The Ancient Mediterranean MOD

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


something wrong with foldername only maybe, try rename it to full name instead of "ancient med"?
 
Shqype said:
Did you replace the old version of the map with new version?


No, I just went to public maps and clicked the ancient mediterranean mod.
where do I get the new map?
 
It's included in the .exe file available for download on the first page.
 
thamis said:
Good list. Maybe you can include Pvblius' suggestions and then we have a superb list!
Sure thing. Will do. Here you go:

Nut (Thebes)
Ineb Hedj (Memphis)
Zau (Sais)
Sakkara
Iunu (Heliopolis)
Avaris (precursor city to Per-Ramesses as Publius indicates in a subsequent post.
Per-Ramesses (Pi-Rameses/Pi-Ramesses) - prefer Per-Ramesses as this appears to be the older usage.
Abdju (Abydos)
Khmun (Ashmunein)
Rakota (Alexandria)
Per-Bast (Bubastis)
Akhetaten (Amarna) - prefer Akhetaten over Akhetaton; but either could be used.
Abu (Elephantine)
Menat Khufu
Perbanhdjed
Miwer
Sawu
Mit Rahina
Rowarty
Miam
Hebenu
Petwadjyt
Hutihyt
Ihnasiya
Thinis
Nekhen
Behdet
Shutb
Qaw El Kebeir
On

Removed Avaris as this appeared to be a derivative of Avares; as Publius points out it looks like a pre-nomen for Per-Ramesses.
 
acello said:
don't see the .exe file on first page, only the download site.
You can download the .exe file from the download site.
 
Ankenaton said:
Removed Avaris as this appeared to be a derivative of Avares; as Publius points out it looks like a pre-nomen for Per-Ramesses.


Per-Ramesses was inhabited two times, first time it was called Avaris (I misspelled it last time) and second time Per-Ramesses.
 
Pvblivs said:
Per-Ramesses was inhabited two times, first time it was called Avaris (I misspelled it last time) and second time Per-Ramesses.
Thanks, I will edit the list and place Avaris prior to Per-Ramesses.
 
Thamis, really entertaining mod. Maybe the best actually.

Played a session as the Carthaganians, really dominated using elephants. Played this mod last time on civ3, where I remember imperial road could be built on regular road, which techically is what Road Building tech does on TAM for civ4.

Still, I prefer the imperial road improvement rather than this one much of the real good usage of workers.

Those saboteurs that Hammurabi sent on my land and destroyed the resource needed to build elephants, was really annoying. This is maybe a civ4 vanilla thing, but is there a way to stop the sabotage?
 
Triremen said:
Thamis, really entertaining mod. Maybe the best actually.

Played a session as the Carthaganians, really dominated using elephants. Played this mod last time on civ3, where I remember imperial road could be built on regular road, which techically is what Road Building tech does on TAM for civ4.

Still, I prefer the imperial road improvement rather than this one much of the real good usage of workers.

Those saboteurs that Hammurabi sent on my land and destroyed the resource needed to build elephants, was really annoying. This is maybe a civ4 vanilla thing, but is there a way to stop the sabotage?
Glad you like the mod. There is a way to stop the sabotage, and that's to destroy the units that can pillage your improvements ;)

Ankenaton, I choose Rakota over Rakotiis. Rakotiis is the Greek form, and isn't that what we're trying to avoid?
 
Shqype said:
Glad you like the mod. There is a way to stop the sabotage, and that's to destroy the units that can pillage your improvements ;)

Ankenaton, I choose Rakota over Rakotiis. Rakotiis is the Greek form, and isn't that what we're trying to avoid?
Sure thanks for the correction.
 
Well, I finally played a game out a little more peacfully so I could experience the late game. So I have a few new observations, minus the stories of my conquests this time. :)

First, the tech rate in the mid to late game is insane. With moderate trading with the AI I was out of things to research by about 300AD. This meant that I would either pull in close to 3000 gold per turn from then on, or I would build 70 culture per turn at my smallest cities, 200+ at the largest. Your idea of some techs that can't be traded is a good start, perhaps you can expand that list while at the same time increasing the cost of the those techs since you have to research them yourself.

Commerce is a bit too plentiful, I know it's been mentioned before so I'm just confirming it. It's pretty good early in the game, reaserch isn't too quick and gold is hard to earn, but as you continue to develop better tech giving you additional trade routes and buildings giving you a substantial increase in trade route yield it gets pretty crazy. This is also perhaps related to the holy shrines with their additional gold per turn, especially with christianity because it spreads like wildfire and I know you were talking about changes to those as well.

