PAE V Patch 3

pie_at

PAE-Let's play Ancient
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PAE V Patch 3
Promo_PAEV_Patch3.jpg


DOWNLOAD PAE V PATCH 3

-) 36.6 mb rar-packed (about 150 mb unpacked)
-) Please delete PAEV/PublicMaps-folder before installing/replacing those files

The third patch of PAE changes some BTS elements again and will cause new gaming experiences. Almost original timeline in founding importent religions, strongly altered traits, the coast as popular place of settlement due to improved food supply, costs in ranged combats and changes in income on terrain and new improvements, it says "ALL NEW" for well known PAE-strategists.

But don't worry, every start is hard, but with time and knowledge you will become powerful and wealthy.
 
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The most important changes:

-) Wild horses
-) Wild camels
-) New scenario: Keinpferd's Peloponnesian War (based on Thukydides)
-) Limes buildable in all constellations for Roman workers, auxiliars and legions
-) Huts only at rivers and on plane terrain buildable
-) Town added: Cottage->Hamlet->Village->Town
-) Global: XP per attack: 0-3 instead 1-3
-) hire/commission mercenaries: Ships now available
-) Pirate feature only for certain CIVs (only HI). Kilikian pirat stays the same.
-) Hill cottage, Hill hamlet, Hill village (similar to BTS windmill)
-) Refactoring of Techtree
-) Slave feature Update (for HI):
-- Field slaves can only be settled in cities with at least one farm, pasture or latifundium
-- Mine slaves can only be settled in cities with at least one mine or quarry
-- If the last farm/mine... is looted, the former employed slaves are distributed around the plot as fleeing barbarian slaves.
-) no movement points after looting
-) Ranged attack update: costs money (HI only), the better unit the more expensive
-) no movement points after regular attack (except with blitz promo)
- prohibits flight to the city
-) new feature for units: salary and decimation
-) movement update:
-- Light infantery now has 2 movement points
-- Heavy infantery like before 1 movement point
-- Light cavalery 3, heavy cavalery 2
-- no movement bonus on roads with Civic Soldiers anymore
-) Chariot Archer: 2 moves and no cargo
-) Game Option: former Permanent Alliances -> now turns natural catastrophes off
-) New territorial resource: Thrakian mercenaries (2 units: peltast, romphaia)
-) Settled specialists use up food (like slaves)
-) New victory condition: The Seven World Wonders (own all 7 classic world wonders)

Improvements/extensions:

-) AI: fortress promotion removed when unit is not on a defensive improvement
-) Update of ranged combat of enemy stacks
-) Olives provide +1 food again
-) Trait maritime: Promo maritime for ships: +1 movement point; +1 health per city, water plots +1 commerce
-) Traits revised (Boggy)
-) Safety request, whether a unit should be sold at the merc post (for Thorgal)
-) Spy: new skin (more authentic)
-) Trade post once again only buildable on resource plots in no-mans-land
-) Refactored szenario map: Small (JohnDay and JohnStockton)
-) Max. 1 rank promotion per turn, regardless of number of how often the unit is attacked and only if it didn't already receive another promotion that turn.
-) Religion founding always in the capital: Greek, Roman, Celtic, Germanic, Phoenician mythology and Judaism
-) Christianity is found in the Jewish Holy City if it is owned by the founder of Christianity > else in his largest Jewish community > else regular (BTS)
-) Hurry with gold cheaper for units: cost = prod (former: cost = prod*2+50%)
-) Commissioning mercs: overhauled
-- no more spawning on islands
-- large armies and elites spawn at the border
-- number of elite units corrected
-- naval attack added
-- camera zoom to the spawning plot
-) Scout can now mount and unmount
-) Greek and Athenian unique unit scout (Hemerodromos): no terrain malus
-) New skin for swamp
-) Formation interface: multiple selected units can be ordered to take on formation simultaniously
-) Every mercenary commission includes one treasure carriage
-) Scoreboard modified
-) Refactored StartingPoints by BoggyB included
-) From level monarch onwards: the higher the level, the more experienced the units of your KI opponents will be (Combat 1-4)
-) Large ships are built with food (no more -1 Pop)
-) New list of general's names (Markus1978)
-) authentic Kilikian pirate skin (HUNK)
-) Terrain texture updates from BASE (Thanks to Cybah and Thorgal)
-) Platys WorldBuilder included
-) Feature: Revision of governor
-- You can only once per turn and city hire mercenaries or demand tribute
-) New PopUp images when a new age begins
-) Leaderheads changed (Thorgal)
-) New feature: Stranded goods (coastal flotsam can get to stranded goods on nearby land)

General changes:

