thamis said:
Hmm... I think Patronage is highly useful, considering it's such an early civic. If you never use Caste System in vanilla civ, then there's a playstyle you haven't understood yet. You can win the game by swamping out great people... Caste System is a highly powerful civic!.
To swamp out great people in a city you need:
1- good production
2- good food yeld
1: since Patronage / Caste System does not apply to Engeneers and Priests, it's hard to have good prod. if you put citizens away from working tiles.
2: this is simply not an option in TAM if you play it as scenario. There is too much unhealth, unhappiness and too poor land to really let you use consistent number of workers as specialists.
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Anyways... after playing the whole weekend with TAM v 1.x, I'd like to share some considerations / suggestions with you. Consider I only comment the Scenario and not the random maps, which I think would be quite different:
Balance
- I'd reconsider the civics Path of the Mystics. Given the shortage of luxuries and the late discovery of temples, all the AIs will go for this civic in order to use the extra happyness point. This will result in almost all AIs being with no state religion for a huge part of the game... which takes away all the fun connected to religion&diplomacy.
thamis said:
@Civics:
I'm not changing any civic unless someone comes up with something better. Path of the Mystic (which I originally called Magocracy), is meant to say that magi, astrologers, and oracles at some time played a highly important role in terms of government decision making. Remember Croesus / Krisos.
Ok then, instead of the +1 happy face to holy site, I'd give it +1 gold. At least one of the religious civics should give some gold bonus ! Oh and remove the no-sate religion condition... that is the main point.
- Promotions: probably been discussed already, though I didn't have time to read about it. Honestly I don't like creating units with 4-5 promotions. From a personal point of view, it takes away the fun of promoting units on the field, to have really heroic units. Also from a strategic point of view, you are
forced to make the various smithies in a city if you want it to produce units with a small chance to survive the first battle. If there is no choice to be made, why not add the smithy automatically... ?
I'd rather change the bonus of smithies and leave Barracks (maybe improved to +6 xp) and the two +xp Civics for promotions. That should be already enough. To smithies I'd give a bonus to military production. For example, +5% mil. production to copper and bronze smithy, and +10% to steel smithy, for a total of +20% military production which could be much more of a choice than a forced option.
More on promotions: remove the vs gunpowder promotion: the AI is too stupid to avoid it. Maybe change it with vs archery ?
Map
As someone already pointed out, the terrain around mediterranean is too poor... full of plains and hills but actually there aren't so many plains around the Med. I played Romans and Egyptians and they both need some lovin'... especially Romans. Italy has too many hills in the south and they are almost all plain hills. Also the island suck a bit concerning their shape... I'd redraw them in a better way. I also think that Sicily needs a fish, just west of the island.
Miscellaneous changes
- I'd move Egyptian Polytheism to Burial Ground. I don't really have a lot of good explanations for this... but I did it and I think it works better and it makes a bit more sense to me

- I'd rename spices to olives (which would behave exactly in the same way, but again it just makes more sense in TAM) and make the workable from currency. The game really needs some more lux before calendar I think.
- I'd move workshop to Bronze Working because they are desperately needed earlier with the current map (see Egypt). Maybe with Furnace you can add the building Forge, which I don't think I have seen at all.
- Siege weapons are a bit too late if you compare them too walls. If walls come in so early, catapults should arrive together or shortly after. I'd move walls to Siege Weapons and remove Castle (not really TAM-like improvement). Or I would add a new siege weapon with Masonry: for example the aries. It could have like strenght 2 and the city bombardment and city attack promotions only.
- Lighthouse is probably too late. Why not make it available in the same age of the Great Lighthouse ?
- Market is probably too late too. Both gameplay wise and if you look at history.
- Add a couple more luxuries here and there ?
that's all for now, hope it helps.