The Ancient Mediterranean MOD

As my last post about eras got lost somehow, i just took a little bit of my time and invested it into era-screens.

Please tell me if you like them or if they have to be changed to
Bronze
Classical
Imperial

Era01-Bronze.jpg Era02-Iron.jpg Era03-Classical.jpg
 
They look good to me!

Now, I was able to take the existing code and successfully add the Illyrian civilization. I'm waiting for Laurino to test it out. Also, the game CTD'ed around the year 2400 BC, not 2800 BC like some of you have been experiencing. I will look into the issue to see if I can find the root of this problem.
 
Hi All,

Firstly I'd just like to say that this looks like a really good mod. However, I have had an interesting problem with it: every time I start a new game, regardless of which civilisation I choose, it places me in the same start location in the far top right of the map (near the Caspian sea). Has anybody else had this?

I am patched to 1.52 and am using the Ancient Mediteranean map (18-Nov-2005)

Thanks,

PS: The era-screens look great.
 
Any chance we could change the Persian UU to heavy cavalry? My civilopedia research suggests that it was heavy rather than light.

"It is noteworthy to mention that heavy cavalry was first used by the Iranian Parthians, and more so by the Sasanids (both, but especially the latter, were famed for the cataphract, heavy cavalry armed with lances) [1]. During the Roman-Persian wars, the Parthians swift mounted counter-attacks would prove too much for the Romans at first, who were the master of hand-to-hand combat.

The Parthian armies included two types of cavalry: the heavily-armed and armoured cataphracts and light brigades of mounted archers. For the Romans, who relied on heavy infantry, the Parthians were hard to defeat, as the cavalry was much faster and more mobile."
 
I agree, I understood that Persians had heavy cavalry as well...
 
Notarzt said:
As my last post about eras got lost somehow, i just took a little bit of my time and invested it into era-screens.

Please tell me if you like them or if they have to be changed to
Bronze
Classical
Imperial

Terrific stuff as usual Notarzt. :king:
 
Alright, I'm searching for bugs now, and I just found the problem giving us 2 Holy Sites. It is fixed, and I'll continue to search through the XML to see what else I can do :)

EDIT: I found what was causing the bug: Something as simple as hitting ctrl+v to paste:
Code:
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_GREEK_SHRINE</BuildingClass>
			<Type>BUILDING_GREEK_SHRINE</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>TXT_KEY_BUILDING_GREEK_SHRINE</Description>
			<Civilopedia>TXT_KEY_BUILDING_GREEK_SHRINE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_GREEK_SHRINE_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_GREEK_SHRINE</ArtDefineTag>
			<MovieDefineTag>ART_DEF_MOVIE_SHRINE_GREEK</MovieDefineTag>
			<HolyCity>RELIGION_GREEK</HolyCity>
			<ReligionType>RELIGION_GREEK</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<GlobalReligionCommerce>RELIGION_GREEK</GlobalReligionCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>NONE</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>NONE</ObsoleteTech>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<Bonus>NONE</Bonus>
			<PrereqBonuses/>
			<ProductionTraits/>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>NONE</FreeBonus>
			<iNumFreeBonuses>0</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>UNITCLASS_PROPHET</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>1</iGreatPeopleRateChange>
			<bTeamShare>0</bTeamShare>
			<bWater>0</bWater>
			<bRiver>0</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<bDiploVote>0</bDiploVote>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>50</iHurryCostModifier>
			<iMinAreaSize>-1</iMinAreaSize>
			<iConquestProb>100</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>0</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iAsset>8</iAsset>
			<iPower>0</iPower>
			<fVisibilityPriority>1.0</fVisibilityPriority>
			<SeaPlotYieldChanges/>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges/>
			<CommerceChanges/>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>4</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<CommerceChangeDoubleTimes>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>1000</iCommerce>
			</CommerceChangeDoubleTimes>
			<CommerceModifiers/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges>
				<ReligionChange>
					<ReligionType>RELIGION_GREEK</ReligionType>
					<iReligionChange>1</iReligionChange>
				</ReligionChange>
			</ReligionChanges>
			<SpecialistCounts>
				<SpecialistCount>
					<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
					<iSpecialistCount>3</iSpecialistCount>
				</SpecialistCount>
			</SpecialistCounts>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners>
				<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
				<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
				<bCommerceChangeOriginalOwner>1</bCommerceChangeOriginalOwner>
			</CommerceChangeOriginalOwners>
			<ConstructSound>AS2D_BUILD_TAOIST</ConstructSound>
			<BonusHealthChanges/>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<PrereqBuildingClasses/>
			<BuildingClassNeededs/>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<BuildingClass>BUILDINGCLASS_GREEK_SHRINE</BuildingClass>
			<Type>BUILDING_GREEK_SHRINE</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>TXT_KEY_BUILDING_GREEK_SHRINE</Description>
			<Civilopedia>TXT_KEY_BUILDING_GREEK_SHRINE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_GREEK_SHRINE_STRATEGY</Strategy>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_GREEK_SHRINE</ArtDefineTag>
			<MovieDefineTag>ART_DEF_MOVIE_SHRINE_GREEK</MovieDefineTag>
			<HolyCity>RELIGION_GREEK</HolyCity>
			<ReligionType>RELIGION_GREEK</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<GlobalReligionCommerce>RELIGION_GREEK</GlobalReligionCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>NONE</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>NONE</ObsoleteTech>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<Bonus>NONE</Bonus>
			<PrereqBonuses/>
			<ProductionTraits/>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>NONE</FreeBonus>
			<iNumFreeBonuses>0</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>UNITCLASS_PROPHET</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>1</iGreatPeopleRateChange>
			<bTeamShare>0</bTeamShare>
			<bWater>0</bWater>
			<bRiver>0</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<bDiploVote>0</bDiploVote>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>50</iHurryCostModifier>
			<iMinAreaSize>-1</iMinAreaSize>
			<iConquestProb>100</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>0</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iAsset>8</iAsset>
			<iPower>0</iPower>
			<fVisibilityPriority>1.0</fVisibilityPriority>
			<SeaPlotYieldChanges/>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges/>
			<CommerceChanges/>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>4</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<CommerceChangeDoubleTimes>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>1000</iCommerce>
			</CommerceChangeDoubleTimes>
			<CommerceModifiers/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges>
				<ReligionChange>
					<ReligionType>RELIGION_GREEK</ReligionType>
					<iReligionChange>1</iReligionChange>
				</ReligionChange>
			</ReligionChanges>
			<SpecialistCounts>
				<SpecialistCount>
					<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
					<iSpecialistCount>3</iSpecialistCount>
				</SpecialistCount>
			</SpecialistCounts>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners>
				<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
				<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
				<bCommerceChangeOriginalOwner>1</bCommerceChangeOriginalOwner>
			</CommerceChangeOriginalOwners>
			<ConstructSound>AS2D_BUILD_TAOIST</ConstructSound>
			<BonusHealthChanges/>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<PrereqBuildingClasses/>
			<BuildingClassNeededs/>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
		</BuildingInfo>
As you can see, the bulk of the code repeats itself. A simple mistake that caused the game to crash whenever the Greek Shrine was built.
So it wasn't my fault, after all :p

