Patch 6.x is now available for PAE VI. The main screen looks smoother now due to 25% smaller units and improvements. Cities and buildings stays the same. brettschmitt offers his XXL and XXXL maps for a playing experience of up to 52 civilizations! I adapted the CIV III (Conquests) Rise of Rome scenario to PAE on the Eurasia XL map.
Latest recommended version:
Older version:
Patch 6.5.1 (11.11.2020):
- Fix: Nationality Warning in city bar
- WorldSize: more CIVs on random standard (16), large (20) and huge (24) maps
- Grasshopper disappear faster
- Assur: no Quradu-upgrade when units are officers
- Python-fix: error when vassal gets a city from player
- Map: PAE_Creation: no peak borders on coasts
- Unit: horse DefaultAIType: UNITAI_ENGINEER instead UNITAI_ANIMAL
- Fix: Panhellenion wrong movie & sound
- Reduced provincial govenor tributes
- Fix: no ranking and elite upgrade button for special elite units (eg Sons of Mars)
- Fix: Supply wagon: non-friendly, non-allied CIVs refilled supply wagon
- Fix: Supply wagon: farm and river +20 supply
- Fix: AIweight for Trojan Horse
- Fix: Hunter can now build Promo V buildings
- Bugfix: Christianity 0 AD to Barbarians (disables BTS tech choosing with Theology)
- Fix: no popup when civil war ends (ingame text is sufficient)
- Scenario: PeloponnesianWar: small fixes
- Fix: Olympic period adapted to the scenario calendar
- Trait: Imperialist: improved
- Change: Archer units 50% city defense instead 100%
- Small changes in civic options
- Tech tree changes (600-300 BC)
- New tech: Republic (for Romans)
- War dogs +50% against skirmishers
- Maps: less fish resources
- Heavy battering ram now later with Tech Weapons manufactories
- Supply waggon provides 25-75 instead of 25-100 food (game speed)
- Civic polyarchy: no civil war due to the loss of a general
- Fix: no shield wall formation for Teutons and Thracian Warrior
- Pedia: Improvement Trading Post now shows merchant or caravan for requirement
- Fix: end city riot with General in onCityDoTurn instead with onUnitMove
- Trading post 10% defense
- own unit class for early trade unit (keftion)
- Bugfix: Apothecary button twice
- Fix: Illyrian city txt_keys on Eastern Med map fixed
- Fix: only pasture or camp will be removed when collecting bonus resource for distribution
- Update: creating autom. trade routes: shows amount of bonus resources the player or CIV has
- Update: missionaries and cultists: circles of missing religion or cult also shown above vassal cities
- Fix: comissioned mercenaries: gold cart immobile too
- Update: gold carts can now be sold in foreign cities (for less gold than in capital)
- Bugfix: Provincial palace: amount of happy bonus stays the same when establishing a new governor
- Onager skin -> CIV catapult skin
- cheap Onager for Greek CIVs too
- Update: Roman roads are like trade roads (trading center calculation)
- Change: fire catapult is now an upgrade from a catapult/onager (with accuracy III)
- Change: unit supply limit changed with handicap (10,15,20)
- Fix: no negative culture due to civil war
- Wonder update: Great Pantheon of Rome: No Roman gods req, no civil war in cities due to missing state religion
- New CIV for scenario modders: city-state
Patch 6.5.2 (28.11.2020):
- smaller units and periphery
- Olympic winner gets one more gold cart and there is a chance of getting a supply wagon with grain, olives, grapes or even horses
- external trade posts: no costs
- bug fix: civil war feature
- bug fix: unit stacks
Patch 6.6 (06.01.2021):
- less gold cart trade bonus in foreign cities
- slower combat promotions for units
- for Scenario makers: CIVIC_SACRAL -> CIVIC_ROYAL
- for Scenario makers: CIVIC_DYNASTIE -> CIVIC_TYRANNIS
- New scenario: Sicily 500 BC by Barcas
- New UU Hitti: Chariot runner
- WorldPicker Picture for Second Punic War and Sicily 500 BC
- No forests on farms
- New unit upgrade structure for Roman swordsmen: Principes -> Pilumni -> Legionary
- changed x/y coords of silk road caravans (cause of very high bonus on big maps)
- new scenario: CIV III Rise of Rome (adapted to PAE)
- bugfix: civil war feature: didn't end with leader or rhetoric unit
- buildings pedia: added required buildings (buttons) into requirement panel
- territorial unit Son of Mars strength 12 to 10
- graphical unit amount from 1,2,3 -> 5,6,7,8 (due to smaller units)
- new unit: lioness (small group of female lions)
- unit lions stronger (due to male lions)
- new wonder: Great Serapeion of Alexandria (no unhappiness in city)
- fix: AI mobilise army only in nearby forts when a city gets attacked (except capital)
- Latifundium feature historical upgrade: level upgrade by slaves, without slaves their levels get reduced by time
- new scenarios: Eurasia XXL (empty or 35 CIVs), Eurasia XXXL (empty, random resources or 52 CIVs) by brettschmitt
Patch 6.7 (10.01.2021):
- Unit updates in iMeleeWaveSize, iRangedWaveSize, bQuickCombat
- Combat strength of neolithic era units +1 (hunter, warrior)
- Fix: culture level for XXXL game speed
- AI city lost: lower chance for offering to become a vassal
- Greek religious cities take part at the Panhellenic Games after the research of Exhibition Fight
- Fix: missing help text for tech Imperialism
- Bear unit: added child bear
- Fix: fortress units
- Fix: emigrant culture
Patch 6.8 (02.02.2021):
- movement over ice feature allowed
- fix: Thracian peltast moves: 2 instead 3
- Teutons strength: 12 instead 14
- promo mobility for mounted units: req: combat 2 instead of flanking and healing
- bugfix: Persian officer units (Crash2Desktop)
- fix: arts for chariot (light chariots, maryannu)
- AI update: chance of automatical religion spread on islands
- Manufactory (terra cotta): -1 health, +20% food kept instead +% food (=> bread manufactory)
- Bank: -1
- fix: art for gardens smaller, art for Hanging Gardens bigger
- hunter unit: strength 3 again (instead of 4) but +100% to melee (animals)
- less profit with gold carts via foreign city trade then capital trade
- territorial units: cheaper in standard prod but higher instance cost modifier
- fix: siege units can't get enslaved, siege units can't run over from stacks
- spear manufactury doubles skirmish units, scorpio and ballista too (UNITCOMBAT_SKIRMISHER)
- military academy: +100% prod in military units instead of 50%
- heroic epic: adds morale promotion to units produced in city
- Hittites can research Cuneiform -> can now construct archives in cities
- Upgrade: auto trade route pop up: added smiley if a CIV has bonus resource or not; added distance info
