 fanatic - but the more you play the more the game develops into a boring routine where you can predict every move of the AI and your own moves are becoming the calculating results of simple equations...

But then I found TAM. Thank you and everyone who worked on this fantastic mod. It has given me the excitement and fun of playing Civ as it would be a completly new and different game - even better than the original. I'm a lover of the ancient world and this is exactly how I would like civ to be.
 
@davbenbak
Here are some suggestions:

Traditional Fertile Crescent Civs available in TAM:
Assyria
Babylon
Persia
Hittites
Medes
Egypt

Options to get to 8:
Troy or Lydia
Israel or Phoenicia
Mycenae, Macedonia or Minoan (water barrier gives an advantage)

Around the Med scenario:
Iberia
Rome or Etruria
Carthage or Sea Peoples
Egypt
Mycenae
Troy, Hittite, or Lydia
Minoan or Macedonia
Israel, or Phoenicia
 
the C3C version of the mod is great :goodjob:

one question the barbarian unit in the edit shows that it upgrades all the way up to Heavy Infantry but it isn't selected to upgrade was this done on perpose or is it an oversight?

I ask because I noticed that the other units that result from enslavement can be upgraded
 
thamis,

I can provide you with details on Dacia, since I am Romanian...
King Decebal as the leader (you can also pick Burebista, since he was another great Dacian leader). Cities: Sarmizegetusa (capital), Apulidava, Petrodava, Sucidava, Cornyx, Piroboridava, Tariverde, Ulpia, Admaclisi.. I forget the rest, but most of them end in dava, which means city, so you can make up some if you need more. Leaders: Decebal, Burebista, Dromichetes, Scorillo
Special unit: taraboste (they were aristocratic riders). Civ traits: religious, militaristic; possibly industrious.
Hope this helps...
Tavi_the_dacian
 
How about the thoughts on Thrace.
Thamis what did make you leave them out ???

Pleased to be notified Thanks

Clamel
 
Not to be a nudge, but have you gained any leads on why I can't build Silk Road improvements?
I don't usually go the Space Race/Silk Road route, but it would be nice to do it on occasion.
 
Originally posted by thamis
Hmm... I'll have to look at that.

I'm talking specifically about the Barbarian Swordsman

I hope that helps

also the Goth UU Huskarl, which replaces a unit that enslaves, doesn't which kind of makes the unit weaker then the one it replaces

I think you should allow the Huskarl to enslave, unless you want the unit to remain the same
 
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