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Doshin
Compendium on how PAE works
PAE is a simulation of ancient times. We start at the neolithic and ends at the beginning of Middle Ages. As we progress through techs, the immediate assumption is how exponential the tech costs are: at the end near the AP tech, on epic, that can be near a million beakers, sorta 5 times the last tech of FTech in regular BTS.
We start at the neolithic, then enters Bronze Age, then Iron Age, then Classical Age and at last, one I never reached yet, Middle Ages, which I think starts with the worst tech of the tech tree, being Heresy (a huge tech and development drawback by many buildings obsolescence; probably a sim of Dark Ages).
The most notable era is the neolithic for being stuck with OCC-like play. Until Internal Colonization tech (Bronze Age) where Settlers are available for expansion, all tribes start with one city (on deity, two tribes). Early game is noticeable with complete lack of control with animals much stronger, FOW constantly coming back, lack of gold and even workers being attacked by outside animals inside the culture.
For a huge part of the game, animals are the only enemies. Around 450 turns on epic with them. I can assure you with even strong army, they are a pain and can spawn at one tile away, meaning the classical fogbusting tricks only work on regular barbs and barb cities.
PAE is mainly python and XML changes, thus is not a profound change in how the AI behaves. It's a heap of python-based events like the tax revolts, city capitulation, easy capitulation (an AI with 4 cities and less will capitulate instantly once you captured one city), etc.
The monolithic mechanics that needed to be observed throughout the game are:
Tax slider
Tax slider (gold slider) must be 50% or less. For each additional 5% increment, each city gains 1% odd of expensive (in money) revolt. That situation happens when you get equal number of happy faces and unhappy ones. For each spare happy face, you can creep the tax slider for a 5% more without any chance of revolt. It's like dozing the population with entertainment in such a way they accept more readily abuses.
Unhappiness and Unhealthiness
Another important notion is how important to keep people healthy and happy.
Once you get unhappiness, that leads to some odd of emigration (-2 pops+emigrant) and possible revolts. Once you get sickness, that leads to some odd of emigration (-2 pops+emigrant) and another simultaneous odd of disease outbreak, which can lead to 5 pops and more lost.
Food bin
The particularity of PAE is how long it takes for growing. For bins can be like 3 times bigger to fill. Nevertheless, there are many forms of granaries, totalizing 75% filled after growth, making the balance a bit. Slavery is thus weaker early.
Improvements
They cost cash! Don't spam them.
Ultra defense
This mod highly favors defense over offense, until sieges and lots of bombardment units (think of CivIII catapults in various forms like chariots, archers, sieges, etc.).
If you got more question, feel free to ask them while playing. Because there is a multitude of details to be learnt while playing and too long to ennumerate.