- Wonder Zeus: not holy shrine anymore, +1 XP to all cities, can increase the morale of units (like Hagia Sophia)
- Wonder Parthenon now Holy Shrine of Greek Religion
- No emigrants for city states
- new promotions: Formations I, II, III (against mounted, chariots and elephants)
- changed promotions against chariot, mounted units and elephants (fight only)
- new promotion: Encircle (for leaders): +25% combat, -25% city attack
- changed overrun promotions
- new building: weapon manufactory for siege units
- Hittites: new special building: Underground city
- Hittites: new national building: Code of the Nesilim
- new national building in Bronze Age: Craft center
- new leader action: burn down the forest (destroys the improvment and leaves burning forests)
- new feature: burning pigs and fire catapults can burn down the enemy forest during combat
- new Iberian unit: Scutati replaces shield bearer
- new Carthaginian unit: libyan spearman replaces spearman
- modern combattypes (helicopter, gun, tank) removed (AdvisorUtils adapted)
Patch 6.9 (28.02.2021):
- fix: national trading via carts reactivated (PAE_Trade, ScreensInterface)
- scenario FirstPunicWar fix: CIVIC_SYNKRETISMUS -> CIVIC_HENOTHEISM
- scouts and explorer can now build look-out
- bugfix: emigrant culture (when joining cities)
- improvements: village: -1 food, town: +1 prod
- small changes in formation promotions (form I and buttons)
- new buttons and names for sentry promotions
- horse stables +1 food
- rams and catapults cheaper again
- camel bonus resource more brown
- pedia fix by Dertuek (Greek and Roman tech)
- interface fixes by Dertuek
- trade route popup fixes by Dertuek
- city conscript value 90 instead of 50 (hammers)
- no state-religion revolt in cities when founding a new religion (by Dertuek)
- AI: no food cost when AI builds unit
- iCorporationMaintenancePercent: higher on bigger maps
- civics: hurrying population removed
- tech button: Gnosis
- Illyrians: Mountain Warrior ST 9, no limits (SPECIAL_UNIT4)
- Numidian horseman cheaper
- AI added chance of offering to become a vassal, when loser power * 2 < winner power
- new leader formation: +1 sight, 100% flight, -99% strength to prevent constant defense in a stack
- fix button: slaves to bread manufactory (max 3) (thx westinator)
- fix button: slaves to manufactory (max 5) (thx westinator)
- vassal popup: attitude icon, when vassal demands a tech
- city unit train buttons: blue pulse button on units that get trained twice due to weapons manufactories
- new hoplite unit for Sparta: Perioecian Hoplite
- new special unit for Greeks and Sparta: Kalos Kagathos: a unit between hoplite and lochias
- fix: reloading supply unit on enemy plots (thx Dertuek)
- healer bar still visible when carrying a monument
- fix: storm on dark ice feature
Patch 6.10 (08.10.2021):
- fix: special4 units 5% more prod cost per unit
- fix: hethit chariot runner special4 unit
- mutiny event adapted for trireme, quadrireme, quinquereme and liburne
- unit scale bigger again (info in PAE/Extras for individual change)
- FEATURE_ICE impassable again (-> SDK: passable for land units)
- Animals weaker by 1
- new unit: small wolf pack (ST 3)
- Barbarians and minor CIVs disabled Tech Monotheism (Judaism)
- Changed game start (neolithic era): lower building+unit costs, lower improvement build time, higher tech costs, lower game speed
- update in path finding for trade routes: cities between source and destination gets new path target
- elite Sumerian, Assyrian and Babylonian unit (Quradu, Gardu; strength 10) available with TECH civis soldiers (was available from begin on)
- UNIT_HOPLIT_ILLYRIA: 2 moves
- event EVENT_PRAIRIE_DOGS_1: +2 commerce again
- City States update: a TECH that disables settlers. City state CIVs can now build their special units.
- Emigrants can only join a city (they can't found a new one)
- scripting at start for Eurasia XXXL 52 Civs (research boost, tech and unit boost for some civs)
- no unit supply for AI
- Hanging Gardens needs irrigation canals instead of aqueduct
- melee Foederati available in provincial cities (instead of provincial capitals)
- tribal chief upgrade: only for melee (axemen, swordsmen, spearmen)
- LUnitWildAnimals update (PAE_List.py)
- less gold amount for gold cart (Eventmanager.py)
- scenario screen update (WorldPickerInfo.xml)
- NEW SCENARIO: Western Mediterranean
Patch 6.11 (28.11.2021):
- governor help text update
- Unit Supply: fresh water added
- CtD fix on city renegade (thx to Rob!)
- naval formation full speed: +4 movement instead of +2
- less collateral damage for ships
- bugfix gold cart didn't move to capital/government center
- Events: missed text (TXT_KEY_EVENT_MEUTEREI)
- arts: great lighthouse a bit bigger, colossus a bit smaller
- new feature: mounted generals or high rank mounted units can swap their horse/camel in cities with stables to move on
- captured missionaries become slaves
- fresh water tiles (lakes) fill supply carts
- wonder pic for small oracle, craft center and war dog breeding
- fix: dog distribution
- specialbuilding tholos tomb instead tumulus for greek nations
- weaker bonus for Cybele, Indra and fertility cult
- new building: garum manufactory
- less flee chance for units in cities
- higher chance of getting slaves during fight
- more slaves for capturing cities
- higher prod costs on later eras
- captured units lose their fear for mounted units
- bugfix: selling cheap mercenary warriors
- new recurring city events: city fire
- new scipts for First Punic War scenario (by Barcas)
- building bonus check (bronze, granary): chance decreased from 10% to 5%
- city conquer: supply wagon emerges (chance of 33%)
- main interface: unit info on left bottom: "(x) unit stack:" instead "unit stack (x):
- razing cities: creates a state religion missionary if city has that religion
Patch 6.12: 06.06.2021
-) new leader promotion: Overview (+1 sight, 100% flight, -99% strength, disappears after first fight)
-) higher amount for copper, tin, lead and iron on random maps
-) pastures, quarries, plantages cut forests (except savanna)
-) emigrants can build cottages (unit gets disbanded, no costs for the improvement)
-) open borders when CIVs are cautious to get an earlier use for merchants
-) cults have half bonuses and less distr. costs
-) auxiliar cheaper
-) StartingPoints for Eurasia Huge JD
-) dying slave rate in bordells decreased from 10% to 6%
-) Kalos Kagathos can be promoted to Lochias now
-) new scenario: Iberian Conquest by Barcas
-) AI: rams get collateral damage instead of City Attack
