The Ancient Mediterranean MOD

Thanks Gladi for the response. I was kind of hoping for a bigger explanation from the designers, but oh well. I guess I'll try out the skirmishers in my next game...
 
Balam said:
Oh, one more thing. What are the skirmishers for? I know in theory that they should do what my elephants did, but they're considerably weaker. I imagine they'd be better in non-city attacks, but big battles like these aren't all THAT common, at least in my games (I prefer the full on city attack or to attack with amphibious units)...

Right now the skirmishers are not very useful, but see version 1.8 for some heavy rebalancing.

EDIT: Right now = up to v 1.7
 
onedreamer said:
it was the only monotheist religion until Christianity, which has a particular meaning in the mod so I think it would be ok. :P
What about Zoroaster?
 
Balam said:
Thanks Gladi for the response. I was kind of hoping for a bigger explanation from the designers, but oh well. I guess I'll try out the skirmishers in my next game...

Bright day
And now they have weak collateral damage :).

Well played as Phoenicians and ruled in techs, until Kolchis attacked me. Then I ruled power-wise too :D.

Btw I think pikeman don't have open terrain bonuses :(
 
thamis said:
Zoroastrianism is a dualist religion if I understood that correctly.

Dualism with regards to Zoroastrism means there is a strong distinction between 'good' and 'evil'. In that sense, Christianity has also a strong dualist aspect, what with Satan and all that...

Some nice changes in version 1.8. :goodjob:

I don't understand the road you've taken with religion though: removing missionaries.

Unless I've forgotten something, religion basically has three functions/effects:
1. diplomacy
2. some espionage
3. happiness and a little culture

Without missionaries there is no way you can consciously affect your neighbours, and the diplomatic and espionage aspect of religion becomes pure chance. Pure chance, when in abundance, does not fit well together with a strategy game IMO.

Regarding happiness and culture. When you found a new city, and you're unlucky: another religion spreads there first instead your state religion, then you're basically screwed for the rest of the game without missionaries. Not very fun in my opinion.

Basically I think without missionaries religion doesn't have any added value to the game. You might as well not have religion at all - or better: use my idea of universalist religions which start appearing from the mid-game on. :)
 
Bugs report:

1. AI does not understand the smithy weapon promotion, AI is ignoring smithy, maybe because they see only -3 health and nothing else.
Solution: make smithy able to hire engineer(1-2), and AI should build smithy.(This make curiosity for me too, why are only 2 great engineers(from techs) in whole game? I want more engineers:))

2. Spearman defense bonus on grassland/plains give bonus on flatlands but on hills too(so they gain 25% from hills + 20% from grass/plains), I understand under this they should gain bonus only on flatlands.

To religion: religion with shrine spreads like wildfire(especially greek and egyptian pantheon), so instead of wipe out missionares you can decrease spread rate of thiese religions.
 
:goodjob: I think this 1.8 is the best mod I´ve seen so far, I´m playing as Lydia on prince level and I am experiencing the best game for a long time.
I found the sun worship and it spread first in my land then it spread slowly to neighbour lands and some of them had other religions allready. My game is very balanced when it comes to religion, no religion is much bigger than the other, but the missionary unit must be taken in concern for the next version for those who want to put emphasis on religion in the game. In my game war has been declared from early on, the Hittites declared war pretty soon, I think thats great for the balance and then after a while the Illyrians declared war on me, so now there are many nations in war but I like it.
 
This mod looks fantastic, and I have downloaded and installed it. I am, however, a stupid newbie with a couple of dumb questions.

1. Does the ancient mediterranean map automatically load. I am playing as Caesar, and I don't know where I am yet, but it most certainly isn't Italy. That is connected to my 2nd question.

2. Is it possible to have the civs start in their historical locations? I find that Iberia is my nearest neighbour in the East, and the Egyptians are pressing me hard from the West?

:confused:
 
Heav said:
Bugs report:

1. AI does not understand the smithy weapon promotion, AI is ignoring smithy, maybe because they see only -3 health and nothing else.
Solution: make smithy able to hire engineer(1-2), and AI should build smithy.(This make curiosity for me too, why are only 2 great engineers(from techs) in whole game? I want more engineers:))

2. Spearman defense bonus on grassland/plains give bonus on flatlands but on hills too(so they gain 25% from hills + 20% from grass/plains), I understand under this they should gain bonus only on flatlands.

To religion: religion with shrine spreads like wildfire(especially greek and egyptian pantheon), so instead of wipe out missionares you can decrease spread rate of thiese religions.

Good points. I agree with you on all points, but I also want the spearman to get a separate bonus for hills, but it should be lower, I agree.
 
thamis said:
Good points. I agree with you on all points, but I also want the spearman to get a separate bonus for hills, but it should be lower, I agree.

Could perhaps help you on this?

Currently the combat model work in such a way that the hill terrain will get added to both forest and all other terrain since hills is treated separately.

My thought was that a unit should only get his highest bonus (both attack/defense) from the plot. This could also be the case with a forested hill were a unit get a 75% defense modifier, only the highest would be applied, in this case 50% not 75%. But it should perhaps be harder to attack a forested hill square.
 
thamis said:
I've played a few 1.8 games now and I have to say that you are right. Missionaries are needed. What we also need is moving the religions around the tech tree a bit more. Expect an update. :)

:worship:
Some more feedback: the names of the religious buildings haven't been changed. Eg playing as Egypt I founded Sky Worship but I still build Mesopotamian Monasteries etc.
Also since I'm playing Egypt it struck me: spearmen have bonuses for plains and grassland, but not for desert. Is this intentional?
 
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