The Ancient Mediterranean MOD

Immortal Ace said:
How do I get this mod to work? I extracted to my Civ IV Directory and nothing.

I'm dumb at this type of stuff, someone care to help me?

I normally extract it to my desktop.
Then, I put my "The Ancient Mediterranean" folder in my Civ4/Mods folder.
Then, I put my "The Ancient Mediterranean 1.7.wbs" file in my civ4/public maps folder.

To play, run civ4
go to advanced, load a mod, Ancient Med.
Then when it reloads go to single player, load a scenario, and choose the The Ancient Mediterranean 1.7 wbs(worldbuildersave).

Good luck. :)
 
zxe said:
We need another warless victory condition anyways, in my opinion.

I suggest for one option; a Universal Religion. To win this, the religion that you founded early in the game would have to become, at any time in the game, the religion of all surviving civilizations.

It is unlikely that you could accomplish this peacefully, since a few religions would have been founded by others who would be unlikely to give them up peacefully. This would really enhance the idea of religious war, for which there is no real motivation in the game.

One problem is the existence of Free Religion. I would suggest that this be eliminated, especially since it never really came into existance until much, much later in world history. The Romans may have allowed free practice, but they still had a state religion.

Another problem is that a player (AI or human) should be wary of taking up a religion not founded by them as it might lead to their defeat in this way. A way around this would be that the civilization which dealt the final blow to a founder of a religion would be able to take over the "Caliphate" and the possibility of winning with this method.

All kinds of cool complications arise out of this.
 
Ick of the East said:
I suggest for one option; a Universal Religion. To win this, the religion that you founded early in the game would have to become, at any time in the game, the religion of all surviving civilizations.

It is unlikely that you could accomplish this peacefully, since a few religions would have been founded by others who would be unlikely to give them up peacefully. This would really enhance the idea of religious war, for which there is no real motivation in the game.

One problem is the existence of Free Religion. I would suggest that this be eliminated, especially since it never really came into existance until much, much later in world history. The Romans may have allowed free practice, but they still had a state religion.

Another problem is that a player (AI or human) should be wary of taking up a religion not founded by them as it might lead to their defeat in this way. A way around this would be that the civilization which dealt the final blow to a founder of a religion would be able to take over the "Caliphate" and the possibility of winning with this method.

All kinds of cool complications arise out of this.

I like the idea of having a religious victory, but unlike you, I think this would be too easy. I have had (at least) two games in v 1.7 where more than 75% of the world followed the Greek religion and evey civ had it as their state religion (accept me because I had free religion). To accomplish this I just rushed the polythesim tech. I always do this unless I am playing a civ that starts with nature cult in which case I try to get the Mesopotamian or Druidic religions. If that fails I can still fall back on polythesim. I try to found at least one religion becasue the gold produced by the shrine (especially when everyone converts) and the ability to open up the map without exploring are such great benefits.

I also agree that the free religion is broke. It is often the first religious civic that I unlock so I go from no religion to free religion in a single turn. This often happens because I rush to philosophy for the benefit of the extra tech (I also ruch the oricle for the same reason). Perhaps the free religion could be changed to a different civic which keeps a state religion, but reduces the negative effects of secondary religions and increases happiness (and reduces war weariness) at the cost of the state religion benefits.

Just my two cents.
 
This might be more difficult to accomplish, but it would be cool if each state religion option could give a benefit in addition to the various civic options. If there were a concern that additional benefits could unbalance the game then there could also be a cost for each state religion as well.

For example:

Druidic Religion could increase the production of forest tiles but reduce the effects of libraries (since they did not have a written language).

Mesopotamian religion could increase trade (money, resources, map and tech sharing, etc.) but reduce production.

Greek religion could increase the production of military units and/or provide an experiance bonus to newly produced units but lower diplomacy options with AI (thus promoting the use of the military units!).

Egyptian religion could allow faster building of wonders but cause increased attacks by barbarians.

These are just a few ideas...two more cents...
 
Mesix said:
I have had (at least) two games in v 1.7 where more than 75% of the world followed the Greek religion and evey civ had it as their state religion (accept me because I had free religion).

Maybe set as the winning requirement a certain percentage of the world poplulation following your religion. If it turns out too easy, just raise the percentage until we get it right.

This would also be good because your opponent's can not necessarily control their people's religion. They might have a state religion, but a population that follows another.

And as the world's people converge on one religion I can see a mad rush to seize the caliphate. Almost like an ancient space race, which is what we are looking for.