-) Bugfix: escaping floatsam
-) settler pedia: list of terrains where you are able to found cities
-) after finishing a project: pop up of strategy text
-) new leader: Tomyris, Queen of Scyths (600BC)
-) meteorites and comets can create an iron resource
-) hunter -50% city attack
-) jungle gets same bonuses as normal forest (2 food + 1 Hammer, instead of only 3 food)
-) distributable bonus goods can be loaded/stolen/bought on neutral/foreign/enemy plots
-) work boats can distrib. crabs and clams (from Classic Era)
-) higher growth rate per pop (+50 instead of +25)
-) stronger Roman infantry (from Principes), cavalry and units of late antiquity
-) Bonus: Ivory gets a model and can be used for scenarios
-) new unit: Papyrus- and reed boat (for future scenario rivers)
-) new techs: Blacksmithing Art (bronze era), Aquaculture (classical era)
-) new buildings: Goldsmith (bronze era), Jeweler (classical era)
-) new bonus resources: Jewelery, Garum, Sculptures
-) salines produce salt (for trade routes)
-) new buildings: Stonemason (bronze era), Sculptor (classical era)
-) new special building for Assyria: Magazine (replaces warehouses)
-) warehouses delay the degradation of buildings due to missing bonus resources
-) new buildings: Furrier, Tannery, Foundries (lead, copper, tin, zinc and iron)
-) religion pedia: shows civs that can found which religions
-) emigrants can join cottages (like slaves)
-) new scenario: India (by JD)
-) new scenarios: bronze age and iron age only (by LJ)
-) animal update (spawn and plot movement) by brett
-) new scenario: Eurasia XL 52 Civs
-) new domestic advisor
-) new buildings and tech (Delimitations): Thorn hedge (special building: Blackberry hedge)
-) Foundries are limited to the amount of available bonus resources
Patch 6.13: 26.09.2022
-) Iron ore must be processed into iron
-) Palace Library (Tech Library): Can only be built in capitals
-) Tech: public buildings: normal library and palm leaf library
-) If a hero moves into the city (with revolt) (onMove and not only at TurnFeatures): Sets revolt to 1 turn (e.g. when conquering a city)
-) when a wagon picks up bonus on neutral terrain: setMoves(0)
-) Movement of injured ships slightly adjusted
-) longswordsmen and federates had the same button
-) Double fighter (special unit): Type: melee combat instead of axe combat bonus
-) Emigrants can be built if the city becomes almost unhappy or unhealthy (>=0)
-) +2 attitude when released from vassalage, +1 attitude when donating a city
-) Domestic Advisor: Which cities have which resources
-) Domestic Advisor: Which city which bonus: clicking on city name: centers map
-) Civil war feature lightly defused for AI
-) Stonemason can only be built in cities (status), does not produce stone, gives production and money bonus
-) Marble workshop: produces marble for trade, can only be built at marble quarries
-) Smokehouse again +1 health
-) Tech horseshoe becomes hoof shoes. Horseshoes as a new tech around 600 AD.
-) New unit with horseshoe: Light Cavalry (the first early medieval unit in PAE) from Charlemagne Mod
-) Magnetite: new promo: magnetic compass. TerrainDoubleMoves on Ocean and Deep Ocean
-) Ships: Prod costs slightly more expensive.
-) Markduk Priest: No more combat units; if the unit is in a city, all units created in it will get the Blessed promo
-) New special unit for Assur, Babylon and Sumer: Saglite (swordsman, skin from former Marduk priest)
-) Dense forest: no -1 food penalty
-) Sheep Pasture: instead of +2 Commerce -> +1 Food and +1 Commerce
-) Fight on your own feet can go away at every fight (chance 20%). If heroes or generals are present 50%.
-) Veterinary medicine brings +1 food for pastures
-) Bank renamed to House of Money, new button
-) Hunters can build camps (unit is consumed, no costs)
-) Savannah +1 Commerce instead of +1 Food
-) Fortresses and Castellum +1 Prod, food and commerce on trade routes
-) Increased movement on roads
-) New skin for trade road: base of normal road (no straight model like Roman Roads)
-) Bonus for pasture improved by one value per resource
-) Iron foundries can now be built depending on the number of resources in the trade network
-) Movement of all ships increased (also damaged ships, except workboats)
-) Foreign Advisor: Scrollbar at the top of the resources
-) New trade orders and canceled trade orders from cities are logged
Patch 6.14: 22.12.2022
*-) Base value/purchase price for trade goods adjusted (before: 20,30,40,50 -> now: 10,15,20,25)
*-) Fix when calculating the profit of autom. Trade routes: Profit related to both resources is now displayed (Bonus1 and Bonus2 / source and target).
*-) Reduced construction costs and construction time for towers and fortresses
*-) Hunter +50% (instead of 100%) against melee/animals
*-) Fix at AI_unitupdate (merchants, work boats, carts)
*-) Unit Auxiliary no extra cost of 1 gold per turn
*-) Fix: Rider ST12 instead of ST8 (adapted to other rider units)
*-) Fix: Library no longer a requirement for some buildings
*-) Adjusted strength of early cavalry and chariot
*-) Fix: Camel spawn on random maps
*-) Feature: Special Thing (like Olympic Games), for all cities with Thing sites, extra bonus for 10 rounds
*-) SpecialBuilding Sumer, Babylon, Assur: Assyrian Academy (Tech: Geometry)
*-) Neoplatonic School of Philosophy changed to a general building: Academy
*-) Hint: Cancel/correct Endless Turn with CTRL-C
*-) Separated unit ranks by CIVs (no more civ-specific rank upgrades for defectors)
*-) Domestic Advisor: Slaves Screen: Number of available slaves
*-) Weaponsmith renamed back
*-) Great prophets can move the headquarters of a religion to the capital
*-) City with shipyard can repair ship in 1 round for gold
*-) Great General: Can create rams in forests
*-) New skin and new feature for Marduk priests: bless newly created units
*-) Special palace guard for Ashur, Babylon and Sumer: Saglute
*-) Own national epic for the Etruscans: Virgil's Aeneid
*-) Special building palace harem (Egypt, Nubia, Assur, Babylon, Persia)
*-) Headquarters of a religion will only be expelled if there is no other city in this CIV with this religion
*-) Several new concept links in the concept pedias
*-) New feature at General death (+/- 1 happy in cities)
*-) Bugfix: Pastures can also be built on savannah without war axe technology
*-) Field upgrade cost reduced
*-) Elephants can walk on swamp again
Version 6.15:
*-) Bugfix: UnitPlayer (Trader) trades between two non player cities and city teams have no Open Border.
