The Ancient Mediterranean MOD

What would happen if workshops were simply removed? AFAIK people don't really build those a lot. (Or at least I don't. :mischief: )
 
Starship said:
Hello,

I just wanted to say I have been anxiously been awaiting playing your mod for a long time. I am a huge fan of CivIII TAM. I've been holding off until it reached a more final state. I was just curious where you thought you were on that track as well? If I made a scenario for 1.9 do you think it would be good for awhile, or should I wait? I've always wanted to make/play an Assyrian invasion of Egypt scenario.

Also scenarios seem to be what's needed in general. I did actually play once, but that was months and versions ago. A lot of people didn't like the map...or so they said, my counterpoint is that the map is easy to make. You've already made a great engine, just apply new scenarios/maps as necessary. I would love to remake some of the great ancient battlefields. A huge battle only, no units produced map, very cool.

Anyway thanks for many wasted hours w/ CivIII, and many more when I unwrap this bad boy.
Wow, that sounds very good to me! We are putting some finishing touches on v1.9, so very soon we should make a public release. For the next version (2.0) we plan on having some more balance (with whatever new issues may arise) and we'd also like to incorporate Heroes. If possible, some new SDK changes will be added, but we will see how it goes.


Jet, thanks for your post, I will fix it and it will be in 1.9 :)
 
Shqype said:
Wow, that sounds very good to me! We are putting some finishing touches on v1.9, so very soon we should make a public release. For the next version (2.0) we plan on having some more balance (with whatever new issues may arise) and we'd also like to incorporate Heroes. If possible, some new SDK changes will be added, but we will see how it goes.

Define 'soon' please. Is that like today soon, or like next week soon...I would like to plan around this release. ;)
 
Depends on the testers ... possibly tomorrow soon. If not, the day after :)
 
EDIT:

See post further down for new version download and changelist.
 
Hi guys, great mod :king:

I was interested if anyone is working on scenarios or a different kind of map? I'd love to play the Persians or a game where the important states have been formed historically already.

Plus when is 1.9 coming...:mischief:
 
Hey guys, this is an absolutely fantastic mod. It was the only reason I played Civ3, and now it's the same with Civ4 (and it's the only game I play...).

I just wanted to know if anyone played it with the no tech trade rule checked. Does it affect the balance of the game or something?

Also, have you guys considered doing something like in Rome Total War, in which you could choose the type of temple to build for each city? For exemple, a temple for a god of the sea if you want more trade, or another one to get more food, or culture, etc...
 
LeMAD said:
Hey guys, this is an absolutely fantastic mod. It was the only reason I played Civ3, and now it's the same with Civ4 (and it's the only game I play...).

I just wanted to know if anyone played it with the no tech trade rule checked. Does it affect the balance of the game or something?

Also, have you guys considered doing something like in Rome Total War, in which you could choose the type of temple to build for each city? For exemple, a temple for a god of the sea if you want more trade, or another one to get more food, or culture, etc...
Actually, there has been discussion of this. And you will see in version 1.9 that certain religious buildings of certain religions give different benefits (like commerce, culture, experience, science, etc).

HAI, today the mod should be released.
 
DOWNLOAD:The Ancient Mediterranean v1.9

Thamis is away on vacation right now, so he is unable to be here for the public release of v1.9, nor can he update the first post of the thread with the new link. But, it is available, ready for download, and above in this post.

I hope everyone enjoys this version as I feel it is truly an improvement from the last. Here is the final changelist:
Spoiler :
- CIVIC: Barbarism: changed to low upkeep
- CIVIC: Path of the Mystics: changed to low upkeep
- CIVIC: City States: changed to medium upkeep
- CIVIC: Hereditary Rule: changed to low upkeep
- CIVIC: Forum: High Upkeep, +100% Birth Rate (no extra upkeep cost per military unit)
- CIVIC: Plutocracy: No extra upkeep cost per military unit
- CIVIC: Organized Religion: Gives +5% culture per turn in city with state religion

