PAE V Patch 4
Latest and even unique features currently available in PAE only:
A) Trading system:
1) Buy goods in one of your cities (only regional resources available) and sell them in a city of your neighbor civ. Maximize revenue by selling goods that your trading partner does not have, as well as more far away from your trading city. And vice versa. Purchase items you do not own, sell them in one of your cities and profit some turns from this new resource (for example, use bronze to build units without the need of a bronze forge).
2) Take profitable but time-dependent special orders from foreign cities. If you are able to complete a special order in a certain time, you will also receive special goods (gold carts, special units). These orders are not tailor-made for you. So it may be that a distant city needs a good that has not been exploit by you.
B) Distribution
Use your grain wagon to spread cultivable goods (eg cereals and cattle) or to relocate them. Depending on the city status, you may have a certain amount of spreadable bonus items in the city radius.
C) Promotion system
Experience how your legionary gets promoted from a simple soldier, the Munifex, to an optio, centurion, tribune, and legate. This unprecedented feature gives you an insight into the hierarchy of the Roman army. For infantry and cavalry soldiers, as well as for the late Roman soldier classes. In future patches - if this is well accepted by you players - it will also available for Greeks, Macedonians, Egyptians and Assyrians.
D) Opencast mining on hill
Without any ore or precious metal: no mine. At first, only open-cast mining is used at hills, where, perhaps, in the course of time, the ores comes to light. Therefore, mining is only possible on hills with ore or gems. So do not be afraid if you have hardly any strategic resources in your borders, or you do not have an ore for brass or bronze. With some quarries there is definitely something available soon.
XML:
-) Revision and extension of the tech tree
-) New age: Late antiquity (including techs, buildings, units)
-) Workers now available without agriculture (branch of research for nomad civs)
-) First form of espionage from alphabet to code of laws
-) Update Leader Leonidas
-) Coast +1 commerce
-) Updates in wonders (Luxor: Holy City of the Egyptians, Horus temple only with Egyptian religion).
-) Saline and brewery bring no more resource, but local health. For tavern brewery required.
-) Bonus resource: beer is gone. (there are too many happiness bonuses in the game, sorry)
-) Trade posts without silk road buildable. Merchants can be built with trade posts.
-) Building of the emigration unit disabled (in cities; settlers can disband cities too which inits an emigrant)
-) TXT_KEY_MISC_WINS_VICTORY blank, so that at the end of a victory or a defeat the white text no longer covers the main interface.
-) Trait Maritim: 1 trade route on coastial cities, instead of +1 commerce on coasts
-) Arquites -> Arquites Legionis changed to Sagittarius -> Arquites
-) Swamp is now a terrain (like grass land) and no plot feature (eg forest) anymore
-) mercenary guilds and units (building + bonus) are sling out
-) Propagation rate of Christianity halved
-) Golden age extended
-) Cities can be found on jungle again
-) Reduced costs for ranged attack. Skirmishers cheaper.
-) Onager = Catapult (Romans)
-) Galley gone
-) glassware now +1 happiness and are considered as rarities (new trade feature)
-) Construction time on swamps increased (workers)
-) Rom. and pers. workers gone, because when you press build automatic route in late antiquity, they build special roads only. Construction of roads enabled for legionaries and immortals only
-) Mines on empty hills no longer buildable -> only quarries -> can pop up ores -> upgrade on mine possible then
-) Gamespeed: iGrowth and iResearch changed
-) Cult costs reduced
-) Small adjustments to the music (besides, there are 28 additional pieces of music adapted to certain eras in PAE)
Python:
-) Bugfix: fixed problem when deflecting a vassal to the conquerors also concluded peace with the barbarians.
-) Update of research requirements in Util (AI)
-) Update amount of Huns in RandomEventInterface
-) AI settler inits in certain techs from emperor (difficulty level) on
-) Bugfix: Arise of Huns on peaks
-) Bugfix: vassal feature
-) Death of General unit revised.
-) Revision of stadtholder feature: Can now only be used if happycap <= 0.
-) City conquest under pop 3: no tech gain, no refugees, no gold cart (otherwise exploit)
-) Revision of the AI emigrant
-) mercenary purchase: Units immobile some turns
-) capitulation (vassal feature) deactivated on AI-AI
-) No General unit with elite archer or skirmisher
-) Restructuring and optimization of Pedia
-) Slaves can now accelerate latifundia (Roman improvement)
-) Units get +1 XP with the Tech Warrior ethos (Aggr Leader and Conqueror +2 XP)
-) War weariness only from elite status on (before: veteran status)
-) Large Pedia update (separation: buildings-special buildings-wonders-national wonders, units-special units)
-) Reworking of some Pedia sheets (units, techs, civs, leaders)
-) Barbarian forts instead of barbarian cities
-) Emigration also in times of anarchy, lack of state religion and due to high taxes
-) Interface: Promotions integrated into the unit's screen (bottom left)
-) Interface: Foldable taxes (top left)
-) Interface: city bonuses fitted into scrollable panels
-) Interface: slaves / gladiator bar now includes the possible amount of spreadable goods due to the city status
XML and Python:
-) New Feature: Military Ranking System (Roman legionnaires, Celts / Germanic- Tribal Chiefs and Huns-> Khagan)
-) Buuilding of emigrants are disabled, because it harms the AI. But the chance to get one has been increased when a city is unhappy or unhealthy
-) Settlers can now disband cities (pop < 3)
-) New trade feature: cities attract with special orders
-) Revision of the cultivation feature (depending on city status)