*-) Archive: Obsolete with TECH Public Facilities instead of TECH The Library
*-) Hunter's Build Camp Button: detailed help text
*-) Hunter's camp circles: dark green
*-) Bugfix: Domestic Advisor: hiding available slaves text
*-) Goodies: Axe warriors instead of warriors. Reallowed maps. Added emigrants. Added archers.
*-) Phoenicians & Carthaginians gets glass tech activated
*-) Improvement Castrum (Rome) removes forests, 50% defense bonus
*-) Domestic Advisor: better GUI: icons and red color for cities in riot / civil war
*-) Domestic Advisor: better GUI: additional icons for capital and provincial government
*-) City State Info: CIV score list, mouseover of CIV score list, foreign advisor
*-) GUI: Optio+Centurio Buttons: Officer face turned to seperate them from mounted officer buttons (decurio, tribunus)
*-) Lumber Camp: BTS lumber mill as animation model
*-) Bugfix: leader in forest can create only one ram per turn
*-) XP steps a little higher
*-) Latifundium: higher values
*-) Higher selling price for goods
*-) Formation Shield wall -20% against siege & elephants instead of -30%
*-) Formation Testudo -30%´against siege instead of +20%
*-) Religion Advisor: abandoned religions will not be listed anymore (late antiquity)
*-) Fire catapult can be built with siege manufatury
*-) Fire catapult is the only unit that can kill units via ranged combat
*-) Promotion "Fights on his own" is now called "Unreliable"
*-) Cult bonus settings adjusted
*-) Faster combat promotions (experienced, veteran, elite)
*-) Great General button with status War Weariness 5 instead of elite (cause of faster elite ranking and too many Generals alive)
*-) Gladiator specialists activated (like merchants, priests,..). Can be used with Circus, Vivarium, Gladiator school,..
*-) Engineer specialists available in all forge and foundry buildings
*-) Cityscreen Specialist Icons changed from modern art to ancient art: agent/spy and scientist/philosopher
*-) Last Tech: Dark Ages: no penalties
*-) CIV leaders: higher iBaseAttackOddsChange & iAttackOddsChangeRand
*-) Great Generals (unit leaders) can produce rams in enemy forests
*-) Hunter no ranged combat, but +100% against melee/animals. can build camps (disbands unit).
*-) Special Great General (Warlord) skin for Egyptians (Pharao) by PPQ_Purple
*-) Scouts: bIgnoreTerrainCost=1
*-) Bugfix: CvWBDesc utf-8 en/decoding plot signs
*-) short movies for Bronzeworks, Weaponsmith and Ironworks
*-) Saglute (Assyrian elite unit) from ST 6 to 8
*-) new building: Pottery (+1 health)
*-) two new techs and buildings with (EASTER surprise)
*-) no lumber camp on savanna
*-) new building for Egypt and Nubia: Mastaba
*-) Tech Tree: big update in early eras, corrected the way of metallurgy
*-) Pirates for everyone
*-) Great General or Heroes: Horse change disabled when unit made attack
*-) Changed walls: palisade (only when forests nearby), clay walls, city walls/oppidum walls
*-) Islamic Shrine fix
Version 6.16:
-) New bonus resource: donkey
-) New PAE feature: moving animal bonus resources (prevent with guard or camp/pasture)
-) Redesigned neolithic tech tree (longer copper era)
-) Redesigned metallurgy stuff
-) Pigeons (dovecote, mail)
-) Shortbowmen can be upgraded to composite bowmen (instead of reflex bow only)
-) Nordic Gau ruler: Moves 2 instead 1
-) Teutons: ST 12, moves 2
-) Thracian warrior: swordsman instead axeman
-) missing text in Peloponnesian War scenario (TXT_KEY_EVENT_POTEIDAIA_KRIEG_WORLDNEWS)
-) PAE Trade Route Advisor: all trade units listed (those with no order too)
-) bugfix: Persian can research geometrie (for ziggurat later)
-) fishing boats on neutral terrain (chance 1:8 instead 1:6)
-) bugfix: no look-out (improvement) in cities
-) Units finish movement in cities with riot
-) Vassal feature check, when General dies (same check when city gets conquered)
-) Improvement village -> town (only with emigrants or settlers with Tech Medicine/General Therapeutics)
-) Promotion Blitz: only for Heroes or Leaders
-) Bugfix: Celeres unit and added help texts
-) Bugfix: python error in PAE_City.doCheckCivilWar on big maps randomly produced by BTS
-) City fire event: higher possibility (less chance with fire service)
-) New city event: missing brothel in cities (from pop 6)
-) War denial of new units ends with Tech Edict of Toleration (exempt civic: exclusivism)
-) more events with higher event chance (EraInfos->iEventChancePerTurn)
-) bugfix: GAMESPEED_SECONDPUNICWAR_JD_BARCAS culture levels in CIV4CultureLevelInfo
-) DomesticAdvisor (F1): new page for Great Generals
-) bugfix: gladiator school
-) bugfixes for many texts, adjectives and events
-) more translated texts
-) Foederati ST 15 (swordsmen of late antiquity)
-) camel and elephant war unit -50% to forests/jungle
-) more help texts
-) bugfix in Macedonian unit upgrade
-) Pedia update in veteran/elite unit list
-) Domestic Advisor: more functional buttons (mercenaries, city to vassal)
-) Domestic Advisor: new tab for Training Centers
-) fix and upgrades in unit military ranks
Version 6.17:
-) Updates in CIVIII_RiseOfRome scenario
-) Updates in Peloponnes scenario
-) New building: hippodrome (about 200 AD)
-) Updated stadium (correct ancient Greek model by Jarmrik & hrochland)
-) Updated domestic advisor
-) Model for pearls (thx to Mardonius)
-) animal resources only move on neutral terrain (no unit on plot)
-) national wonder Wind kiln site 50% bonus for gold, silver, copper (instead 100%)
-) bugfixes (PAE_City, CvMainInterface)
-) pigeon mail requires dovecote
-) fur can now be discoverd in camps
-) Test: Rams UNITAI_ATTACK_CITY -> UNITAI_RESERVE
-) unit healer for all (Seer, Brahman, Druid, Shaman)
-) Trade units can now spread bonus resources too
-) Religion spreading update. Spreading neighbour cities only. Christians additional spread cities via trade routes after 44 turns.