(Instead of having to destroy the entire civilization of the founder, you should only have to sieze the religion's holy shrine to claim the caliphate)
 
If you set the threshold for religious victory too high, it would require an inquisitor unit (to remove unwanted religions from cities) to be successful. Without this feature, a city would have to be razed to eliminate unwanted secondary religions.
 
Sorry for the slowing translation, but I had and have got exams in the university, I'm working and I was in Greece in this Eastern.

When I can I proceed with the translation.

See ya!
 
zxe said:
I normally extract it to my desktop.
Then, I put my "The Ancient Mediterranean" folder in my Civ4/Mods folder.
Then, I put my "The Ancient Mediterranean 1.7.wbs" file in my civ4/public maps folder.

To play, run civ4
go to advanced, load a mod, Ancient Med.
Then when it reloads go to single player, load a scenario, and choose the The Ancient Mediterranean 1.7 wbs(worldbuildersave).

Good luck. :)

Someone help me with the map. I've done what you've told me to do and I can load the mod. It has the Civs, the special units, etc.

But the only problem I have is the map. I put it in the "civ4/public maps" folder and I do not have the option to use it.

What am I doing wrong.
 
@Immortal

You were probably trying to select the map from the custom game screen, where it won't show up.

To play the map, you need to go to single player, then "load a scenario".
All of the scenarios you place in /publicmaps are loaded this way.

Try loading it using this method. It should work.:)
 
Mesix said:
If you set the threshold for religious victory too high, it would require an inquisitor unit (to remove unwanted religions from cities) to be successful.

NOBODY expects the Inquisitor Unit!

Cool idea. And very historic.
 
zxe said:
I think that this might be a good unit to add anyways. Perhaps it could be linked to massive unhappiness?

I don't know about that. It seems to me that people who belong to the religious majority were quite happy when minorities were persecuted. (Did I say, "were"?) The happiness decrease should only apply to the percentage of the population who are being persecuted. (they may actually be the majority in some cities)
 
zxe said:
@Immortal

You were probably trying to select the map from the custom game screen, where it won't show up.

To play the map, you need to go to single player, then "load a scenario".
All of the scenarios you place in /publicmaps are loaded this way.

Try loading it using this method. It should work.:)

That is what I was thinking...and since it's the case...I'm screwed. Maybe I'm blind but I do not see a "Load a Scenario" option.
 
Ick of the East said:
NOBODY expects the Inquisitor Unit!

Cool idea. And very historic.

As much fun as it would be to have an inquisitor unit, it is not very historically accurate for the time period of this mod. There should be a way to remove unwanted religions though if we want a religious victory option...suggestions?
 
Immortal Ace said:
That is what I was thinking...and since it's the case...I'm screwed. Maybe I'm blind but I do not see a "Load a Scenario" option.

Single Player/Play Scenario. That option better be there.
 
Mesix said:
As much fun as it would be to have an inquisitor unit, it is not very historically accurate for the time period of this mod.

I'm betting there were some inquisitors working for Ankhenaton whose job it was to suppress the old Egyptian religion after he introduced the Sun God cult. And then again, after his death, there must have been inquisitors rooting out anybody who still harbored monotheistic beliefs.

Then you have the example of Romans persecuting Jews and Christians and, after Christianity became the state religion, the Christians persecuting the pagans and Jews.

And Sunnis vs Shiites vs Zoroastrians vs whoever.

These all fit in our time period.

We don't have to call them "Inquisitors", since that recalls the Inquisition of a later time.
 
dido ZXE.

Pax Romana (or however it's spelled) could be a UN type win or even some kind of wild wonder or even space ship called "The Fall of Rome" that once launched increases the probability of cultural conversion by 3000%. Of course I guess if your playing as the Romans and you use this wonder to win the name wouldn't make much sense but you get the drift.
 
I am amazed at all the work that went into this Mod, its incredible and very fun!! Thank you!

Now to my question :) Ever since upgrading to CIV 1.61 and TAM 1.71, I have noticed that chopping produces no hammers. I can still cut the forest square, but I get no hammer increase from it. I have tried forest (not dense forest) squares right next to my cities and even squares connected by roads, but the end result is always the same, no hammers.

Has anybody else noticed this? Any ideas on what might be wrong or what to do to correct it? Thanks!
 
Immortal Ace said:
That is what I was thinking...and since it's the case...I'm screwed. Maybe I'm blind but I do not see a "Load a Scenario" option.
You can try a slightly different approach. Save the The Ancient Mediterranean 1.7.wbs file in Civ4/Mods/The Ancient Mediterranean folder. Then open Windows Explorer, find the wbs file, and double click on it. That should launch the mod.
 
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