The Ancient Mediterranean MOD

Shqype said:
Did you try TAMv1.8 and did you delete your previous TAM folder before installing the new one? The late game tech costs have been increased by 10% and 20%, respectively, so they should last a little longer ...

This doesn't matter. What both the designers of Civ and modders didn't consider well is that the fast tech rate grows exponentially because is given by improvements, civics, buildigs in cities which are the variables and not just by the tech costs which are constants. Acting on constants will only penalize the AI that can't plan those variables as well as a human. Like I suggested in the mailing list we should work on the variables, and specifically on science buildings:
- remove science bonus from monasteries (medieval stuff)
- limit the number of libraries that can be built (there wasn't a library in any rural village in the ancient age).
- etc
 
onedreamer said:
This doesn't matter. What both the designers of Civ and modders didn't consider well is that the fast tech rate grows exponentially because is given by improvements, civics, buildigs in cities which are the variables and not just by the tech costs which are constants. Acting on constants will only penalize the AI that can't plan those variables as well as a human. Like I suggested in the mailing list we should work on the variables, and specifically on science buildings:
- remove science bonus from monasteries (medieval stuff)
- limit the number of libraries that can be built (there wasn't a library in any rural village in the ancient age).
- etc

Well, we're reducing the output of science buildings in version 1.9, as noted in the change list. Let's take slow steps towards the tech rate and approach it step by step, so that we don't end up with a version that makes the endgame un-researchable.
 
I think instead of making techs cost much more, or taking away science buildings, some techs should be added. Many techs are traded, not researched, that's why the tech rate is so fast, 15 civs is a nice number of civs researching different techs. I think making the tech tree should also help give the game depth, & add some different bonus.
 
Dux_ said:
I think instead of making techs cost much more, or taking away science buildings, some techs should be added. Many techs are traded, not researched, that's why the tech rate is so fast, 15 civs is a nice number of civs researching different techs. I think making the tech tree should also help give the game depth, & add some different bonus.

I'd rather fix the tech trade issue working on diplomacy (civs are too friendly right now) and eventually by implementing naf4ever's tech trade system than by crumbling the tech tree with more techs. There are already some that have little content, I don't think that adding more will add depth to the mod.
 
The Sail
Gives ship +1 movement, also allows workers to build the River Fleet improvement, which can only be built near rivers and which has a higher movement bonus than normal roads

Single Rider Reins
Improves horse archers. Apparently according to Civilopedia first one horseman was firing arrows, while a second horseman guided the horse of the first.

The Spoked Wheel
Metal Axle
The Spoked Wheel could perhaps give +1 road movement. Both techs could increase chariot strength. Currently in TAM chariots are weak units, and become quickly pretty useless already after Bronze Working. While AFAIK until the iron age and the rise of horseback riding, chariots were basically the tanks of ancient warfare, and should therefore be the strongest (and most expensive) units.

The Plow
gives some bonus to food production

The Sicklesword
Better than axes, worse than iron swords according to civilopedia.

Outrigger
Allows triremes

18 Foot Pike
According to civilopedia the "spearmen" the Macedonians used. While before spearmen were all-purpose infantry who used spears shorter than a man's length, with the advent of horseback riding, spearmen became more specialized, to eg counter cavalry. So this tech could give a more powerful spearmen unit with a bonus against mounted units.

Lorica Segmentata
Some Roman armour. Perhaps just an idea to rename the Heavy Armour tech.

Corvus
Allows a promotion for ships, which gives a movement penalty and reduces withdrawal chance, but which allows units on a ship to directly attack other ships. Romans used this tactic in the Punic Wars. IIRC FfH already has some code which would allow this.

For techs past 1 AD, there simply wasn't as much technological innovation then. Personally I'd just suggest to let the years pass slower in the early game, and faster in the late game.


Just say the word and I'm willing to rewrite the entire tech tree. :)
 
If more techs are added perhaps they could fall into the "fall of Rome" catagory. Wasn't there something like this in the Civ3 TAM? Anything that would give a late game bonus to the Germans, Huns and Mongols.

In every game I've played freedom of religon always passes inspite of my best efforts. This helps the spread of Christianity as the IA seeks to have more religons. Maybe any Christian building should cause a war penalty since early Christians were pacifists.

Roman roads would be nice but should be very time consuming so they are not everywhere, just between cities. Also, limit the types of terrain they can be built in.
 
Something to consider for TAM 1.9 or 2.0 would be the 10+1 mod for land units and the Better Ship Scale mod for naval units. The game (I feel) would look better with units of men and ships moving around -- gives things a more 'epic' feel. Of course getting permission from the mod writers could be a potential stumbling block, but its an idea nonetheless.
 
The 10+1 mod looks cool, but it may decrease performance on slower PCs. I don't like to make a MOD that actually increases the performance load.

And the ship MOD doesn't make much sense for TAM, as there are only ancient ships, and therefore they are all scaled correctly. What we could do is make the earlier ships smaller in scale and the later ships bigger in scale (as we are currently using the galley over and over).
 
hehe, interesting. Maybe next story you write will be using v1.9 (if not 2.0) :)
 
Anyone feel up to giving me a bit of help? I've never runa mod before and am having problems (go figure! ;) )



OK - so I follow the instructions step by step...


dl the file.
extract it to the MAIN CIV folder. The one that says "Sid Meier's Civilization 4"
to play - just double click the map file found in the folder "PublicMaps".

When I do that I get an error message saying: "Mods/the ancient meditaranian is an invalid directory, ignoring"

What's going on?

Thanks.....
 
thamis said:
We would add more techs, if we only could meaningful technologies that were around the late ancient period... If you have suggestions, please let us know.

The tech must be
- From the ancient period
- Have gameplay use

How about cement?

The exact formula was lost when the Roman empire fell apart, but supposedly they added some volcanic ash. The result was a much stronger concrete which even cured under water. It should double construction speed (or simply allow the construction) of the Colloseum/Flavian Ampitheater, and speed up the aquaduct as well.

The aquaduct should be more important in the game. There are too many + health food resources around. Maybe there should be food categories. eg) pig OR deer OR cow = +1 health, instead of +3.

The increase in trade increased the spread of disease, so maybe along with some mid-game trade tech have it add +1 pollution to all cities.
 
Aflac said:
extract it to the MAIN CIV folder. The one that says "Sid Meier's Civilization 4"
to play - just double click the map file found in the folder "PublicMaps".

When I do that I get an error message saying: "Mods/the ancient meditaranian is an invalid directory, ignoring"

Sounds like "the ancient mediterranian" isn't under "mods".

I changed my install path, so mine is c:\civ4\mods\the antient mediterranian
 
I just looked inside my "mods" folder and I saw "the ancience mediterranian" folder there. Anything else I need to do? Is there some sort of file I should edit to allow mods or something?
 
Which version did you download?
 
Back
Top Bottom