-) bugfixes: renegade city, provincial city rebellion
-) bugfix in First Punic War and Iberian Conquest scenario
-) Companion and war dogs can now use the wedge formation
-) Courthouses iMaintenanceModifier -25%/-50% instead of -50%/-75%
-) Picture (movie tag) when building a gladiator school
-) New: only gladiators who lose their unreliability in battle can found a gladiator school in cities (otherwise it was too easy, since they can be trained in cities with a gladiator school)
-) Ring dike (Nordic special building, removes swamps) not only for coastal cities
-) bugfixed Thing meetings
-) Option in MainInterface.py: de/activating units as gifts (COMMAND_GIFT) for multiplayer games
Latest recommended version:
Older version:
Patch 6.5.1 (11.11.2020):
- Fix: Nationality Warning in city bar
- WorldSize: more CIVs on random standard (16), large (20) and huge (24) maps
- Grasshopper disappear faster
- Assur: no Quradu-upgrade when units are officers
- Python-fix: error when vassal gets a city from player
- Map: PAE_Creation: no peak borders on coasts
- Unit: horse DefaultAIType: UNITAI_ENGINEER instead UNITAI_ANIMAL
- Fix: Panhellenion wrong movie & sound
- Reduced provincial govenor tributes
- Fix: no ranking and elite upgrade button for special elite units (eg Sons of Mars)
- Fix: Supply wagon: non-friendly, non-allied CIVs refilled supply wagon
- Fix: Supply wagon: farm and river +20 supply
- Fix: AIweight for Trojan Horse
- Fix: Hunter can now build Promo V buildings
- Bugfix: Christianity 0 AD to Barbarians (disables BTS tech choosing with Theology)
- Fix: no popup when civil war ends (ingame text is sufficient)
- Scenario: PeloponnesianWar: small fixes
- Fix: Olympic period adapted to the scenario calendar
- Trait: Imperialist: improved
- Change: Archer units 50% city defense instead 100%
- Small changes in civic options
- Tech tree changes (600-300 BC)
- New tech: Republic (for Romans)
- War dogs +50% against skirmishers
- Maps: less fish resources
- Heavy battering ram now later with Tech Weapons manufactories
- Supply waggon provides 25-75 instead of 25-100 food (game speed)
- Civic polyarchy: no civil war due to the loss of a general
- Fix: no shield wall formation for Teutons and Thracian Warrior
- Pedia: Improvement Trading Post now shows merchant or caravan for requirement
- Fix: end city riot with General in onCityDoTurn instead with onUnitMove
- Trading post 10% defense
- own unit class for early trade unit (keftion)
- Bugfix: Apothecary button twice
- Fix: Illyrian city txt_keys on Eastern Med map fixed
- Fix: only pasture or camp will be removed when collecting bonus resource for distribution
- Update: creating autom. trade routes: shows amount of bonus resources the player or CIV has
- Update: missionaries and cultists: circles of missing religion or cult also shown above vassal cities
- Fix: comissioned mercenaries: gold cart immobile too
- Update: gold carts can now be sold in foreign cities (for less gold than in capital)
- Bugfix: Provincial palace: amount of happy bonus stays the same when establishing a new governor
- Onager skin -> CIV catapult skin
- cheap Onager for Greek CIVs too
- Update: Roman roads are like trade roads (trading center calculation)
- Change: fire catapult is now an upgrade from a catapult/onager (with accuracy III)
- Change: unit supply limit changed with handicap (10,15,20)
- Fix: no negative culture due to civil war
- Wonder update: Great Pantheon of Rome: No Roman gods req, no civil war in cities due to missing state religion
- New CIV for scenario modders: city-state
Patch 6.5.2 (28.11.2020):
- smaller units and periphery
- Olympic winner gets one more gold cart and there is a chance of getting a supply wagon with grain, olives, grapes or even horses
- external trade posts: no costs
- bug fix: civil war feature
- bug fix: unit stacks
Patch 6.6 (06.01.2021):
- less gold cart trade bonus in foreign cities
- slower combat promotions for units
- for Scenario makers: CIVIC_SACRAL -> CIVIC_ROYAL
- for Scenario makers: CIVIC_DYNASTIE -> CIVIC_TYRANNIS
- New scenario: Sicily 500 BC by Barcas
- New UU Hitti: Chariot runner
- WorldPicker Picture for Second Punic War and Sicily 500 BC
- No forests on farms
- New unit upgrade structure for Roman swordsmen: Principes -> Pilumni -> Legionary
- changed x/y coords of silk road caravans (cause of very high bonus on big maps)
- new scenario: CIV III Rise of Rome (adapted to PAE)
- bugfix: civil war feature: didn't end with leader or rhetoric unit
- buildings pedia: added required buildings (buttons) into requirement panel
- territorial unit Son of Mars strength 12 to 10
- graphical unit amount from 1,2,3 -> 5,6,7,8 (due to smaller units)
- new unit: lioness (small group of female lions)
- unit lions stronger (due to male lions)
- new wonder: Great Serapeion of Alexandria (no unhappiness in city)
- fix: AI mobilise army only in nearby forts when a city gets attacked (except capital)
- Latifundium feature historical upgrade: level upgrade by slaves, without slaves their levels get reduced by time
- new scenarios: Eurasia XXL (empty or 35 CIVs), Eurasia XXXL (empty, random resources or 52 CIVs) by brettschmitt
Patch 6.7 (10.01.2021):
- Unit updates in iMeleeWaveSize, iRangedWaveSize, bQuickCombat
- Combat strength of neolithic era units +1 (hunter, warrior)
- Fix: culture level for XXXL game speed
- AI city lost: lower chance for offering to become a vassal
- Greek religious cities take part at the Panhellenic Games after the research of Exhibition Fight
- Fix: missing help text for tech Imperialism
- Bear unit: added child bear
- Fix: fortress units
- Fix: emigrant culture
Patch 6.8 (02.02.2021):
- movement over ice feature allowed
- fix: Thracian peltast moves: 2 instead 3
- Teutons strength: 12 instead 14
- promo mobility for mounted units: req: combat 2 instead of flanking and healing
- bugfix: Persian officer units (Crash2Desktop)
- fix: arts for chariot (light chariots, maryannu)
- AI update: chance of automatical religion spread on islands
- Manufactory (terra cotta): -1 health, +20% food kept instead +% food (=> bread manufactory)
- Bank: -1
- fix: art for gardens smaller, art for Hanging Gardens bigger
- hunter unit: strength 3 again (instead of 4) but +100% to melee (animals)
- less profit with gold carts via foreign city trade then capital trade
- territorial units: cheaper in standard prod but higher instance cost modifier
- fix: siege units can't get enslaved, siege units can't run over from stacks
- spear manufactury doubles skirmish units, scorpio and ballista too (UNITCOMBAT_SKIRMISHER)
- military academy: +100% prod in military units instead of 50%
- heroic epic: adds morale promotion to units produced in city
- Hittites can research Cuneiform -> can now construct archives in cities