- TERRAIN: Oasis: +1 health in nearby city
- TERRAIN: Flood Plains: -0.25 health
- TERRAIN: Coast no longer gives +10% defense

- UNIT: Renamed Lydian Light Cavalry to Ionian Cavalry
- UNIT: Renamed Elite Light Cavalry to Mountain Rider (Str 6, 1 FS, +40% vs Medium Units, 40% withdraw chance)
- UNIT: Renamed: Fierce Horse Archer to Steppe Rider, Fierce Heavy Horse Archer to Steppe Marauder
- UNIT: Steppe Rider = Horse Archer + 1 FS chance + free Blitz promotion
- UNIT: Steppe Marauder = Heavy Horse Archer + 1 FS chance + free Blitz promotion
- UNIT: Horseman, Light Cavalry, Heavy Cavalry: +35% vs Medium Units
- UNIT: Mounted Javelineer: +35% vs Heavy Units
- UNIT: Chariot, Horseman, Light Cavalry, Heavy Cavalry: +50% vs siege units
- UNIT: Hittite Iron Swordsman: changed to +40% city attack
- UNIT: Persian Immortal: changed to +25% city attack
- UNIT: City bombard damage rate for all siege weapons increased by +10%
- UNIT: Catapult: Reduced strength to 3, 80% withdrawal chance, max collateral dmg 10% of unit strength
- UNIT: Fire Catapult: Reduced strength to 4, 80% withdrawal chance, max collateral dmg 20% of unit strength
- UNIT: Archer, Composite Archer, Bowman: 35% withdraw chance,no hills defense bonus, increased collateral dmg to max 4 units, max collateral dmg 15% of unit str, reduced all strengths by 1
- UNIT: Phoenician Merchant now available with Exploration
- UNIT: All Merchant-type ships have had their gold output adjusted (now distance is more important)
- UNIT: Various graphics changes
- UNIT: Kambsor, Libyan Mercenary, Immortal, Ionian Hoplite, Hoplite can all upgrade to Pikeman as well

- BUILDING: Alchemist: -1 health, +25% science, allows 1 scientist, double production speed with Tin
- BUILDING: (School) Academy: +10% science, +1 culture, allows 1 scientist
- BUILDING: Observatory: +15% science, allows nothing else
- BUILDING: Library: +15% science, +2 culture, allows 1 scientist
- BUILDING: Caravan House: +40% trade route yield, +1 happy from spices, incense, dye, allows 2 merchants
- BUILDING: Grocer: +10% gold, +1 health from olives, fruit, wine, allows nothing else
- BUILDING: Market: +20% gold, +1 happy from ivory, gold, fur, opium, amber
- BUILDING: Cemetary: +1 health, +1 culture, allows nothing else
- BUILDING: Christian Temple renamed to "Church", spreads Christianity
- BUILDING: Christian Cathedral renamed to "Cathedral", spreads Christianity, double production speed with Marble
- BUILDING: (Mesopotamian Temple) Ziggurat renamed to "Temple of An"
- BUILDING: Mesopotamian Cathedral renamed to "Ziggurat", +2 culture, double production speed with Clay
- BUILDING: Druidic Temple renamed to "Monolith"
- BUILDING: Druidic Cathedral renamed to "Henge", +1 unit xp, double production speed with Stone
- BUILDING: Egyptian Temple renamed to "Temple of Horus"
- BUILDING: Egyptian Cathedral renamed to "Temple of Amun-Ra", +1 science, double production speed with Gold
- BUILDING: Greek Temple renamed to "Temple of Apollo"
- BUILDING: Greek Cathedral renamed to "Temple of Zeus", +2 hammers, double production speed with Silver
- BUILDING: Jewish Cathedral renamed to "Synagogue", +1 gold, double production speed with Gems
- BUILDING: Zoroastrian Temple -> rename to "Shrine to Ahura Mazdah"
- BUILDING: Zoroastrian Chathedral renamed to "Temple of Fire", allows 2 scientists, double production speed with Incense
- BUILDING: Well: reduced cost to 20
- BUILDING: Smithy: -2 health, allows 2 engineers, made more important to the AI
- BUILDING: Aqueduct: double production speed with Stone
- BUILDING: Hospital: double production speed with Flax
- BUILDING: (Work Camp) Slave Market: -1 happy, +1 gold, +2 free citizens
- BUILDING: Harbor: +2 XP to naval units
- BUILDING: Garden: +1 happy, +1 health, double production speed with Flax
- BUILDING: Monastaries removed, all "Cathedrals" require appropriate state religion