I'll continue to look.
 
Another error I found: Settler is considered Melee, Mounted, and Gunpowder unit. It seems that when the AI builds a settler the game CTDs.



Mounted is NOT a unit type for this mod, neither are the other two...
 
Shqype said:
Another error I found: Settler is considered Melee, Mounted, and Gunpowder unit. It seems that when the AI builds a settler the game CTDs.
Mounted is NOT a unit type for this mod, neither are the other two...

Yes, I reported same error with the worker (helicopter and other unitclasses).



Regarding the historical content
Leaders/civs

I did a little research on Mithradates. When I google him I most likely get Parthian/Persian rulers. And even one nearer to Kolchis: ruler of Pontos (northern Turkey).
When I wiki Kolchis then, the only rulers I get are Aeetes (Aietes) and his daughter Medea (half-mythological - Jason and the Argonauts). And more historically based: Kuji, Akes and Saulaces (in a free Kolchis).

Mithradates of Pontos eventually conquered Kolchis later on (about 100 BC), but I don't know if a conquering king should be ruler of Kolchis in our game. Even more as he didn't even rule himself but made his sons king of Kolchis (Mithradates Chrestus, later Machares)

About 65 BC, Kolchis gets under the rule of Pompey (Aristarchus).

So I'd suggest making Aeetes (or probably Akes, as Aeetes is not truely historically based) ruler of Kolchis.
 
Yes, I reported same error with the worker (helicopter and other unitclasses).
Yes, I was just going to report this worker bug... it gives me one for each unit combat type.
 
Kingdom of the Parthians - Regnum Parthorum

This is the way the ancients expressed the name of that vast area of western Asia under the domination of the King of the Parthians. It was not called Parthia; Parthia was a small nation to the northeast of the Caspian Sea, near Bactria, and was important only because it had produced the seven great Pahlavi fiamilies, and the Arsacid Parthian kings. By the time of Gaius Marius and Sulla the Arsacid Parthian kings held sway over all the lands between the Euphrates river of mesopotamia and the Indus River of modern Pakistan. The King of the Parthians did not live in Parthia itself, put but ruled his domains from Seleuceia-on Tigris in winter and Ecbatana in summer. Pahlavi satraps ruled the various regions into which the Kingdom of the Parthians was split up, but only as the King's designated representatives. Though government was loose and no genuine national feeling existed, the King of the Parthians held his empire together by military excellence. The army was purely cavalry, but of two different kinds: light-armed bowmen who delivered the "Parthian Shot" twisted facing backward as they pretended to flee, and cataphracts who were clad from head to foot in chain mail, as were their horses. Thanks to Syrian Seleucid contacts, the Parthian court's oriental atmosphere was partially leavened by a little Hellenism.

Colleen McCullough "The Grass Crown"

An Excellent source of History in an Entertaining way.

If you want more info on this awesome series of books let me know.

I am awaiting with baited breath the new and improved 1.3
 
Notarzt said:
As my last post about eras got lost somehow, i just took a little bit of my time and invested it into era-screens.

