New version of The Ancient Mediterranean Mod! As you know this mod adds a lot of new civilizations to your game, religions, units...
Highly recommended download ;)
The Team Thamis (Chief Evangelist, German Text) Shqype (Chief Coder, Pythonist) Notarzt (Chief Skinner) Karhgath (Treemaker) Onedreamer (Tester, Italian Text) Leptomeninges (Copywriter) Spirit_Viriato (Spanish Text) Laurino (Chief Coder Emeritus, Iconographer Emeritus, French Text) Installation Instructions Delete "The Ancient Mediterranean" folder in your CIV4\Mods folder if you have installed TAM before! This ensures that your XMLs are up to date if we split old files into several new ones. Then double-click the installer and extract it into your main CIV4 folder. This will not overwrite any original CIV files. The map is in the PublicMaps folder. Best way to launch the mod is to simply double-click the map file! Playable Civilizations: - Babylon (Hammurabi) - Gaul (Vercingetorix) - Mycenae (Agamemnon) - Rome (Caesar) - Scythia (Partatua) - Egypt (Hatshepsut) - Iberian Tribes (Viriato) - Germanic Tribes (Arminius) - Carthage (Dido) - Lydia (Krisos) - Phoenicia (Hiram) - Getae (Decebalus) - Kolchis (Aeetes) - Illyria (Teuta) - Persia (Dareios) (not on this map) - Medes (Deiokes) (not on this map) - Britons (Cunobelin) (not on this map) - Goths (Theoderich) (not on this map) - Nubia (Taharqa) (not on this map) Tech tree -http://www.3s-studios.com/Karhgath/TAM%20-%20Tech%20Treegif Units -http://www.3s-studios.com/Karhgath/TAM%20-%20Unit%20Chart.gif Buildings Normal Buildings - Holy Site (Nature Cult) +1 +1 Culture - Granary (Pottery) default - Palisades (Wood Working) +25% defence - Copper Smithy (Copper Working) +4 XP - Bronze Smithy (Bronze Working) +6 XP, allows 1 smith - Iron Smithy (Iron Working) +12 XP, allows 1 smith - Steel Smithy (Steel) +10 XP, allows 1 smith - Obelisk (Mysticism) +2 culture - Library (Writing) +25% science, +2 culture, allows 1 scientist - Walls (Masonry) +50% defence - Burial Mound (Burial Grounds) +2 culture, allows 1 priest - Temple (Polytheism) +1 , allows 1 priest - Caravan House (Currency & Urbanization) +10% gold, allows 1 merchant - Barracks (Urbanization) +4 XP - Grocer (Currency) +20% gold, +1 health from certain food - Market (The Market) +25% gold, +1 happy from certain luxuries, allows 2 merchants - Fortress (Siege Warfare & Construction) +100% defence, reduces collateral dmg - Public Court (Code of Laws) -50% maintenance - Palace (Aristocracy) default - School (Education) +25% science, allows 1 scientist - Amphitheatre (Architecture & Drama) default Theater - Ancient Cathedral-Equivalents (Religion & Architecture) default Cathedrals - Hospital (Medicine) +2 health - Public Bath (Sanitation) +2 health, +1 health with incense - Courthouse (Civil Laws) reduces war weariness - Observatory (Astronomy) default Civics /N = No Maintenance /L = Low Maintenance /M = Medium Maintenance /H = High Maintenance Government - Chiefdom /L - Hereditary Rule /M (Divine Right), +1 per military unit - Republic /N (Republic), +3 in 4-6 largest cities, +1 hammer per specialist - City State /H (City State), +1 free specialist per city, +1 science per specialist - Empire /M (Empire), +25% military unit production, -50% war weariness Legal - Barbarism /L - Council of Elders /H (Thing Law), New units +4 XP; More free units - Bureaucracy /M (Civil Service), +100% growth cottage improvements, can hurry with gold - Forum /L (Code of Laws), +100% great people rate, +1 gold maintenance per military unit - Ius Civile /N (Civil Law), +3 from Courthouse, +100% culture Labor - Tribalism /L - Slavery /N (Dynasticism), can hurry with population - Public Works /M (Despotism), +50% worker rate - Patronage /H (Urbanization), unlimited artist, scientist, merchant - Migration /L (Mounted Combat), food production also used for military units Economy - Decentralization /L - Nature Cult /M (Mysticism), +1 food from farm - Plutocracy /H (The Market), +10% gold, +5% science, +1 maintenance per unit - Vice Royalty /N (Vice Royalty), No distance maintenance; +1 food from workshop, watermill, windmill - Aristocracy /L (Aristocracy), +2 trade routes per city, +1 gold from harbor, port Religion - Paganism /L - Organized Religion /H (Priesthood), Can build missionaries without monastery; Cities with state religion construct buildings +25% faster - Theocracy /L (Theology), +6 new unit XP in cities with state religion; No non-state religion spread - Path of the Mystics /M (Mysticism), +2 happy per Holy Site - Free Religion /N (Philosopy), +3 from Amphitheatre, -25% war weariness Religions - Druidism - Mesopotamian - Egyptian - Greek - Judaism - Zoroastrianism - Christianity There is a TAM-Wiki as well. (http://modiki.apolyton.net/index.php?title=The_Ancient_Mediterranean#The_Ancient_Mediterranean) Change List by Version Visit the TAM website for the complete list of changes for all versions. http://www.jan.vandercrabben.name/tam/ To do list (in order of priority): - Change civilization leader animations - Change civilization theme music - Add a list of ancient only Great People - Change modern background music - Other artwork changes - Civilopedia Things YOU GUYS need to do: - Localize the XML files (if you speak a language we haven't covered, feel free to translate!) Planned Heroes (not implemented yet) - Babylon: Nabopolassar (Archer) - Gaul - Brennus (Gallic Swordsman) - Mycenae - Achilles (Phalanx) - Rome - Scipio (Legionary) - Scythia - Madyes (Horse Archer) - Egypt - Thutmosis III (War Chariot) - Iberian Tribes - Indibil (Slinger) - Germanic Tribes - Siegfried (Berserk) - Carthage - Hannibal (War Elephant) - Lydia - Gyges (Light Cavalry) - Phoenicia - Abibel of Tyre (Phoenician Trireme) - Getae - Dromihete (Falxman) - Persia - Zopyrus (Immortal) - Medes - Cyaxares (Searman) - Britons - Boudicca (Axeman) - Kolchis - Artag (Bronze Swordsman) - Macedonia - Alexander (Heavy Cavalry) - King will be Philip II - Illyria - Glaucius or Bardylis (?) - Nubia - Heru (?) - Berber - Antaios (Archer) - Goths - Theoderich (Huskarl)
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