- Upgrade: auto trade route pop up: added smiley if a CIV has bonus resource or not; added distance info
- Wonder Zeus: not holy shrine anymore, +1 XP to all cities, can increase the morale of units (like Hagia Sophia)
- Wonder Parthenon now Holy Shrine of Greek Religion
- No emigrants for city states
- new promotions: Formations I, II, III (against mounted, chariots and elephants)
- changed promotions against chariot, mounted units and elephants (fight only)
- new promotion: Encircle (for leaders): +25% combat, -25% city attack
- changed overrun promotions
- new building: weapon manufactory for siege units
- Hittites: new special building: Underground city
- Hittites: new national building: Code of the Nesilim
- new national building in Bronze Age: Craft center
- new leader action: burn down the forest (destroys the improvment and leaves burning forests)
- new feature: burning pigs and fire catapults can burn down the enemy forest during combat
- new Iberian unit: Scutati replaces shield bearer
- new Carthaginian unit: libyan spearman replaces spearman
- modern combattypes (helicopter, gun, tank) removed (AdvisorUtils adapted)
Patch 6.9 (28.02.2021):
- fix: national trading via carts reactivated (PAE_Trade, ScreensInterface)
- scenario FirstPunicWar fix: CIVIC_SYNKRETISMUS -> CIVIC_HENOTHEISM
- scouts and explorer can now build look-out
- bugfix: emigrant culture (when joining cities)
- improvements: village: -1 food, town: +1 prod
- small changes in formation promotions (form I and buttons)
- new buttons and names for sentry promotions
- horse stables +1 food
- rams and catapults cheaper again
- camel bonus resource more brown
- pedia fix by Dertuek (Greek and Roman tech)
- interface fixes by Dertuek
- trade route popup fixes by Dertuek
- city conscript value 90 instead of 50 (hammers)
- no state-religion revolt in cities when founding a new religion (by Dertuek)
- AI: no food cost when AI builds unit
- iCorporationMaintenancePercent: higher on bigger maps
- civics: hurrying population removed
- tech button: Gnosis
- Illyrians: Mountain Warrior ST 9, no limits (SPECIAL_UNIT4)
- Numidian horseman cheaper
- AI added chance of offering to become a vassal, when loser power * 2 < winner power
- new leader formation: +1 sight, 100% flight, -99% strength to prevent constant defense in a stack
- fix button: slaves to bread manufactory (max 3) (thx westinator)
- fix button: slaves to manufactory (max 5) (thx westinator)
- vassal popup: attitude icon, when vassal demands a tech
- city unit train buttons: blue pulse button on units that get trained twice due to weapons manufactories
- new hoplite unit for Sparta: Perioecian Hoplite
- new special unit for Greeks and Sparta: Kalos Kagathos: a unit between hoplite and lochias
- fix: reloading supply unit on enemy plots (thx Dertuek)
- healer bar still visible when carrying a monument
- fix: storm on dark ice feature
Patch 6.10 (08.10.2021):
- fix: special4 units 5% more prod cost per unit
- fix: hethit chariot runner special4 unit
- mutiny event adapted for trireme, quadrireme, quinquereme and liburne
- unit scale bigger again (info in PAE/Extras for individual change)
- FEATURE_ICE impassable again (-> SDK: passable for land units)
- Animals weaker by 1
- new unit: small wolf pack (ST 3)
- Barbarians and minor CIVs disabled Tech Monotheism (Judaism)
- Changed game start (neolithic era): lower building+unit costs, lower improvement build time, higher tech costs, lower game speed
- update in path finding for trade routes: cities between source and destination gets new path target
- elite Sumerian, Assyrian and Babylonian unit (Quradu, Gardu; strength 10) available with TECH civis soldiers (was available from begin on)
- UNIT_HOPLIT_ILLYRIA: 2 moves
- event EVENT_PRAIRIE_DOGS_1: +2 commerce again
- City States update: a TECH that disables settlers. City state CIVs can now build their special units.
- Emigrants can only join a city (they can't found a new one)
- scripting at start for Eurasia XXXL 52 Civs (research boost, tech and unit boost for some civs)
- no unit supply for AI
- Hanging Gardens needs irrigation canals instead of aqueduct
- melee Foederati available in provincial cities (instead of provincial capitals)
- tribal chief upgrade: only for melee (axemen, swordsmen, spearmen)
- LUnitWildAnimals update (PAE_List.py)
- less gold amount for gold cart (Eventmanager.py)
- scenario screen update (WorldPickerInfo.xml)
- NEW SCENARIO: Western Mediterranean
Patch 6.11 (28.11.2021):
- governor help text update
- Unit Supply: fresh water added
- CtD fix on city renegade (thx to Rob!)
- naval formation full speed: +4 movement instead of +2
- less collateral damage for ships
- bugfix gold cart didn't move to capital/government center
- Events: missed text (TXT_KEY_EVENT_MEUTEREI)
- arts: great lighthouse a bit bigger, colossus a bit smaller
- new feature: mounted generals or high rank mounted units can swap their horse/camel in cities with stables to move on
- captured missionaries become slaves
- fresh water tiles (lakes) fill supply carts
- wonder pic for small oracle, craft center and war dog breeding
- fix: dog distribution
- specialbuilding tholos tomb instead tumulus for greek nations
- weaker bonus for Cybele, Indra and fertility cult
- new building: garum manufactory
- less flee chance for units in cities
- higher chance of getting slaves during fight
- more slaves for capturing cities
- higher prod costs on later eras
- captured units lose their fear for mounted units
- bugfix: selling cheap mercenary warriors
- new recurring city events: city fire
- new scipts for First Punic War scenario (by Barcas)
- building bonus check (bronze, granary): chance decreased from 10% to 5%
- city conquer: supply wagon emerges (chance of 33%)
- main interface: unit info on left bottom: "(x) unit stack:" instead "unit stack (x):
- razing cities: creates a state religion missionary if city has that religion
Patch 6.12: 06.06.2021
-) new leader promotion: Overview (+1 sight, 100% flight, -99% strength, disappears after first fight)
-) higher amount for copper, tin, lead and iron on random maps
-) pastures, quarries, plantages cut forests (except savanna)
-) emigrants can build cottages (unit gets disbanded, no costs for the improvement)
-) open borders when CIVs are cautious to get an earlier use for merchants
-) cults have half bonuses and less distr. costs
-) auxiliar cheaper
-) StartingPoints for Eurasia Huge JD
-) dying slave rate in bordells decreased from 10% to 6%
-) Kalos Kagathos can be promoted to Lochias now
-) new scenario: Iberian Conquest by Barcas
-) AI: rams get collateral damage instead of City Attack
-) Bugfix: escaping floatsam
-) settler pedia: list of terrains where you are able to found cities