Despite the great unit variety I find myself only using a very small handful of them. So many of the bonuses are either useless or just not good enough to make one unit as good or better than another of the same period. I would suggest scrapping most of the "built in" bonuses that have been added to the units and letting the player's choice of promotions dictate what their units are good at, the AI does quite good with selecting appropriate promotions as well. Some of the UU bonuses could be handled the same way, with a free promotion. I don't think the upgrade options need to be removed for any of the units, but perhaps they could be a bit more expensive, maybe change the per production cost to 3 (or even 4) and reduce the base upgrade cost so it would be less expensive early on but substantially more expensive for the later game units.

Also, some of the unit bonuses are a bit too good. For example any of the spear/pike units receive a bonus against cavalry and mounted skirmishers. They should really receive no bonus against a mounted skirmisher and a defend only bonus against cavalry (you can do that, but it has to be a unit_class modifier, not unit_combat).

The bonuses against siege weapons are effectively useless since siege weapons have such low strengths compare to other units of the same time period.

On the AI their "memory" seems to last forever. So if you make an enemy early in the game they're probably going to be an enemy for the entire game or until you eliminate them. What I saw happen was that I ended up being most friendly with the empires furthest from me, not because of close borders but because I hadn't declared war on their friends. Rome, for example, had a -8 "You declared war on my friend" by 200AD as a result of several small wars with some of my close neighbors. The result is a fairly static diplomatic enviroment, the AI either hated me or loved me with nothing in between and there was little I could do about it. I also found it odd that even though so many of them hated me for starting wars with their friends, only one of them ever declared war on me. Parhaps a lot of the negative effects could have their "strength" increased but their duration decreased, so they'd get more upset at the time of the action but an earlier action would have less effect on the later game. This may be just enough volatility to get the AI really kicking off their own wars without being quite so player-centric.

I would increase the effect of demanding trubute, refusing to pay tribute, refusing to help in wartime, declaring war on a friend, stopping trading and trading with an enemy. If you do reduce the positive effects of religion as discussed earlier I would also consider increasing the positive effects of good trade relations or helping/paying tribute.
 
Seven05 said:
Parhaps a lot of the negative effects could have their "strength" increased but their duration decreased, so they'd get more upset at the time of the action but an earlier action would have less effect on the later game. This may be just enough volatility to get the AI really kicking off their own wars without being quite so player-centric

I like this idea. It always did bug me how long grudges were held.

I would like to see someone cut off all of their relations with you if you refuse to help them in war. And I would like them to declare war on you when you declare war on their friends.

But I would also like it if these differences could be forgotten in 50 or 100 years.
 
Has anyone noticed that Babylonia is really damn strong? It has plenty of resources and a fairly secure position: plains & desert to the west so not too much border conflicts with Phoenicia, and mountains to the north making defense against Kolchis and Hittites easy with spearmen. Plus there's no threat from east because the map ends there, so they're a pretty easy country for a huge conquest game. Of course I'm having great fun playing them now... the resources are so plentiful that I made Babylon and Ur into magnificent legendary cities really quick. :D

PS. I'd like the idea of shorter grudges. A good point.
 
Seven05 said:
I would increase the effect of ... refusing to help in wartime, declaring war on a friend, stopping trading and trading with an enemy.

I would argue against that. The AIs - both sides - always asking you to join wars, even if they are on the other side of the map, means that whenever two AIs start a war that has nothing to do with you, it still means that your relation with them will inevitably suffer. Not fun. :( I would to the contrary suggest that the effect of this is limited to -1.
 
Seven05 said:
Parhaps a lot of the negative effects could have their "strength" increased but their duration decreased, so they'd get more upset at the time of the action but an earlier action would have less effect on the later game. This may be just enough volatility to get the AI really kicking off their own wars without being quite so player-centric.

AFAIK the AI never asks another AI to declare war, pay tribute, stop trading etc, so this wouldn't have an effect on AI-to-AI behaviour.
 
Hi lads!
Has just been playing 6 hours of this great mod. I really had a very good time olaying as Chartago.
One thing striked me. Why cant you use the ancient Great People units? It ruins so much of the feel when these modern age GP's pops up.
Hope its easy to fix, but perhaps its not since you use them? :crazyeye:
 
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