The Ancient Mediterranean MOD (TAM)

Well you are right that not much "happened" as we typically think of history. All of the underpinnings of civilization were being laid down. By 3000 BC the first writing appeared in Sumeria and the religious infrastructure was well established. City states were the happening thing in the Tigris Euphrates valley. Within 500 years all that had spread. In reality development (civ advances) took place on an even front across many paths. In the game players can and do skip warrior code and the wheel to bee line for mathematics for instance. This completely screws up any sense of natural progression and is not worth trying to address. That's why it is a game.

I think that if the game time scale allowed civs grow to 3 -5 cities, build a little infrastructure and research (and/or trade) one to two levels down most tech paths by 3000 BC (5000 years from the start) that would be about right.

The bronze age should be in full swing by 1000 BC whereever civs have the opportunity to interact.

And IIRC the tech tree should be pretty much completed 1000 years later by the start of the CE.

The question comes down to how many turns are needed in each group of years to make it possible to stay on track with history. If it takes 200 average turns to research/trade for 85% of the first two levels of tech, then divide 5000 by 200 and use 25 years per turn. Then repeat for the Bronze age etc.

I'm sure that research speed will change with difficulty level so pick regent or Monarch as the base and allow that at other levels the pacing will change. Or can you set the years per turn gauge by level?

I will play around with the years per turn and see what happens.

Edit: added:
I think three things need to be balanced:
The span of the game should divided into distinct blocks of years that have a sense of how history progressed. How many techs need to be researched in any given block of years. How many turns will it take to reseach those techs taking into account that some will be traded for.
 
I've looked at your tech tree and created a model based on that, rather than try to redo all the work you put into it. This model says: You research an Age's tech during the Age and one should be able to so in the years allocated to that age.

In looking at your tech tree:
Ancient Age 24 techs
Hellenistic Age 19 techs
Imperial Age 14 techs
Migratiion Age 8 techs

The first 2 columns in the ancient age have 15 techs that should be know by 3000 BC (Really should be a separate Age).
The remaining 9 should be known by 500 BC, launching the Hellenisitic Age.

The 19 techs in the Hellenistic age should be known by say 50 BC so the Imperial Age can begin.

The Imperial Age techs are completed by 250 AD
and the Migration Age ones by the end of the game.

We can quibble about adding or subtracting a few years or moving a tech from one age to another but that should be for another discussion. I'm trying to look at the big picture.

AA
The first 15 techs need to be researched in 5000 years.
The next 9 in 2500 years
HA
19 techs in 450 years
IA
14 techs in 300 years
MA
8 techs in 350 years

You should be able to adjust either the years per turn or the turns per tech or both to make it all fit. Also trading for techs will increase as time moves forward. If you assume that 75% of knowledge comes from trading, then you know the number of techs that have to be actually researched in the age's year span.
 
75% from trading is quite a lot...

If you can work out a nice way how the turns should work, I'll be happy to implement it. Check this post for the current timeframe:

http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=53

I'm too busy at the moment to play around with it enough, so if you'd play around with it that would be great.

I have also noticed that playing without accelerated production, one does not end up with the techs at the right time at all. Or at least I don't. I always play with accelerated production and forgot that when I designed the turns, hehe.
 
Sure, I'll given it a shot. Help does not work in my editor so I have a couple of questions.
How does tech cost in the editor translate into game play?
Agriculture costs 2, Bronze working 12
Is there a multiple for beakers or something?
 
Ok, I played two games last night one as Troy one as Mycenae. I played until I reached either 3000 or 2500 BC at Monarch with 10 AI civs.
I adjusted the turns so the first 100 were at 50 years each and the next 100 at 25. All reamoining turns are set to 5 years per turn. I also made the maximum turns per tech 20 rather than 60. I played in debug mode so I could compare city growth among civs and maximize my tech trading.

In each game I kept my research slider in the 10-30% range. In game one as Troy by 3000 BC had learned 7 techs, traded for 5 and needed wheel, chariots and currency out of the first 15.

In game 2 as Mycenae, I used the same strategy and things went faster. By 2650 BC I was only lacking 5 AA techs. At least half my tech was gained through trading. In 2450 here are the city counts by civ:
Mycenae: 6 Human
Eturia: 8
Iberia: 6
Carthage: 4
Sea Peoples: 3
Egypt: 6
Israel: 6
Lydia: 3
Assyrians: 7
Babylon: 11
Persia: 6

Tech is too fast at max 20; I will raise it to 30 to see what happens.
 
I played on Monarch with 10 AI as noted above and it was the 2.2 mediterranean Large biq file
 
I ended my current game at about 1200 BC. In 2950 BC I lacked 3 of the first 15 techs (Ceremonial burial, sailing and currency) and had 7 cities. That was nicely on target. I was playing Babylon so I was ahead of the AI in city expansion. Other civs: Persia, Phonecia, Lydia, Minoan, Rome, Etruria, Dacia, Egypt, Nubia, Macedon.

The tech speed is still too fast for the time scale after 3000 BC.
I ended the AA at 1750 BC (target = 600 BC). I had contact with only Phonecia, Egypt and Persia and traded for at least 9 techs: Warrior code, copper working, trade, sailing, woodworking, bronze working, mysticism, Thing Law, Currency, by 1750 BC. I was researching a tech in about 15 turns.

Played at Monarch level, same map, debug mode. My skill level is about average, and I tend to build rather than warmonger. I had a short war to keep Persia in its place and have cramped the phonecians up against the coast.

Next game: not in debug mode, Monarch, I will probably go to 16 civs. I will change the turn lengths to:

first 100 = 50 years/turn
2nd 100 = 50 years/turn (was 25)
All others @ 5 years/turn (no change, but I've not reached that time frame yet)
keep max tech turns at 30

This is a great Mod and fun to play.
 
I did find one bug I believe. I am trying to build the silk road, and after building palisades then walls in one of my cities to build the first leg of the silk road I am offerd the chance to build palisades agian. I can't believe this is supposed to happen. Also, since some of my cities are larger than 4, they cannot build the walls at all, there froe cant build the silk road.

Please advise.
 
I am also having problems related to the Silk Road.
At the time of typing this (my score has changed since then) I had 576 for Rome, the second highest score was 147 for Babylon in the year 80 AD. I had all of the technologies from the first two ages and half of the Imperial Age technologies. I've been allowed to build the first Silk Road improvement, but I've not been allowed to build any other Silk Road improvements.
I have several cities over size 12, even more cities have all of the improvements that are available, except for Coastal Fortress.
Why can't I build the Silk Road improvements?
 
How were you able to build the first part of teh silk road? Everytime i build palisades then Walls, it gives me palisades again.
 
Hmmm, I'm playing Rome and when I build palisades, they look like walls? In a couple of towns, I can't build palisades. They don't show up as a build choice in the city selection list.
 
Any thoughts on why a city can't build palisades? BTW, My most recent turn length is off for the imperial Age. I'll give you an pdate once I get through this game. It is great fun!
 
Well that makes sense. Thanks.
 
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