-) No culture for religions. Only with temples.
-) Civic Tribal Council to Tech Leadership
-) Building settles only possible in cities with (at least) state of a Village
-) Settled Great General: no commerce bonus, +3 culture, +3 espionage, +4 XP
-) Great Library: no free Tech but +25% science. Fortified (Great) harbour necessary
-) Apoikia, Phoen. colony: +1 commerce on water plots instead of +10% commerce
-) Spartans and hoplites outdated with Skirmisher (still to be improved)
-) Religions: spread factor reduced
-) Rel. missionaries only with Astrology (around the time of Temple Economy)
-) Religion founding techs moved (Python adapted)
-) Techtree therefore modified
-) Grain Wagon cheaper
-) Civics: High Priests requires state religion
-) Tech costs +10% from Client States onwards (including Heresy and The Dark Ages)
-) Apostolic Palace: Centre of Christianity is moved to this city, +1 gold per christian city (like BtS)
-) Temple of Salomon: +1 Gold per jewish city (like BtS)
-) Inflation included
-) Chance of storms matched to size of map
-) New icons for new techs and buildings
-) Pop requires once again 2 food instead of 3. Modified terrains, features, improvements and slave-yields
-) EVENTTRIGGER_DESPOT_REVOLT and EVENTTRIGGER_BARBAR_REVOLT removed
-) Ship formation bonus from 25% -> 10%
-) Better KI: KI always receives a rank promotion for a victorious fight when it didn't receive a terrain/unit-promo
-) Defection chances slightly reduced: 30% -> 20%, single factors 10% each (concept adjusted)
-) PROMOTION_FORM_FORTRESS for units with 1 movement point
-) PROMOTION_FORM_FORTRESS2 for units with 2 movement points
-) TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER adjusted (TechDiffusion)
-) Promo: morale changed (no additional movement point anymore)
-) Castra: only buildable by legionaries
-) Formation Pincer Movement: no more for Mounted Units
-) Formation Wedge: only for infanterie and armored Mounted Units
-) Bonus resource Slaves: removed
-) Handicap infos changed
-) Civics: all 50% Boni reduced to 25%
-) KI commissioning of mercenaries when under siege changed
-- ratio city defenders:enemies= 1:3
-- commissioning of max. 2-4 units per turn
-) Promo: Using Roads not selectable. Only for spies and Hun Marauders.
-) Defected pirate ships become regular ships
-) Comissioned mercenary ships carry one unit each (axe, spear or sword)
-) Update for Black Fog: coast stays visible (Cartograms), mountains and rivers stay visible (Map Making), normal FogOfWar (Road Maps)
-) Civic Codex: No bonus for farms
-) Freed slaves have now a specific unitclass (maybe better comprehensible by KI?)
-) No formations for work boats
-) Trade post only for HI. Same effect with Fortresses (also for KI) possible
-) Bonus resource Dramas removed
-) Some buildings use up 1 food (forts, arena, colosseum, stables, castra)
-) Some buildings give a bonus on commerce (saline, brewery, tavern)
-) KI-research adjusted (Formation of States requires Pottery)
-) All Mounted Units, Chariots and Elephants -25% in Forest, -50% in Dense Forest, Jungle, Swamp; armored Mounted Units -50% in Forest instead of -25%.
-) UNIT_GERMAN_DOUBLEFIGHTER -> UNITCOMBAT_AXEMAN
-) Jungle and Swamp: iMovement=3 (like Dense Forest)
-) City upkeep increased: 2 -> 4
-) Horses, camels and elephants spawning inside the cultural borders stay barbarian without the corresponding domestication tech
-) Trade post: requires Trade In Goods (before Colonization)
-) Emigrant: max 1 at a time (like settler)
-) Python: Buildings-Pedia: Info for negative food storage added
-) Tech: Coastal Improvements moved to after Hellenism (ca. 2nd century BC)
-) Texts imported (Online Text Tool)

Bugfixes:

-) Fixed capturing of horses, camels and elephants
-) Culture from emigrants fixed (Boggy)
-) Loading of Supply Wagons fixed (correct distribution of plot yield)
-) No automatic renaming of barbarian cities in scenarios
-) Trader and Trade Caravan: bRivalTerritory=0 (OOS fix)
-) Legionary animation fixed (thanks for finding out, Thorgal!)
-) Small Fix with resource spreading regarding the extension: as with village also no spread of resources on towns
-) City build menu update (Ramk)
 
It simply offer almost everything that I want it to be there, thank you Pie! Very well done!
 
Yes ;)
And something that's not listed: it will be the most stable version so far. Even for multiplayers.

It is also compatible for MAC. But if you use windows, you can add a 40 CIVs.dll (PAE-Extras folder) and play against 39 other CIVs even with the PAE maps that start without cities.
 
