The Ancient Mediterranean MOD

Hey,

I'm sorry for such a basic question, but how do you use merchant ships? I can't figure out how to get the money for using them. Anyone else having similiar problems?

Andrew.
 
I think that the best use for the merchant ships and the traveling merchant is to explore. They can both travel through rival territory which allows you to explore without entering into an open borders agreement. The little amount of money that is gained when you place them in an AI city and hit the merchant route button is of little value for the time that it takes to get to a distant city. I think of it as recouping my expense at the end when I retire the merchant in a foreign city (after they have explored the map for me).
 
Ick of the East said:
Oh, yeah. That reminds me. There needs to be a pass though the Alps. Preferably at that little jog just south of Lake Geneva (the St. Bernard Pass).

The way it is now, it is much too difficult for Romans to move north or for Germans to move south.

I kind of like how the Alps are situated now. When I play the Germans, I usually have my third city on the norhtern tip of the Adriatic between northern Italy and the Balkans. I think that the divide between northern Italy and the France/Germany territory is good from a game play stand point.
 
How did you make the leaderheads? It looks like you found some stills from movies and, using some image-editing program like Photoshop, and made them look "mosaicy" with some effect.

What program did you use. What name does the effect go by?
 
I really like this mod, but I want to echo the others who are talking about improving the naval aspect of the mod. One simple thing which I thought was weird is that early ships for Greece and Phoenicia can't carry units. They should be able to at least carry one settler. Historically civilisations around the med colonised by boat. the Bosporus, Marseilles, Carthage, etc. As it stands with the map that is impossible. At the moment that doesn't ever happen, you get the ships that can carry units too late, and also the ships can't get through cultural borders in time. Ship colonisation should be far more common.
 
Here's the plan for v1.8. I read all the posts up to here and have taken them into consideration. Any other suggestions?

Additions:
- Hero Units (very good units, can only be build 1 at a time)
-- I'm starting posting about hero units in the thread now
- Music

Balance:
- Reduce worker speed on forests
- Lumbermill can only be built on timber resource
- All ship movement increased by 1
- All health reduced by 1
- All unhealthiness in buildings reduced by 1, if more than 1
- Remove all missionaries except Christian ones
- Slow tech speed for 3rd and 4th age techs (I suggest slow down 3rd age by 15%, 4th age by 25%)

Fixes:
- Forests should give hammers when chopped
- Replace snow forest graphics with normal forest graphics
- Remove railroad completely
- Give Road Building tech +2 road movement
 
On hero units:

I need suggestions. The idea for a hero unit is that it is a national unit (can only build 1 at a time) which is a lot stronger than any normal unit.

Here are my suggestions so far:

Rome: Scipio (Legionary, amphibious promotion, +3 str, +10% str for all units in its stack)
Mycenae: Achilles (Hoplite, +2 str, +25% city attack, +1 first strike)
Carthage: Hannibal (Elephant, +4 str, 2 moves)

Ok, these are just examples. I need input!
 
Mesix said:
I kind of like how the Alps are situated now. When I play the Germans, I usually have my third city on the norhtern tip of the Adriatic between northern Italy and the Balkans. I think that the divide between northern Italy and the France/Germany territory is good from a game play stand point.

That's exactly where I build my third city - where the city of Trieste actualy is.

But the Alps still need a pass, if for no other reason than the fact that the real Alps have several.

But there is another reason; there would be some great battles that would take place at such a pass, and holding a town on one side of the pass or the other would be a hugely important strategy.
 
Another silly question. I downloaded this mod and am trying to play it, but I can't get a Mediterranean map (it just goes to the select maps screen when I click Play Now). What am I doing wrong?
 
Load the mod by double-clicking the map file.
 
Balam said:
Another silly question. I downloaded this mod and am trying to play it, but I can't get a Mediterranean map (it just goes to the select maps screen when I click Play Now). What am I doing wrong?

You can click on the map file as recommended by Shqype. Another method (which I use) is to load the mod and then click on the play a scenario option under the single player menu. If you have the Mediterranean map saved in your public maps folder it should appear as a scenario option.
 
Nice and simple solution for roads :)

thamis said:
Balance:
- Remove all missionaries except Christian ones

How will Judaism, Zoroastrism and Egyptian cult spread ? When they pop most of the cities are yet religious so these 3 religiions will have nearly no chance to spread, is it volunteer ? (normal speed mode might be different, but with marathon, meso/druid/greek do most of the job and the 2 other do not spread naturally)

Maybe missionaries not able to go into foreign countries but able to convet in owner's borders ?
 
thamis said:
On hero units:

I need suggestions. The idea for a hero unit is that it is a national unit (can only build 1 at a time) which is a lot stronger than any normal unit.

Here are my suggestions so far:

Rome: Scipio (Legionary, amphibious promotion, +3 str, +10% str for all units in its stack)
Mycenae: Achilles (Hoplite, +2 str, +25% city attack, +1 first strike)
Carthage: Hannibal (Elephant, +4 str, 2 moves)

Ok, these are just examples. I need input!

In my opinion, make Hero Units a bit stronger and add some more passive 'all unit' effects. But if they die, they stay dead.

Maybe add some unique and powerful promotions, so there is some risk (perma death) and reward for engaging battle with the Hero.
 
thamis said:
Here's the plan for v1.8. I read all the posts up to here and have taken them into consideration. Any other suggestions?

What is the objective of the "greek fire repository" atomic bomb project?

Greek fire should be limited to the Romans. IIRC they were the only ones to use it, and the recipie was lost when Constantinople fell.

Will there be some sort of future tech added?

Scythia: Attila (heavy horse archer, +6 str, +2 move for all units in its stack)
 
primordial stew said:
What is the objective of the "greek fire repository" atomic bomb project?

Greek fire should be limited to the Romans. IIRC they were the only ones to use it, and the recipie was lost when Constantinople fell.

Greek fire is said to have been invented by the Byzantines, but it is possible that they got the technology (or developed it) from others. In TAM "Greek fire" is used to represent all forms of flammable substances used in ancient warfare because it is the most famous one (and perhaps the most effective). :)
 
Ick of the East said:
Oh, yeah. That reminds me. There needs to be a pass though the Alps. Preferably at that little jog just south of Lake Geneva (the St. Bernard Pass).

The way it is now, it is much too difficult for Romans to move north or for Germans to move south.

Alps with no passes is intended by staff.
 
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