The Ancient Mediterranean MOD

Laurino said:
we should also establish a clear unit list... so we can enter them in the XMLs, because playing with only archers and spearmen isnt that fun ...;)

Here are some general thoughts:

Pole Arms (Spearmen, Pikemen, Phalanx)
Range weapons long, short, xbow (Archers, Slingers)
Infantry Heavy, medium, light (Legion, Axmen, Swordsmen)
Cavalry Heavy, medium, light (Knights, skirmishers, Horse Archers)
Siege (Catapult, Ballista, Siege Tower, Battering Ram)
Ships (Galley, Tireme)

Walls (Pallisade, Stone, Double wall & moat)

Each type of unit usually has its effectiveness against another type.
 
Hey guys. Thanks to incredible work by Benoit Desrosiers, we've got a TAM that's full of new icons, the tech tree, and new buildings.

But we also have two serious problems...

1) If you open the tech tree, and exit it, the game exits.
2) If you found a city, the game crashes.

Now, we have no clue why that is and we're working our way through the XMLs. If you feel like you want to help us to find out what's wrong, download the current (bugged) version here:

-link removed-
 
o_owd said:
hello,
i will prepare a document about "Dacia" for civilopedia, leaders, flag and all important stuff related to it.
if anyone already strated this, please tell me so we can join forces :king:

OJi.
:goodjob:

I can help you with historical background.
 
Danel said:
I can help you with historical background.

hello,
thanks, i allready posted what i found (see the previous page). please download the archived file and add information if you have. read the readme.txt file inside the archive.

PS : i see you are from bucharest, it's good to see that i am not the only one from romania....

OJi.:goodjob:
 
care to share them with the others ?
 
For sure!

In the unitinfo file, the armored javelineer was upgrading to... an armored javelineer... Whenever the city production screen was opened and an armored javelin could be built it was an automatic CTD... I guess the the python functions that make the production windows check for possible upgrades, so the armored jav was upgrading to armored jav, and to armored jav, etcetc

This is the actual error that would popup in PythonErr:

File "CvScreensInterface", line 587, in forceScreenRedraw

File "CvMainInterface", line 675, in redraw

File "CvMainInterface", line 1252, in updateSelectionButtons

So back to the main task!

I will update all text files today

Now...
What Civic options should there be? What "bonuses" should they give?
We need some input!;)
 
Awesome.

Regarding civics, I suggest we use all of the default ancient civics and replace those civics which are more modern.

So we need replacement suggestions for:
- Police State
- Universal Suffrage

- Nationhood
- Free Speech

- Emancipation

- Mercantilism
- Free Market
- State Property
- Environmentalism

I think we can keep Free Religion, as this was pretty much practiced by the Roman Empire, with exception to the later oppression of Christians (which, arguably, was a change in Civics). But before, all subjugated nations were free to practice their religion.
 
I've been watching this mod, and i feel that for civics, you should go with an ancient Mediterran feel, as it will add more appeal. For the government civics maybe:

Cheifdom(default starting one)
Tribal Allaince( The Gauls, early Britian, others used this kinda)
Republic( Early Rome)
Democracy(Greece, Athens)
Military Rule(Sparta)
Imperial Dictatorship(Later ROme)

More to come!

Great Mod!!!
 
thamis said:
Awesome.

Regarding civics, I suggest we use all of the default ancient civics and replace those civics which are more modern.

So we need replacement suggestions for:
- Police State
- Universal Suffrage

- Nationhood
- Free Speech

- Emancipation

- Mercantilism
- Free Market
- State Property
- Environmentalism

I think we can keep Free Religion, as this was pretty much practiced by the Roman Empire, with exception to the later oppression of Christians (which, arguably, was a change in Civics). But before, all subjugated nations were free to practice their religion.

Here are some suggestions:
What about City State, Thing Law or Tribal Alliance? (Previous version)

Spartan Code for Police State
Empire for Nationhood
Public Forum for Free Speech
Trade Guilds for Mercantilism
Assimilation or Pax Romana for Emancipation or Universal Sufferage (Representative of the integration of conquered nations)
Nature Cult for Environmentalism
Beaurocratic State or Imperialism for State Property
 
Recent changes in red!

