It is the Large Europe scenario. I looked at the military advisor and the settler is not there, but still I am not allowed to build another one.
Something that happened few turns before that happened was that I entered a goodie hut and got an emmigrant, do you think it has something to do with the settler's dissapearance?
Emigrant: no, emigrants don't count as settler and they can't found cities (they can join cities or village improvements)
The only way not to train a settler is if you don't have the colonization TECH. Some civs in scenarios are city states and possess TECH_CITY_STATE. Those civs are not allowed to research colonization.
so very strange...
Hey guys, still loving what you are doing here.
Always coming back to this fascinating mod and constantly amazed by the new features! I just dig how economy and immersion focused PAE is.
It's amazing to see how AI can actually use trade caravans now, just WOW!
Can you help me untangle a few points please:
1) How can I change the STR of Lancers/Numidian cav/Prodromoi etc. ?
- I feel like 12 STR is a bit too excessive, especially if many elite upgrades have STR 10 or equal (btw, why was the change so sudden?)
- it doesn't feel well thought out, considering that upgrades are still weaker than the basic version... Not to mention you don't really get better troops later into the tree untill cataphracts
2) Is there any pattern to the development of different civs?
- For example: Romans are ALWAYS very weak, regardless of their resources, buildings available and political situation.(I attached an example of my latest game where rome struggles to keep 6 pop capital in classical era). It is an old screenshot, currently they are literally the worst civ by score, even behind some barbarian lowlives
- On the other hand Egypt and greeks are almost always on top. Egypt specifically just goes wild with their economy and speedruns tech tree, then conquers some greek religion cities and also starts stealing hellenic wonders/cults which boosts their reserach even further.
- To be honest most of the games you only have 1 real rival in the face of Egypt, while the rest of the civs struggle to have cities with more than 10 pops. And that does not depend on their available resources or food at all...
- I understand that there might be a lot of factors like religoous migration and wars, but to be frank it's a rare case and mostly civs just SUCK at developing. Why is that? It's not like the AI doesn't know how(see Egypt example), but sometimes they just refuse to grow out of their 9-10 pop cities. And the only civs that are actually competent can grow economy to bigger pops
- Is there any pattern to this? Can I fix it in any capacity? I thought that the problem was the difference in food vs egypt, but after distributing more resources to everyone it became apparent that some civs are just BAD at playing and will forever be stuck at 6-10 pop
Thank you for this great mod and for alll the answers in advance!
Cheers
Thank you very much , Soulmate!
1) yes, you are able to change the strength of units in ...\Mods\PieAncientEuropeVI\Assets\XML\Units\CIV4UnitInfos.xml
every unit has the tag iCombat, eg. <iCombat>5</iCombat>. if you change xml files, you won't see the changes during game, you have to reload CIV(PAE).
In the upcoming patch those upgrade "bugs" are fixed. and you will now see, what kind of unit you can upgrade with this kind of promoting units in PAE.
The reason, why mounted units get that high combat value in PAE is because warfare had changed to a cavalry warfare in late iron age. Armies without cav were lost. at least in open terrain. that's why in PAE on the one hand cavs are very strong in open terrain but easy opponents in dense areas (cities, forests, swamps) by having -50% strength there.
The next weapon that could be a serious opponent to cavalry was the helbarde, which get used from the 14th century on.
In the German forum we had already a discussion there about this... perhaps I'll add a foot lancier in the late era, but I would prefer to see this option in a mediaval age.
2) this is easy explained. Yes, the first thing a strong CIV needs is territory. On your screen I can see that the Romans get crushed by the Etruscans.
If you give Romans more room for expansion they can do it. The scenario builder should have checked this. But often the intention is that the Romans get experienced by war with the Etruscans, overrun them and get a strong empire. But this plan doesn't always work.
for the cultural part... yes, Egypt is heavy. but on the other hand, they don't have a strong army later on. every CIV in PAE is different to play. As it is in real life. I like the different handicaps between those CIVs. And if you want to play balanced civs in multiplayer, then you can choose equal CIVs for that. as I would say equal civs are STRONG: Egypt, Greece, Romans, Carthagians, Assyrians/Babylonians,... or MIDDLE: Nordic civs, Iberians, Phoenicians,.... or even HARD: Berbers, Numidians, Scyths,...