- WONDER: Palace: Gives 6 commerce (not 8)
- WONDER: The Oracle renamed to "The Oracle at Delphi"
- WONDER: The Great Ziggurat renamed to "The Tower of Babel", double production speed with Clay
- WONDER: The Great Library renamed to "The Library of Alexandria"
- WONDER: The Pyramids renamed to "The Pyramids of Giza", double production speed with Stone
- WONDER: The Temple of Artemis: double production speed with Marble
- WONDER: Plato's Academy: requires (School) Academy
- WONDER: The Hanging Gardens: double production speed with Clay
- WONDER: Mesopotamian Shrine renamed to "High Temple of Fire"
- WONDER: Druidic Shrine renamed to "Great Henge"
- WONDER: Egyptian Shrine renamed to "Temple of Karnak"
- WONDER: The Parthenon renamed to "Statue of Zeus", double production speed with Ivory
- WONDER: Greek Shrine renamed to "The Parthenon"
- WONDER: Illyrian Citadel now requires Masonry, cost raised to 200
- WONDER: Illyrian Citadel, Oracle of Dodona, Temple of Artemis graphics added

- RELIGION: Jupiter Worship renamed to "Olympian Gods", founded with Priesthood
- RELIGION: Sky Worship renamed to "Mesopotamian Gods", founded with Astrology
- RELIGION: Sun Worship renamed to "Heliopolitan Gods", founded with Polytheism
- RELIGION: Moon Worship renamed to "Animism"
- RELIGION: Christianity is founded with Christianity
- RELIGION: Modify SPREAD: Animism: 10%, Mespotamian: 30%, Olympian: 35%, Heliopolitan: 25%, Zoroastrianism: 45%, Judaism: 40%, Christianity: 80%
- RELIGION: New system introduced to sway historical religions. At the beginning of the game each civilization gets a random amount of tech points (0-80%) for the technology that founds "their" religion (according to culture-group divisions). They are:
--- Britons, Gaul, Germanic Tribes, Getae, Goths, Iberia, Scythia: Tribal Law (Animism)
--- Illyria, Kolchis, Lydia, Mycenae, Rome: Priesthood (Olympian Gods)
--- Babylon, Hittites: Astrology (Mesopotamian Gods)
--- Carthage, Egypt, Nubia, Phoenicia: Polytheism (Heliopolitan Gods)
--- Media, Persia: Philosophy (Zoroastrianism)

- IMRPOVEMENT: Grove: Uses Winery graphics, but Grove button

- PROMOTION: Steel Weapons: +30% strength

- TECHNOLOGY: All tech costs increased ~10%
- TECHNOLOGY: Bronze Working: Requires Masonry (in addition to Wood Working)
- TECHNOLOGY: Road Building: Now gives +2 road movement points
- TECHNOLOGY: Civil Laws now gives +1 production and +2 commerce to Towns
- TECHNOLOGY: Exploration now enables Coastal Trading, cost raised to 325
- TECHNOLOGY: The following techs cannot be traded:
---- Exploration
---- Despotism
---- Heroism
---- Epics
---- Philosophy
---- Seafaring
---- Alchemy
---- Greek Fire
---- Empire

- AI: Adjusted so that certain civs are more hostile and are more influenced by distance when declaring war (and less by religion)
- AI: Smithy now made more important to the AI
- AI: Merchant Vessels / Trade Barges now made more important to the AI


Please spread the word, and post any and all comments here for how to improve balance and make TAM 2.0 all the better :)
 
may or not be mod related but... I followed the instructions for version 1.8 on the first page to run ver1.9, delete the TAM folder from the Civ4 mods folder and extract new version to main Civ4 folder. Now I am getting a "Failed to load python module CvEventInterface" error and Civ won't load. Anyone else or is it just me?
 
