The Ancient Mediterranean MOD

ok, is there a hugh/big map comming for this mod? Not that its wrong with a standard size, might be fun actually not having to w8 1-2 min inbetwen turns.

BTW: I really like to play at marathon speed, but is there a max turn (set for epic or normal speed) set for this mod? If it is you might want to delete it (or I can do it my self, but want to know before i start a game)
 
I am excited!

I have to wait a few hours before I can download it...

Has anyone tried it?
Does the little extra file solve the problems?

:)
 
yes the extra file solves the problem !

really great mod so far .. thanks to the developers
 
Spanish version are very strange, when I talk with Thamis, I'll hope that we find a solution.

I attach the correct files in spanish of the texts, one of CIV4GameTextInfos_Iberia ( It works, you can include in the final version) and the other CIV4GameTextInfos_Objects_TAM ( the same that you post in 5 post up with a litle correction) ( I don't know why it doesnt works (screen)).

http://img64.imageshack.us/my.php?image=2notworks3dj.jpg (NOT WORKS)
http://img238.imageshack.us/my.php?image=1works8ze.jpg (WORKS ADD TO FINAL JOB)
 
yes I have seen them, one Q comes to mind about the late units. Why use infantry over armoured infantry?

Dont know the build cost diff but quality often overweight quantity

Inf: 6/1 + 15% forest def
A inf: 8/1

dunno the resoruce req for each unit.
 
thamis said:
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?

Theocracy (especially) and Thing Council are too powerful compared to the other civics. Theocracy in particular needs more cost and less bonus... Also Patronage, seen its maintainance cost needs to allow unlimited GP of any kind to be worth any attention. I believe at least one of the religious civics should give gold bonuses. Might be Theocracy or Mystics... in all honesty I fail to see why a Theocracy should give experience bonuses to new units... a gold bonus would make more sense to me. Not to mention that Theocracy is a Gov... but that's another story. All this IMO of course.
 
Thanks for the fix Thamis. You are the :king: . Looking forward to playing through a game or ten.
Great job, keep up the good work. :goodjob:
(It appears that all is working fine with the updated file)
 
Looking forward to playing later today. Loved TAM in Civ III
 
hehe ok i accept the blame, AND the slap;)
but I really didnt get these bugs...
I got "the good xml editor" back on track, so there shouldn't be any more of these file messe ups...;)
 
yes I have seen them, one Q comes to mind about the late units. Why use infantry over armoured infantry?

Dont know the build cost diff but quality often overweight quantity

Inf: 6/1 + 15% forest def
A inf: 8/1

dunno the resoruce req for each unit.

I know that armoured infantry comes after normal infantry... One of the main thing apart from finding bugs is game balancing though, so I'll check it up with Thamis, to make sure that the "armored" are worth it...

@Onedreamer: IMO, you're right on target... I also asked myself (even with the vanilla Theocracy) why tis religious civic gave xp... its also true that one of these should give more gold...

@Spirit_Viriato: Spanish texts are very strange, probably because I didnt translate them, knowing you would have so much fun doing it...;) I got your file, and its in the next release already... If you find any other spanish errors, you know what to do!:goodjob:
 
onedreamer said:
Theocracy (especially) and Thing Council are too powerful compared to the other civics. Theocracy in particular needs more cost and less bonus... Also Patronage, seen its maintainance cost needs to allow unlimited GP of any kind to be worth any attention. I believe at least one of the religious civics should give gold bonuses. Might be Theocracy or Mystics... in all honesty I fail to see why a Theocracy should give experience bonuses to new units... a gold bonus would make more sense to me. Not to mention that Theocracy is a Gov... but that's another story. All this IMO of course.

I made Thing Council (now Council of the Elders) highly expensive now. I have a feeling it might still be too powerful, but let's see. Maybe we should add another gold per unit? Otherwise, please feel free to make suggestions what we should do with the civics!

I don't get your point about Patronage. What are you trying to say?

Theocracy implies that your population is religiously fanaticized. That fanaticism gives them an extra edge in combat. I think we discussed that a lot in the Firaxis pre-release, but we finally stuck with the way it is.
 
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