Yes ;)
And something that's not listed: it will be the most stable version so far. Even for multiplayers.

It is also compatible for MAC. But if you use windows, you can add a 40 CIVs.dll (PAE-Extras folder) and play against 39 other CIVs even with the PAE maps that start without cities.

ah now I understand! I was wondering during my game why several civilization in the scenario were not in the game during my gameplay while these civilization are selectable civilization within the scenario.

German is absent, Egypt is absent and many other "suppose to be there" civilization are absent, is that because in patch 2 you limited the civilization that able to play in limited number? (btw I play hotseat), is this already fixed in patch 3? If it yes this is great it will maximize my experience playing your mod, is it playable with weaker hardware like laptop? or it will lag so much if I play it in laptop (using all the 40 CIVs)?
 
the more civs the longer turns.

But what you said: there are two way to play a scenario, where your start with some units only:
1) Play scenario: choose your map -> choose a civ -> all other civs are random
2) Play custom scenario: choose your map -> select all CIVs you'd like to be there (eg. Egypt, Carthage,..) and let all other spaces open or closed, whatever you like -> and play like that.
 
Looking great! One question --

Spoiler :
when?
 
I am sorry. There is delay again. Today I got a list of questions and new setting possibilites in the German forum (I don't know why I got it today and not in the last few days) so that I spent that time for answering and checking that. Sorry. If those things aren't fixed, you all have to wait...
 
I am sorry. There is delay again. Today I got a list of questions and new setting possibilites in the German forum (I don't know why I got it today and not in the last few days) so that I spent that time for answering and checking that. Sorry. If those things aren't fixed, you all have to wait...

no problem take your time Pie, for my case I also haven't finish my patch 2 game, still enjoying my last abuse of chariot archer free hidden blitz promotion which you already removed in patch 3 :P I guess after I conquered Africa, Levant and Anatolia patch 3 will be there.
 
Of course. My target is this week. No shifting anymore. It is what it is. Plans for Patch 4 or even a full version (PAE VI) are already on paper.
 
Of course. My target is this week. No shifting anymore. It is what it is. Plans for Patch 4 or even a full version (PAE VI) are already on paper.

I'm happy to hear that! I try to check each thread however I cannot spot your mods plan, I mean what should I expect in Patch 4 or full version of PAE VI, I really love to know that.

Will it be more technologies (sound great!)? will it be adding Chinese civilization? as silk road without china is like bird without their pair of wing. Or adding more resources like silk as commodity in which technology of how to cultivate it only researchable for Chinese civilization (and this historically correct, silk making was kept secret by Chinese civilization for hundreds year, that makes them able to monopolize silk for quite a long time, IIRC)?
 
No, I will not add a Chinese CIV. They only had trading influence in Europe but they didn't conquer Europe with their troops. Besides, there would be so much to add, it wouldn't have an end.

To disclose one update: there will be a kind of "Building your own Silk Road". With lots of trading and sending merchants you will able to draw your own trade route on the map from city to city. But it will not be limited to silk, in former days there were also salt, amber and iron roads very common. So it's a dynamic thing, depending on rare goods.... (even for random maps)
 
I've been playing currently a game with Patch III and I gotta say: superb!

I don't know what the german fans of PAE said (or is it personal choice of yours), but it is really true it is the most stable version by now.

For awhile, I felt PAE was pretty straightforward:

1) Steal some workers from AI (or if free worker from hut, let it be taken by the AI and retake it for slave)

2) Settle as Mine Slave
3) Great Engineer
?) ....
4) Profit

All games revolve with the strategy of settling most things in the capital and wait for Centralization civic to boost the unbalance even more.
In the end, the capital covered 80% of the economy.
For other cities, it was nearly no brainer field slaves and cottage everything.

Now, current choices are evidently chosen upon pondering the past situation. And bravo!
Because of you, I've got the Civ4 addiction nenewed. To think I was freed of it for about a year. ;)

Now, the game is more tricky. War is also the same.
The idea of doubling most infantry movement points was a rebuttal to me until I saw the consequences:
Far far more dynamic wars. Plus, the constant typical let the AI slow army approach and bombard them with a shower of arrows to annihilitate them make the warfare redundant (despite it was still fun). That last situation is no more. The invasions are actually threatening now. Originally, even if my army was elsewhere, I stuck my finger into my nose and laugh seeing the enemy fell to my tiny defense. Now, I see AIs fall even on deity. It's on the good path because in Ancient Times, even the strongest could fall in a couple of years. For instance, the Assyrian empire was at its zenith during Assurbanipal reign to suffer a terrible fall following his death and ending so far within decades with the last king Assur-Uballit.