-) after finishing a project: pop up of strategy text
-) new leader: Tomyris, Queen of Scyths (600BC)
-) meteorites and comets can create an iron resource
-) hunter -50% city attack
-) jungle gets same bonuses as normal forest (2 food + 1 Hammer, instead of only 3 food)
-) distributable bonus goods can be loaded/stolen/bought on neutral/foreign/enemy plots
-) work boats can distrib. crabs and clams (from Classic Era)
-) higher growth rate per pop (+50 instead of +25)
-) stronger Roman infantry (from Principes), cavalry and units of late antiquity
-) Bonus: Ivory gets a model and can be used for scenarios
-) new unit: Papyrus- and reed boat (for future scenario rivers)
-) new techs: Blacksmithing Art (bronze era), Aquaculture (classical era)
-) new buildings: Goldsmith (bronze era), Jeweler (classical era)
-) new bonus resources: Jewelery, Garum, Sculptures
-) salines produce salt (for trade routes)
-) new buildings: Stonemason (bronze era), Sculptor (classical era)
-) new special building for Assyria: Magazine (replaces warehouses)
-) warehouses delay the degradation of buildings due to missing bonus resources
-) new buildings: Furrier, Tannery, Foundries (lead, copper, tin, zinc and iron)
-) religion pedia: shows civs that can found which religions
-) emigrants can join cottages (like slaves)
-) new scenario: India (by JD)
-) new scenarios: bronze age and iron age only (by LJ)
-) animal update (spawn and plot movement) by brett
-) new scenario: Eurasia XL 52 Civs
-) new domestic advisor
-) new buildings and tech (Delimitations): Thorn hedge (special building: Blackberry hedge)
-) Foundries are limited to the amount of available bonus resources
Patch 6.13: 26.09.2022
-) Iron ore must be processed into iron
-) Palace Library (Tech Library): Can only be built in capitals
-) Tech: public buildings: normal library and palm leaf library
-) If a hero moves into the city (with revolt) (onMove and not only at TurnFeatures): Sets revolt to 1 turn (e.g. when conquering a city)
-) when a wagon picks up bonus on neutral terrain: setMoves(0)
-) Movement of injured ships slightly adjusted
-) longswordsmen and federates had the same button
-) Double fighter (special unit): Type: melee combat instead of axe combat bonus
-) Emigrants can be built if the city becomes almost unhappy or unhealthy (>=0)
-) +2 attitude when released from vassalage, +1 attitude when donating a city
-) Domestic Advisor: Which cities have which resources
-) Domestic Advisor: Which city which bonus: clicking on city name: centers map
-) Civil war feature lightly defused for AI
-) Stonemason can only be built in cities (status), does not produce stone, gives production and money bonus
-) Marble workshop: produces marble for trade, can only be built at marble quarries
-) Smokehouse again +1 health
-) Tech horseshoe becomes hoof shoes. Horseshoes as a new tech around 600 AD.
-) New unit with horseshoe: Light Cavalry (the first early medieval unit in PAE) from Charlemagne Mod
-) Magnetite: new promo: magnetic compass. TerrainDoubleMoves on Ocean and Deep Ocean
-) Ships: Prod costs slightly more expensive.
-) Markduk Priest: No more combat units; if the unit is in a city, all units created in it will get the Blessed promo
-) New special unit for Assur, Babylon and Sumer: Saglite (swordsman, skin from former Marduk priest)
-) Dense forest: no -1 food penalty
-) Sheep Pasture: instead of +2 Commerce -> +1 Food and +1 Commerce
-) Fight on your own feet can go away at every fight (chance 20%). If heroes or generals are present 50%.
-) Veterinary medicine brings +1 food for pastures
-) Bank renamed to House of Money, new button
-) Hunters can build camps (unit is consumed, no costs)
-) Savannah +1 Commerce instead of +1 Food
-) Fortresses and Castellum +1 Prod, food and commerce on trade routes
-) Increased movement on roads
-) New skin for trade road: base of normal road (no straight model like Roman Roads)
-) Bonus for pasture improved by one value per resource
-) Iron foundries can now be built depending on the number of resources in the trade network
-) Movement of all ships increased (also damaged ships, except workboats)
-) Foreign Advisor: Scrollbar at the top of the resources
-) New trade orders and canceled trade orders from cities are logged
Patch 6.14: 22.12.2022
*-) Base value/purchase price for trade goods adjusted (before: 20,30,40,50 -> now: 10,15,20,25)
*-) Fix when calculating the profit of autom. Trade routes: Profit related to both resources is now displayed (Bonus1 and Bonus2 / source and target).
*-) Reduced construction costs and construction time for towers and fortresses
*-) Hunter +50% (instead of 100%) against melee/animals
*-) Fix at AI_unitupdate (merchants, work boats, carts)
*-) Unit Auxiliary no extra cost of 1 gold per turn
*-) Fix: Rider ST12 instead of ST8 (adapted to other rider units)
*-) Fix: Library no longer a requirement for some buildings
*-) Adjusted strength of early cavalry and chariot
*-) Fix: Camel spawn on random maps
*-) Feature: Special Thing (like Olympic Games), for all cities with Thing sites, extra bonus for 10 rounds
*-) SpecialBuilding Sumer, Babylon, Assur: Assyrian Academy (Tech: Geometry)
*-) Neoplatonic School of Philosophy changed to a general building: Academy
*-) Hint: Cancel/correct Endless Turn with CTRL-C
*-) Separated unit ranks by CIVs (no more civ-specific rank upgrades for defectors)
*-) Domestic Advisor: Slaves Screen: Number of available slaves
*-) Weaponsmith renamed back
*-) Great prophets can move the headquarters of a religion to the capital
*-) City with shipyard can repair ship in 1 round for gold
*-) Great General: Can create rams in forests
*-) New skin and new feature for Marduk priests: bless newly created units
*-) Special palace guard for Ashur, Babylon and Sumer: Saglute
*-) Own national epic for the Etruscans: Virgil's Aeneid
*-) Special building palace harem (Egypt, Nubia, Assur, Babylon, Persia)
*-) Headquarters of a religion will only be expelled if there is no other city in this CIV with this religion
*-) Several new concept links in the concept pedias
*-) New feature at General death (+/- 1 happy in cities)
*-) Bugfix: Pastures can also be built on savannah without war axe technology
*-) Field upgrade cost reduced
*-) Elephants can walk on swamp again
Version 6.15:
*-) Bugfix: UnitPlayer (Trader) trades between two non player cities and city teams have no Open Border.
*-) Archive: Obsolete with TECH Public Facilities instead of TECH The Library
*-) Hunter's Build Camp Button: detailed help text
*-) Hunter's camp circles: dark green
*-) Bugfix: Domestic Advisor: hiding available slaves text
*-) Goodies: Axe warriors instead of warriors. Reallowed maps. Added emigrants. Added archers.