WONDER: The Oracle renamed to "The Oracle at Delphi"
WONDER: The Great Library renamed to "The Library of Alexandria"
WONDER: The Pyramids renamed to "The Pyramids of Giza",​

Bleh. When "The Oracle at Delphi" is built anywhere else but Delphi, this is going to look ridiculous.
And the same for the other two.

Not that I won't be playing, mind you
:p
 
davbenbak said:
may or not be mod related but... I followed the instructions for version 1.8 on the first page to run ver1.9, delete the TAM folder from the Civ4 mods folder and extract new version to main Civ4 folder. Now I am getting a "Failed to load python module CvEventInterface" error and Civ won't load. Anyone else or is it just me?
Clear your CustomAssets folder, delete your TAM folder, delete your TAM map, re-download from my link above and extract to your Civ 4 directory. Double-click the scenario/map to play the game.

I don't get any Python errors, and the Python hasn't been changed since the last version, so you must have something in your customassets.

Ick of the East, I won't say I disagree with you ... do you have some suggestions for alternative names?
 
missionaries in version 1.8 of TAM are not enabled with monasteries or one of the TAM civics

spread of religion is almost entirely by chance

:confused: joel west
 
Shqype said:
Clear your CustomAssets folder, delete your TAM folder, delete your TAM map, re-download from my link above and extract to your Civ 4 directory. Double-click the scenario/map to play the game.

I don't get any Python errors, and the Python hasn't been changed since the last version, so you must have something in your customassets.

Ick of the East, I won't say I disagree with you ... do you have some suggestions for alternative names?

Clear your CustomAssets folder... Is that the same as deleting it?
 
joelwest said:
missionaries in version 1.8 of TAM are not enabled with monasteries or one of the TAM civics

spread of religion is almost entirely by chance

:confused: joel west

feature not bug. Btw religion spread is not just a "chance"... ;)
Try version 1.9 please. 1.8 is now in the archives :D


@Shqype: just to let you know, v1.9 installs correctly.
 
I´m playing the new 1.9 version as Mycenae on prince level, at 560 Bc I was researching Heroism and the Germans declared war on me and I got the following message:

Fatal Error
Memory allocation failure-exiting program
Reason: bad allocation

Is it my computer or the 1.9 version?
 
onedreamer said:
feature not bug. Btw religion spread is not just a "chance"... ;)
Try version 1.9 please. 1.8 is now in the archives :D


@Shqype: just to let you know, v1.9 installs correctly.
Yep, I did a fresh install myself and knew it worked. Most likely there was a python modcomp in the customassets folder which was causing conflicts.

By the way, I am in the middle of a game in v1.9 and I notice that religion spread is still high, although it's better than before. I'll cut it in half and see if that works better.

AndreasS, please post your thoughts and comments when you can :)
 
Bosh said:
I´m playing the new 1.9 version as Mycenae on prince level, at 560 Bc I was researching Heroism and the Germans declared war on me and I got the following message:

Fatal Error
Memory allocation failure-exiting program
Reason: bad allocation

Is it my computer or the 1.9 version?
Unfortunately it seems to be your computer. I'm past 100 AD and I haven't gotten such an error. Do you know how much RAM your computer has? If you could give some information (like processor, graphics card, and ram) then maybe I can let you know what's going on.

By the way, the AI is more aggressive now! Vercingetorex and Arminius declared war on each other near the beginning of the game, Phoenicia declared war on somebody as well, Agamemnon declared war on me (I played as Illyria) because our borders sparked tensions, and in the middle of my war with Mycenae Decebal of the Getians declared war on me! He hit me with a huge stack of Peltasts and Armored Spearman so my city on the Dacian border fell, but he's gonna regret that ;)
 
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