Originally, PAE was interesting mainly on the unit aspect given the extreme variety of actions not seen in other mods.
Economy-wise, the game has regained its strategic aspect. I've played various mods and one thing I've noticed is the no-brainer strategic paths.

The idea of allowing cottages by rivers/lakes and on hills is also a good way to remove the no brainer aspect of cottage everything. Adding hills is excellent because otherwise, the unbalance would have been terrible given those with rivers already huge advantage over others.

Interesting idea to add food consumption for Great Specialists. That helps in limiting the number of them in one city (although rare are the occurrences one will have enough of them to stiffle a capital food rate). However, one may inspect the AI reaction. I've noticed the AI seems reluctant to settle them. For some reason, I've seen AI cities with a bunch of them stacked (mainly Great Prophets and Great Generals). I am betting the ratio lost food vs gained commerce/science/etc. is not sufficient to favor settling. Hereunder I put a proof of that.

Spoiler :
xjg27OM.jpg


At last, it seems slavery pop rush has a nice ratio, making it efficient to do it. More than it was before. It's good because what adds strategic layers to a game is the number of degrees of liberty. For instance, one chooses things to build in a city and improve the whereabouts with workers. Both are independent yet linked. Two degrees of liberty. Cutting trees in the original game with efficient output is another degree of liberty. Pop rushes is another degree of liberty. War another.

Realism Invictus is another competing mod for, but they screwed it up when allowing K-mod to infiltrate. I like to play high levels, but already Emperor and their mod's games become unplayable if not slightly favored by decent lands and neighbours. Diplomatically, their design decisions made it a failure. A good mod, but some terrible design decisions (if options taken by default). It's all war all the time. Even your friends when left alone.

I play PAE on deity. It was mostly easy before and now, the challenge returned in force. And strategically, layers were added.

Big thumb up. The changes are major overhaul since the last updates. Also, nice new reskins.
I think at some point I should sign up to that german Civ4 forum to add my own spice.

I'd like to add this point again although this is a design choice you already justified before.
Libraries. I know you said some civs just burned them and didn't care of them. Plus, it was said it added different difficulty stages between the literate civs vs the non ones.
However, I think it is too radical to not allow them to at least capture them via technology capture.
For instance, Libyans captured Egypt diplomatically (Sheshonq, Osorkon, Tefnakht, etc.) and Egypt didn't fall into a dark age. When isolated, yes, it is normal they shall never learn about literature if historically true. However, it should be more flexible by allowing them through tech capture. 50% science difference plus the added perks with related wonders is way too much of a gap. Even the most barbarian civs know when it is advatageous to adapt to the conquered civ (i.e. Libyans, Mongols, etc.) Even about Nubians, it makes no sense they access as much as Egypt given it is because of the latter they became so literate.
I think more flexibility regarding certain tech capture would add a very interesting dimension to the game.
 
I'd like to add this point again although this is a design choice you already justified before.
Libraries. I know you said some civs just burned them and didn't care of them. Plus, it was said it added different difficulty stages between the literate civs vs the non ones.
However, I think it is too radical to not allow them to at least capture them via technology capture.
For instance, Libyans captured Egypt diplomatically (Sheshonq, Osorkon, Tefnakht, etc.) and Egypt didn't fall into a dark age. When isolated, yes, it is normal they shall never learn about literature if historically true. However, it should be more flexible by allowing them through tech capture. 50% science difference plus the added perks with related wonders is way too much of a gap. Even the most barbarian civs know when it is advatageous to adapt to the conquered civ (i.e. Libyans, Mongols, etc.) Even about Nubians, it makes no sense they access as much as Egypt given it is because of the latter they became so literate.
I think more flexibility regarding certain tech capture would add a very interesting dimension to the game.

I second this
 
Thx Hornak!!!

No need to inscribe to the German forum, you can post your ideas here. But if you want to have lots of voices, you should try the German forum ;)

About libraries: As long as a CIV has no literature, I don't understand how it should be possible to let them read scrolls in another language, even if they are pagan(!!!). :D
So, we all know the Germanic tribes. You know when they first had their runes. Now what do you think what they have done with librarian halls 1000 years earlier? A good place for cooking! Scrolls burn that gooooood! :D

Ever CIV that can create libraries can research it. But hey, I will keep your issue in mind. PAE is not at its end. Perhaps there will be another solution in time.... but please, let me finish patch 3 and after 2 or 3 weeks we can start to post ideas, what's missing.
 
I don't want to hurry your work just take your time however can I know the deadline? I was expecting it will be out in previous week as you stated and I wonder what happen.
 
I know. I can understand you all. I really, really hope: this weekend.
 
PAE V Patch 3 is out! See first post or PAE download thread.

HAVE LOADS OF FUN! The Germans do.... :D
 
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