*-) Phoenicians & Carthaginians gets glass tech activated
*-) Improvement Castrum (Rome) removes forests, 50% defense bonus
*-) Domestic Advisor: better GUI: icons and red color for cities in riot / civil war
*-) Domestic Advisor: better GUI: additional icons for capital and provincial government
*-) City State Info: CIV score list, mouseover of CIV score list, foreign advisor
*-) GUI: Optio+Centurio Buttons: Officer face turned to seperate them from mounted officer buttons (decurio, tribunus)
*-) Lumber Camp: BTS lumber mill as animation model
*-) Bugfix: leader in forest can create only one ram per turn
*-) XP steps a little higher
*-) Latifundium: higher values
*-) Higher selling price for goods
*-) Formation Shield wall -20% against siege & elephants instead of -30%
*-) Formation Testudo -30%´against siege instead of +20%
*-) Religion Advisor: abandoned religions will not be listed anymore (late antiquity)
*-) Fire catapult can be built with siege manufatury
*-) Fire catapult is the only unit that can kill units via ranged combat
*-) Promotion "Fights on his own" is now called "Unreliable"
*-) Cult bonus settings adjusted
*-) Faster combat promotions (experienced, veteran, elite)
*-) Great General button with status War Weariness 5 instead of elite (cause of faster elite ranking and too many Generals alive)
*-) Gladiator specialists activated (like merchants, priests,..). Can be used with Circus, Vivarium, Gladiator school,..
*-) Engineer specialists available in all forge and foundry buildings
*-) Cityscreen Specialist Icons changed from modern art to ancient art: agent/spy and scientist/philosopher
*-) Last Tech: Dark Ages: no penalties
*-) CIV leaders: higher iBaseAttackOddsChange & iAttackOddsChangeRand
*-) Great Generals (unit leaders) can produce rams in enemy forests
*-) Hunter no ranged combat, but +100% against melee/animals. can build camps (disbands unit).
*-) Special Great General (Warlord) skin for Egyptians (Pharao) by PPQ_Purple
*-) Scouts: bIgnoreTerrainCost=1
*-) Bugfix: CvWBDesc utf-8 en/decoding plot signs
*-) short movies for Bronzeworks, Weaponsmith and Ironworks
*-) Saglute (Assyrian elite unit) from ST 6 to 8
*-) new building: Pottery (+1 health)
*-) two new techs and buildings with (EASTER surprise)
*-) no lumber camp on savanna
*-) new building for Egypt and Nubia: Mastaba
*-) Tech Tree: big update in early eras, corrected the way of metallurgy
*-) Pirates for everyone
*-) Great General or Heroes: Horse change disabled when unit made attack
*-) Changed walls: palisade (only when forests nearby), clay walls, city walls/oppidum walls
*-) Islamic Shrine fix
Version 6.16:
-) New bonus resource: donkey
-) New PAE feature: moving animal bonus resources (prevent with guard or camp/pasture)
-) Redesigned neolithic tech tree (longer copper era)
-) Redesigned metallurgy stuff
-) Pigeons (dovecote, mail)
-) Shortbowmen can be upgraded to composite bowmen (instead of reflex bow only)
-) Nordic Gau ruler: Moves 2 instead 1
-) Teutons: ST 12, moves 2
-) Thracian warrior: swordsman instead axeman
-) missing text in Peloponnesian War scenario (TXT_KEY_EVENT_POTEIDAIA_KRIEG_WORLDNEWS)
-) PAE Trade Route Advisor: all trade units listed (those with no order too)
-) bugfix: Persian can research geometrie (for ziggurat later)
-) fishing boats on neutral terrain (chance 1:8 instead 1:6)
-) bugfix: no look-out (improvement) in cities
-) Units finish movement in cities with riot
-) Vassal feature check, when General dies (same check when city gets conquered)
-) Improvement village -> town (only with emigrants or settlers with Tech Medicine/General Therapeutics)
-) Promotion Blitz: only for Heroes or Leaders
-) Bugfix: Celeres unit and added help texts
-) Bugfix: python error in PAE_City.doCheckCivilWar on big maps randomly produced by BTS
-) City fire event: higher possibility (less chance with fire service)
-) New city event: missing brothel in cities (from pop 6)
-) War denial of new units ends with Tech Edict of Toleration (exempt civic: exclusivism)
-) more events with higher event chance (EraInfos->iEventChancePerTurn)
-) bugfix: GAMESPEED_SECONDPUNICWAR_JD_BARCAS culture levels in CIV4CultureLevelInfo
-) DomesticAdvisor (F1): new page for Great Generals
-) bugfix: gladiator school
-) bugfixes for many texts, adjectives and events
-) more translated texts
-) Foederati ST 15 (swordsmen of late antiquity)
-) camel and elephant war unit -50% to forests/jungle
-) more help texts
-) bugfix in Macedonian unit upgrade
-) Pedia update in veteran/elite unit list
-) Domestic Advisor: more functional buttons (mercenaries, city to vassal)
-) Domestic Advisor: new tab for Training Centers
-) fix and upgrades in unit military ranks
Version 6.17:
-) Updates in CIVIII_RiseOfRome scenario
-) Updates in Peloponnes scenario
-) New building: hippodrome (about 200 AD)
-) Updated stadium (correct ancient Greek model by Jarmrik & hrochland)
-) Updated domestic advisor
-) Model for pearls (thx to Mardonius)
-) animal resources only move on neutral terrain (no unit on plot)
-) national wonder Wind kiln site 50% bonus for gold, silver, copper (instead 100%)
-) bugfixes (PAE_City, CvMainInterface)
-) pigeon mail requires dovecote
-) fur can now be discoverd in camps
-) Test: Rams UNITAI_ATTACK_CITY -> UNITAI_RESERVE
-) unit healer for all (Seer, Brahman, Druid, Shaman)
-) Trade units can now spread bonus resources too
-) Religion spreading update. Spreading neighbour cities only. Christians additional spread cities via trade routes after 44 turns.
-) bugfixes: renegade city, provincial city rebellion
-) bugfix in First Punic War and Iberian Conquest scenario
-) Companion and war dogs can now use the wedge formation
-) Courthouses iMaintenanceModifier -25%/-50% instead of -50%/-75%
-) Picture (movie tag) when building a gladiator school
-) New: only gladiators who lose their unreliability in battle can found a gladiator school in cities (otherwise it was too easy, since they can be trained in cities with a gladiator school)
-) Ring dike (Nordic special building, removes swamps) not only for coastal cities
-) bugfixed Thing meetings
-) Option in MainInterface.py: de/activating units as gifts (COMMAND_GIFT) for multiplayer games
Last edited: