The Ancient Mediterranean MOD

Pvblivs said:
Did it bother you, that your capital was called "Carthago" in your current game and not Qart Hadasht like in "reality"?

Yes. :mischief:


Btw, I believer Carthago should be located two tiles to the north. (I founded the city where the settler started, to get the bonus resources)
 
Actually it is rather the north than the east coast (of the whole peninsula) if you zoom it out a little bit and compare it to TAM.

But we can always explain that the coast could have been different in ancient times ;)

I think it's ok. Carthago was a great city and it won't grow great if we place it in the north east.
 
Ick of the East said:
No, the city seems to me to be in the correct location. It isn't located on the north coast.

View attachment 130606

That zip just contains a 1 k file. :confused:

How do you define where north and east coast starts btw? I consider it to be El Haouaria on the first link.

http://home.tiscali.be/f.vanlil/Tunesie/images/Tunesie1.gif

http://www.lib.utexas.edu/maps/historical/shepherd/rome_carthage_218.jpg

Pvblivs said:
I think it's ok. Carthago was a great city and it won't grow great if we place it in the north east.

As long as the resources are moved as well, the city could actually grow bigger. Coast with lighthouse gives more food than plains.
 
You are right, Carthago should rather be on the north-eastern corner. I would suggest moving Carthago 1 tile north. Turn that tile into grassland. Go 1 tile NE and turn it into coast, place a fish there. Move the iron W of Carthago 1 tile north, too. That way we would have a more accurate but nonetheless strong Carthago.
 
M@ni@c said:
That zip just contains a 1 k file. :confused:

Not my fault. They don't let us attach .KMZ (Google Earth Placemarks) files. So I had to zip it.
I thought you'd get a kick out of seeing how Carthage's double harbour is still there after all these years, now acting as a lagoon in an upscale suburb of Tunis.
 
But how do you open that file or link?


Btw, how about changing Sicily's plains to grasslands? Apparently the island was one of the biggest food exporting regions of the Mediterranean.
 
This is from a UNESCO document on the plans for a new Alexandrian Library:

"The City of Alexandria was founded by Alexander the Great in the year 332 BC near an ancient Egyptian township called Rakota (or Rakotis)".
 
Here's a Mediterranean map for TAM (1.9) with half the tiles of the standard map and 9 civs. This version is complete and tested, but even so I'll probably revise it before posting it in a more permanent place. Feel free to suggest changes.

Edit: removed attachment because the map is now part of the standard TAM distribution.
 
Here is a preliminary list, some are obscure some are familiar. A mixture of cities and large towns. They were a mix of Old, Middle, New Kingdom, Ptolemaic names; along with one sporting an Arabic appelation:

Thebes
Memphis
Sais
Sakkara (Saccara)
Heliopolis (Iunu)
Pi-Rameses (Per-Ramesse)
Abydos
Ashmunein
Alexandria (Rakotiis)
Bubastis
Amarna
Elephantine (Abu or Yabu) - Abu was more commonly cited in the literature.
Menat Khufu
Perbanhdjed
Miwer
Sawu
Mit Rahina
Rowarty
Miam
Hebenu
Petwadjyt
Hutihyt
Innasiya
Thinis
Nekhen
Behdet
Shutb
Avaris
On
Qaw El Kebeir

Thanks go out to ICK for his research.
 
Some ancient Egyptian names

Thebes: Waset / Nut
Mempis: Ineb Hedj
Sais: Zau
Pi-Ramesses: former Avaris, later also Pi-Ramases
Abydos: Abdju
Ashmunein: Is a modern Egyptian town at the ancient site of "Khmun" <-- right city name
Alexandria: Rakotis / Rakota (i like the first more, as I've heard it before, but its not rational ;))
Bubastis: Per-Bast
Amarna: Akhetaten / Akhetaton
 
Played another game as Romans, was really easy to win, even on emperor level...
A few comments/suggestions:
I noticed after installing 1.61 patch and re-installing TAM 1.9 it was possible to get multiple religions in one city; in fact at 50 AD almost every city had 4+ religions (and every civilization converted to olympic gods)! Is this deliberate?

In my opinion you should not be able to upgrade swordsmen/roman legionaries to armoured infantry. In combination with the huge profit of trade barges it is way too strong, since it is possible to get heavy units with city raider promotion. In case of romans, the upgraded legionaries also keep their promotion which enables them to use enemy roads, giving them an additional advantage.

greets,
schlappi
 
Jet said:
Here's a Mediterranean map for TAM (1.9) with half the tiles of the standard map and 9 civs. This version is complete and tested, but even so I'll probably revise it before posting it in a more permanent place. Feel free to suggest changes.

Hey, great map! I'm glad someone made another map for TAM!

Just a few things:
- There's a whole lot of snowy pine forest around the mediterranean. I think you should reduce forestation near the med sea, and also change the snowy pine forest to normal forests.
- For balance, I would consider adding Getae, Iberia, and Kolchis on the map. That one barb city in Iberia is nice, but it won't stop Gaul from becoming the superpower by expanding into Iberia.

We'll include the map into the next TAM version, but I think you should really make those changes (at the very least change that pine forest to normal forest):
 
Good list. Maybe you can include Pvblius' suggestions and then we have a superb list!

Ankenaton said:
Here is a preliminary list, some are obscure some are familiar. A mixture of cities and large towns. They were a mix of Old, Middle, New Kingdom, Ptolemaic names; along with one sporting an Arabic appelation:

Thebes
Memphis
Sais
Sakkara (Saccara)
Heliopolis (Iunu)
Pi-Rameses (Per-Ramesse)
Abydos
Ashmunein
Alexandria (Rakotiis)
Bubastis
Amarna
Elephantine (Abu or Yabu) - Abu was more commonly cited in the literature.
Menat Khufu
Perbanhdjed
Miwer
Sawu
Mit Rahina
Rowarty
Miam
Hebenu
Petwadjyt
Hutihyt
Innasiya
Thinis
Nekhen
Behdet
Shutb
Avaris
On
Qaw El Kebeir

Thanks go out to ICK for his research.
 
thamis said:
map! [snip]

Thanks, thamis! I used the snowy forest because to me its appearance also suggests scrubby, arid forest. I was inspired partly by the Ecology layer of the www Encarta map showing "Mediterranean Woodland" in those regions. You didn't say why you suggested less forest. Consider that in 5000 BC the region might have been much more forested than we're used to imagining. Consider also that deforestation is an important part of the story of the ancient world. I was reading how the epic of Gilgamesh starts with him going to chop down a cedar forest, and how civilizations eventually struggled for timber for smelting and shipbuilding. But I was going for more of a 5000 BC flavor rather than starting the terrain closer to the way it might have looked in the classical era.

Adding civs I'm not sure about. Personally I appreciate the more open aesthetic, and a smaller map already reduces the number of tiles you can play with. For balance, I've run I think dozens of Game.AIPlay tests on different versions of the map, and know that in that context the map is pretty balanced in general.
Spoiler :
On average, Gaul is actually in the bottom half.
 
Error message says
mods/the ancient med/is an invalid mod directory, ignoring

I have delted the previous versiona and extracted the 1.9 version into my main civ4 mod folder
any suggestions
 
acello said:
Error message says
mods/the ancient med/is an invalid mod directory, ignoring

I have delted the previous versiona and extracted the 1.9 version into my main civ4 mod folder
any suggestions
Did you replace the old version of the map with new version?
 
Back
Top Bottom