/N = No Maintenance
/L = Low Maintenance
/M = Medium Maintenance
/H = High Maintenance

Government
- Chiefdom /L
- Hereditary Rule /M (Divine Right), +1 :) per military unit
- Republic /N (Republic), +3 :) in 4-6 largest cities, +1 hammer per specialist
- City State /H (City State), +1 free specialist per city, +1 science per specialist
- Empire /M (Empire), +25% military unit production, -50% war weariness

Legal
- Barbarism /L
- Council of Elders /H (Thing Law), New units +4 XP; More free units
- Bureaucracy /M (Civil Service), +100% growth cottage improvements, can hurry with gold
- Forum /L (Code of Laws), +100% great people rate, +1 gold maintenance per military unit
- Ius Civile /N (Civil Law), +3 :) from Courthouse, +100% culture

Labor
- Tribalism /L
- Slavery /N (Dynasticism), can hurry with population
- Public Works /M (Despotism), +50% worker rate
- Patronage /H (Urbanization), unlimited artist, scientist, merchant
- Migration /L (Mounted Combat), food production also used for military units

Economy
- Decentralization /L
- Nature Cult /M (Mysticism), +1 food from farm
- Plutocracy /H (The Market), +10% gold, +5% science, +1 maintenance per unit
- Vice Royalty /N (Vice Royalty), No distance maintenance; +1 food from workshop, watermill, windmill
- Aristocracy /L (Aristocracy), +2 trade routes per city, +1 gold from harbor, port

Religion
- Paganism /L
- Organized Religion /H (Priesthood), Can build missionaries without monastery; Cities with state religion construct buildings +25% faster
- Theocracy /L (Theology), +6 new unit XP in cities with state religion; No non-state religion spread
- Path of the Mystics /M (Mysticism), +2 happy per Holy Site
- Free Religion /N (Philosopy), +3 :) from Amphitheatre, -25% war weariness

Note on Magocracy: I know it sounds weird, but I want to infer that Astrologers and Magi had a lot of power in some kingdoms.

What do you think?
 
I want to encourage clever civics combinations. Here are a few ideas:

- The Genius
Free Arts (for specialists), Forum (for quicker GP growth), City State (for extra specialist bonus)

- The Warmonger
Empire (faster units), Thing Council (more XP), Migration (even faster units), Theocracy (even more XP)

- The Scientist
City State (science per specialist), Bureaucracy (more commerce faster), Free Arts (more specialists), Magocracy (general science bonus)

- The Merchant
Bureaucracy (more commerce faster), Public Works (more cottages faster), Oligarchy (more gold from improvements, good for small kingdoms on small maps with a small military) OR Vice Royalty (more gold from trade routes, good for big kingdoms on big maps)

- The Builder (aka "Bob" ;))
Republic (more hammers), Public Works (faster improvements), Nature Cult (bigger cities faster) OR Patronage (more production in developed cities), Organized Religion (faster buildings for the pious)
 
hey all,
I am finally begining to master modeling in Maya and i need to know how this 3D stuff works,because i dont even know how to import or export stuff into games and how to make them work. Ive been slacking off a bit and i need you guys to lead me or even inform me of how to make leaderheads for CivIV (remember im still learning maya and only know how to basically model basic and some intermediate stuff). i really want to make some great leaderheads for this mod but i need to learn how to do it.
please anyone out there with exp, can you help me?

by the way guys, you are doing some extraordinary stuff for this mod and as soon as i master Maya i will make new models and leaderheads for this mod (hopefully if i learn!!)
 
Hi!

For the civics, don't forget that we dont have to use the same combinations than plain civ! I know you obviously know since some of them are already different, but I think it would make TAM even better if the civic options were more different. Don't forget also than we can create all new civic catégories...

And Killamike, thank you in advance! Having Sid as a Hittite leaderhead is a bit bizare...;)
 
Killamike718 said:
hey all,
I am finally begining to master modeling in Maya and i need to know how this 3D stuff works,because i dont even know how to import or export stuff into games and how to make them work. Ive been slacking off a bit and i need you guys to lead me or even inform me of how to make leaderheads for CivIV (remember im still learning maya and only know how to basically model basic and some intermediate stuff). i really want to make some great leaderheads for this mod but i need to learn how to do it.
please anyone out there with exp, can you help me?

by the way guys, you are doing some extraordinary stuff for this mod and as soon as i master Maya i will make new models and leaderheads for this mod (hopefully if i learn!!)

I don't know much about it. I believe there are some threads on how to do it in the how-to section.
 
Laurino said:
Hi!

For the civics, don't forget that we dont have to use the same combinations than plain civ! I know you obviously know since some of them are already different, but I think it would make TAM even better if the civic options were more different. Don't forget also than we can create all new civic catégories...

And Killamike, thank you in advance! Having Sid as a Hittite leaderhead is a bit bizare...;)

Yea, we can think about the new civics later. For now, let's go with this. Once we got a working game, we can improve. :)
 
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