Please tell me if you like them or if they have to be changed to
Bronze
Classical
Imperial

View attachment 118367 View attachment 118368 View attachment 118369

It's a very good work as all the rest Notarzt, BUT I must say that the current era naming comes from the original TAM (Civ3), so I am not sure if Thamis would like to change it. Note that the original naming made sense with the kind of buildings / wonders that were available with eras... it could also make sense with the kind of metal used for weaponry, so uhmmmm I don't know :D
 
Notarzt said:
Yes, I reported same error with the worker (helicopter and other unitclasses).



Regarding the historical content
Leaders/civs

I did a little research on Mithradates. When I google him I most likely get Parthian/Persian rulers. And even one nearer to Kolchis: ruler of Pontos (northern Turkey).
When I wiki Kolchis then, the only rulers I get are Aeetes (Aietes) and his daughter Medea (half-mythological - Jason and the Argonauts). And more historically based: Kuji, Akes and Saulaces (in a free Kolchis).

Mithradates of Pontos eventually conquered Kolchis later on (about 100 BC), but I don't know if a conquering king should be ruler of Kolchis in our game. Even more as he didn't even rule himself but made his sons king of Kolchis (Mithradates Chrestus, later Machares)

About 65 BC, Kolchis gets under the rule of Pompey (Aristarchus).

So I'd suggest making Aeetes (or probably Akes, as Aeetes is not truely historically based) ruler of Kolchis.


The whole Kolchis is some sort of a legend actually... as is the one on Argonauts.
 
Leptomeninges said:
Any chance we could change the Persian UU to heavy cavalry? My civilopedia research suggests that it was heavy rather than light.

"It is noteworthy to mention that heavy cavalry was first used by the Iranian Parthians, and more so by the Sasanids (both, but especially the latter, were famed for the cataphract, heavy cavalry armed with lances) [1]. During the Roman-Persian wars, the Parthians swift mounted counter-attacks would prove too much for the Romans at first, who were the master of hand-to-hand combat.

The Parthian armies included two types of cavalry: the heavily-armed and armoured cataphracts and light brigades of mounted archers. For the Romans, who relied on heavy infantry, the Parthians were hard to defeat, as the cavalry was much faster and more mobile."

I don't agree... the Persian Empire represented in TAM is not the Parthian or Sassanid Empire that was born after the conquest of Alexander the Great. Look at its ruler: Darius. The Cataphract comes into history much later.
 
Finally installed TAM and it's great! I have just one problem: I can't change to a religion, in the Religious Advisor it always says: Can't change to ... (religion)
This was playing as the Egyptians,BTW.

Anyone else have that problem? Or is it some feature of the Mod I'm not aware of?
 
Pckering said:
Kingdom of the Parthians - Regnum Parthorum

...

Colleen McCullough "The Grass Crown"

An Excellent source of History in an Entertaining way.

Colleen McCullogh is an interesting and very entertaining writer, but she sometimes sacrifices historical accuracey to enhance the story, so be wary of taking everything she writes verbatim.

But more to the point, the Parthians shouldn't really be in there as they are, essentially, the Persian Empire under a different ruling family, and they're also a long time after the original Persians who conquered their neighbours very early in Mesopotamian history. In that light, wouldn't the Persians make much more sense?
 
Xanthippus said:
Colleen McCullogh is an interesting and very entertaining writer, but she sometimes sacrifices historical accuracey to enhance the story, so be wary of taking everything she writes verbatim.

But more to the point, the Parthians shouldn't really be in there as they are, essentially, the Persian Empire under a different ruling family, and they're also a long time after the original Persians who conquered their neighbours very early in Mesopotamian history. In that light, wouldn't the Persians make much more sense?

.... there isn't a Parthian civ in TAM, there is a Persian civ. Check the first page.
 
onedreamer said:
It's a very good work as all the rest Notarzt, BUT I must say that the current era naming comes from the original TAM (Civ3), so I am not sure if Thamis would like to change it. Note that the original naming made sense with the kind of buildings / wonders that were available with eras... it could also make sense with the kind of metal used for weaponry, so uhmmmm I don't know :D

That is why I asked if I am to change it to the original naming. Wouldn't be that much afford.
Just waiting for thamis to say anything about it.

And why I made screens for (stone)-bronze-iron-classical is just because thats the historical classification of that time and also fits into the technologies available.

But I don't mind making screens for bronze - classical - imperial.
I only had to make the imperial and throw away the iron :)

The whole Kolchis is some sort of a legend actually... as is the one on Argonauts.

Okay, so Aeetes would be more than appropriate. :)
But there also seems to be a historical Kolchis/Colchis, as i mentioned.
 
i had build a settler before my first worker and got the same messages like you had with your first worker ! (first melee unit, first helicopter.... )
 
@Kolchis:

Change to Aeetes.

@Eras:

Please keep the original naming of Stone Age, Bronze Age, Classical Age, Imperial Age. The Classical Age ends with the fall of Greece, and TAM ends with the onset of the Migration Age.

As symbols I would use:

- A stone hammer
- The vase is cool for bronze
- Column for Classical
- A Roman SPQR-Eagle for Imperial
 
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