Focusing on the time periods after the invention of gunpowder. It will deliver 12 unique and challenging scenarios created by the development team at Firaxis as well as some esteemed members of the Civ Community. Civ IV: Beyond the Sword will also include ten new civilizations, sixteen new leaders, five new wonders, and a variety of new units that will offer even more fun and exciting ways for players to expand their civilization's power as they strive for world domination.

Report abuse The Ancient Mediterranean MOD v1.8
Filename
TAM_v1.8.exe
Type
Full Version
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Thamis
Date
May 6th, 2006
Size
9.57mb (10,033,912 bytes)
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Description

TAM v1.8 changelist: - All ship movement +1 - Kambsor given only 1 first strike -- Kambsor now upgrades to Heavy Spearman - Mycenaen Hoplite terrain defense values raised by 5% - Javelineers and Heavy Javelineers given +50% bonus vs. Heavy units - Mounted Javelineers given +50% bonus vs. Heavy Units, bonuses vs. Skirmisher and Mounted Skirmisher type units removed - Swordsmen, Armored Infantry units given +15% bonus vs. Skirmishers - Spearmen, Heavy Spearmen no longer have bonus vs. Cavalry units - Chariot bonus vs. Skirmisher units changed to +30% - Elephant cost raised to 70 (from 60), given -25% City Attack - Axeman gets +25% City Attack (instead of 15%) - Medium Unit bonuses vs. Medium Units removed - Heavy Units no longer entitled to City Raider promotions (only Medium and Siege units) - Medium Units no longer entitled to City Garrison promotions (only Heavy and Skirmisher units) - Siege Weapons no longer entitled to Drill promotions (only Skirmisher, Mounted Skirmisher, and Naval...


TAM v1.8 changelist:

- All ship movement +1
- Kambsor given only 1 first strike
-- Kambsor now upgrades to Heavy Spearman
- Mycenaen Hoplite terrain defense values raised by 5%
- Javelineers and Heavy Javelineers given +50% bonus vs. Heavy units
- Mounted Javelineers given +50% bonus vs. Heavy Units, bonuses vs. Skirmisher and Mounted Skirmisher type units removed
- Swordsmen, Armored Infantry units given +15% bonus vs. Skirmishers
- Spearmen, Heavy Spearmen no longer have bonus vs. Cavalry units
- Chariot bonus vs. Skirmisher units changed to +30%
- Elephant cost raised to 70 (from 60), given -25% City Attack
- Axeman gets +25% City Attack (instead of 15%)
- Medium Unit bonuses vs. Medium Units removed
- Heavy Units no longer entitled to City Raider promotions (only Medium and Siege units)
- Medium Units no longer entitled to City Garrison promotions (only Heavy and Skirmisher units)
- Siege Weapons no longer entitled to Drill promotions (only Skirmisher, Mounted Skirmisher, and Naval units)
- Skirmishers now entitled to Barage promotions (with Siege and Naval units)
- Naval units now entitled to Accuracy promotion (with Siege units)
- Collateral damage fixed
- Strength of Composite Archers reduced by 1
- Reduced First Strike capabilities of Skirmisher Units (Javelineers 1, Mounted Javelineers 2, Archers 2, Horse Archers 3)
- Transport Galley now available with Boat Building (upgradeable to Transport Barge)
- Workboat, Fishing Boats now available with Fishing
- Merchant Vessel can no longer explore enemy territory, and gives less gold yield (upgradeable to Trade Barge)
- Addition of 4 new naval units (all able to cross ocean)
-- Trade Barge (Requires Commerce, and Seafaring) - 115 cost, 5 movement, 3 strength, can conduct trade missions
-- Transport Barge (Requires Cartography, and Seafaring) - 145 cost, 5 movement, 4 strength, 5 transport capacity
-- Trireme (Requires Seafaring, and Bronze Working) - 135 cost, 5 movement, 6 strength
-- Quinquereme (Requires Empire, and Calendar) - 170 cost, 4 movement, 8 strength, 2 transport capacity

- Railroad removed; Roads give +2 movement with Road Building tech
-- Roads now take longer to build
- All difficulty levels given -1 health
- Forests now provide 1/4 health, Dense Forests provide no health
- The following buildings given adjusted health values:
-- Alchemist = -2
-- Carpenter = -1
-- Smithy = -2
- Chopping time significantly increased (6 turns for Forest, 9 turns for Dense Forest)
-- Chopping does give shields
- Lumbermill can only be built on Timber resource
- Carpenter no longer requires Timber (but resource doubles production speed)
- Tavern no longer requires Winery (but wheat doubles production speed)
- Slave Market now gives +1 commerce
- Carpenter gives 15% production bonus (instead of 25%)
- Alchemist gives 15% science output (instead of 25%)
- Barracks gives 3 experience to land units (not 4)
- Council of Elders civic gives 2 free experience to units (not 4)
- Theocracy civic gives 3 free experience from state religion (not 6)
- New building, Holy Empire, available with Christianity; allows Diplomatic victory
- Unit upgrade costs reduced by roughly 30%
- Classical Era tech costs increased 10%
- Imperial Era tech costs increased 20%
- Vice Royalty tech doesn't give bonuses to Windmill/Workshop, only civic does

- Greek starting position given Clay, and a River
- More Dense Forests placed in Germany
- Various other terrain and resource changes
- Snowy forests removed
- Herodotus Loading Screen Implemented

- Only Christianity gives a missionary when founded
-- Other missionaries removed from the game
- Religion spread adjusted:
-- Druidism +10%
-- Mesopotamian +15%
-- Egyptian +20%
-- Greek +25%
-- Zoroastrian +30%
-- Christianity +50%
- Religions renamed (English only):
-- Moon Worship (Druidism)
-- Sun Worship (Egyptian)
-- Sky Worship (Mesopotamian)
-- Jupiter Worhsip (Greco-Roman)

- More unit balancing:
-- Armored Infantry/Huskarl cost raised to 100 (from 80), Skirmisher/Heavy combat bonuses removed
-- Legionary now a Medium unit of 8 strength and 55 cost
-- Base swordsman cost 45 (not 40)
-- Berserks have 6 strength and 40 cost
-- Gallic Swordsman, Falxman, Briton/Kolchis Marauders down to 7 strength, 45 cost
-- Iron swordsman 45 cost
-- Axeman 40 cost
-- Infantry 70 cost
-- Kolchis Warchariot, Chariot Archer, War Chariot, Swift Chariot Archer, all Chariots increase cost to 30
-- War Chariot, Kolchis WC made Cavalry unittypes
-- Horseman cost 25, now given option of upgrading to Light Cavalry (in addition to Horse Archer)
-- Composite Archer cost raised to 45 (from 40)
-- Bowman strength 7 (from 8), cost 70
-- Transport Galley cost raised to 75 (from 50)
-- Bireme cost raised to 65, can upgrade to Trireme or Quinquereme

** PS: Some unit balances/changes were not recorded in this changelist

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The Ancient Mediterranean MOD v1.8
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Civilization IV: Beyond the Sword
Platforms
Windows, Mac
Developer
Firaxis Games
Publisher
2K Games
Engine
Gamebryo
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Official Page
2kgames.com
Release Date
Released Jul 18, 2007
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MD5 Hash
025125f9ca6744273a486fd5b9264ada
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