PAE VI

Pae arrives in any case to the early Middle Ages, because the games end around 700/800 A.D, but the problem that when it exceeds 600 A.D. the game becomes a bit anti-historical, it would be enough to make sense of the period after 600 A.D. coming up to the first crusade in the year one thousand, to make sense of the game play in those four centuries. Starting the first crusade could be a condition of victory, like starting the spaceship for civ 4. It would be really very nice
N.B.
the game play remains the same, because there is still no gunpowder

But as you say, it's ahistorical because by 500 AD you have lots of new nations arriving on the scene which aren't represented in PAE. I personally see no benefit to extending PAE further with the same civs, but then my PC won't take me much past 1AD so I never see the late game anyway. But an early medieaval game or scenario would for me include the Byzantines, Arabs, Bulgars, Franks, Goths, Mongols, etc. You still have the Persians but most of the other ancient empires are gone. And Rome would be split in two.
 
do not forget that in 400 AD there was the invasion of the Visigoths of Alaric, Rome was divided into two empires in 395 AD after the death of Theodosius I, the Byzantine Empire was born in 395 AD. The Mongols invade Europe in 1200, I would like to arrive in the year 1000.
the Goths are already there in 230 AD, the francs were born in 200/300 AD
a fantastic mod as pae is a sorrow for me, which after 395AD becomes anti-historical.
 
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The biggest problem in adding CIVs in CIV is, you can play them from the beginning. So I'd hate to see the Francs, Goths, Byzantines, Arabs, etc.. 4000 BC.

And I wouldn't say PAE becomes antihistorical... I'd rather say, I mirror parts of these times because scripting in CIV has limits.

I could add those new coming CIV as unplayable CIVs, arising surprisingly with plenty of units destroying all cities in their range. I think, this would be more frustrading and unlogical as imagine that the Gauls now could be the Francs....

Perhaps a renaming of existing CIVs would fit? But even this can't be done without SDK.
 
you could make civilizations change names after a certain date, and then insert the barbarian invasions and islam as an event in 600 AD
 
I know: but this is a only possible via SDK and changing the dll. I am not ready for that.
The barbarian invasion is still active with Huns and Vikings... if you play with activated barbarians.
 
I've got the damn foghorn bug again, after all this time. Was that ever figured out? Was it fixed before, or has it always been there, patiently waiting for whatever sets it off?
 
A foghorn bug?!
You mean you hear the foghorn and nothing happens? Perhaps a neighbor uses the horn when getting attacked from another neighbor. :)

no, I once heard this too. I don't know when in detail, but I could imagine it happens when a AI declares war to another AI in some python stuff. I try to find out.
 
Foghorn: I can't find something wrong. But I found out, there are some songs in EraInfos.xml that might have the horn included, I don't know: like AS2D_SONG_DIP_ME_EARLY_WAR
 
I looked back through the forum, because I remember this from way back. Perhaps it's a vanilla bug. Who knows what sets it off, but the suggestion was that it can be got rid of by switching sound effects off and back on again, or just reloading. I've tried this and only seems to be a temporary fix.
 
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So, I tried "Europe XL 40 civs+cities" and christianity was founded 300 bc. Is there any way to stall this a bit? I believe brettschmitt was working on a fix for this in his "PAE Eurasia XL" map?
 
Sorry, but Europe XL 40 Civs is not my thing.
I'm working on a SpeedInfo for the Eurasia XL

With the Europe XL you have to use the standard speeds from Fast to Marathon.
Maybe the one I'm working on will fit for some of the other maps too. We could try that when it's out...
 
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Hello, I may be back at playing Pae VI once again. I took a break because I needed a little time stepping back from a Eurasia XL game where multiple wars had just been declared against me, and I usually take in those situations a few days to assess what to do (ragequitting, me? Of course not!:)). The little break turned into a 6 months hiatus, but I may be ready to saddle up again.

So I looked what's new and the result is that I translated the changelog from here : PAE_VI_Patches (14/11/19); because why not. It may not be useful, and I remember that I talked about tackling the Civilopedia's entries, but I was in the mood as well as enjoy having access to that sort of infos. It authentically makes me want to play

In english:
Spoiler PAE VI changelog en :

PAE VI: Patches

Patch 6.1.x:

1. Sentry promotion (+1 vision range), unlocked with Wooden Defences, accessible through City Garrison I, for Bowmen, Skirmishers and Spear-Bearers
2. New promotion Observer (+1 vision range) ; from Defence Engineering, limited to Scouts, Bowmen, Skirmishers and Spear-Bearers with Lookout and City Garrison II
3.New maps scripts : PerfectMongoose, PerfectWorld2, Tectonics (=include a Mediterranean map script)
4. Camp (Hunting) in operation has a slim chance of creating Deer, War dogs or Fur patches
5. Hunting Camps, Plantations or Latifundia give access to Dates and Banana. Plantations and Latifundia have a higher yield
6. Pedia Bonus : improvements of the type BonusMakesValid are now showed, and not only the ones who add an extra yield to a resource (error from BTS)
7. Sea Peoples Ships have now 4 strength instead of 5
8. New unit: Work elephant
9. Hotfix : white circle from gladiators and gladiators schools in cities (was still appearing for province palace)
10.
11. Hotfix : Sewers : swamps were not entirely cleared
12. Hotfix : fewer wild animals
13. Barbarian strongholds no longer give a small reward like a goody hut, but rather 2 gold carts
14. Fewer mercenaries are commissioned by the IA. The calculation is detailed in the Concepts.
15. Strategic resources spread revised
15a War dogs, Camels, Horses and Elephants are no longer excluding each other
15b 2 War dog breedings for each civilisation
15c No spread for Elephant resource
15d Camels are on flat desert, Horses on flat grassland or steppe
15e Camels and Horses no longer create stables, they only spread on suitable slots -> once a worker improved that slot, the matching stable appears in the local city construction menu.
16. If a resource is erased by a natural catastrophe, its improvement is now also destroyed
17. Fewer barbarians
18. Buildings : Winery (require Preservation and Viniculture)
19. Fewer Sea Peoples Ships ; in relation to the map ‘s number of land plots
20. Hunting bonus working from an island
21. Concepts : show calculation applied to Christianity
22. Towns (improvement) now delete forests in addition of dense forests and jungle
23. Espionage screen : leaders names no longer cover espionage points
24. Higher chance of trade routes being created
25. New game speed for Eurasia XL
26. 3 princely chariots max. can be trained, later ones must be promoted through the ranking system
27. HYPASPIST and PEZHETAIROI can be trained with bronze or iron resource (like other shieldbearers)
28. Fix : pink button of the Ilearchos veteran promotion
29. Macedonians : Hetairoi no longer upgrade from officers (Lochagos,Balislike)
30. Thessalian and Bactrian cavalries only from Horseshoes tech
31. After veteran promotion (rank): unit is at most a veteran (combat2 promotion)
32. Pedia info : Olives need coastal areas
33. Villa Rustica/Latifundium adjusted to Olives
34. Attempt to deny special units spawning for barbarians
35. Military units needs foods when produced (50% of the production cost, Concept : Units-food costs)
35a Food costs are described in the unit’s pedia next to the production costs
35b +10%-Bonus for each cereal type (included with each grain resource)
35c After a military unit is produced, its costs are displayed in the main screen
35d No food is deduced under the Peasant militia policy
36.WarOfDiadochi scenario fixed : Stables (Elephant, Camels, Horses) and War dogs breeding removed
37. Hotfix : issue of barbarian strongholds spawning two bowmen each turn resolved
38. Techtree : Help text for beginning of multiple civs ranking system
39. Fix : TXT_KEY_SABA_SHORT_DESC
40. Fix : Event Forty Thieves on hills instead of peaks
41. Stables give 10% bonus : Horses and Elephants ->10% production ; Camels -> 10% gold
42. Ivory market can only be built if Elephants or Walrus patch is in 3x3 radius around the town. Give 25% gold.
43. Towers and Fortresses have +1 vision range
44. Fortresses have no culture value anymore. Unclaimed resources must be gathered with Trading posts rather than with Fortresses
45. Settled slaves and gladiators have fewer chance to die (calculation done every 3rd turn instead of each turn)
46. Missioning elite mercenaries activated with Iron weaponry
47. Cilicia’s pirates bonus is shown only with its technology (unnecessary in trading network before that)
48. Fix : Quest : national Horse breeding
49. Fix :slaves revolts now displayed on the headlines
50. Main screen : Espionage symbol on the score list : for the civs with more espionage points than the espionage points the player has against them (was the opposite before)
51. Concepts : Score list in the main screen is now explained in the PAE Concepts
52. Supply units : new info bar for reserves lost/gained each turn
53. Germans/Celts : Princely chariot <--> Tribal chief =>Mount/Dismount
54. Romans and Etruscans are denied warriors with axe (AXEMAN2)
55. Unit with rank Turtanu and Sa-resi have nox 10 strength (instead of 8) and movement 2 ( instead of 1)
56. Dense forest now only generated on flat lands (on map creation)
57. Cave (shelter) now spawns wild fauna coherent with where it lays(more info in relevant Pedias)
58. Locusts plagues spread now in every direction according to their script (no forest sound anymore)
59. Scenario : scripts and texts completed for SecondPunicWar
60. BTS-concepts slightly trimmed (Flying units and Corporations infos deleted)
61. Watermills must now exclusively be built in cities with a river
62. Urban mint : requirement : province city + Provincial palace
63. Winery, Papyrus export post and Murex manufactory must only be build in cities with these resources in their area of exploitation
64. Ivory market is only allowed if the resource is present in a 3 plots radius of the city
65. Scenario : scripts integrated for Second Punic War
66. Pezhetairoi = UNITCLASS_SPEARMAN for Macedonians (until then, two lancer units were allowed at the same time)
67. Skin for Princely chariot redone (too early for Lorica Segmentata)
68. Weinberg renamed Weingärten (vineyard)
69. Fix : when the Religious ejector’s action is cancelled, he doesn't disappear in the process
70. Fix : Grapes can now be spread even if Sheep, Rice, Cows... are in the area
71. Fix : Sewers now dry the swamps again
72. Fix : Spies can once again enter enemy cities and shouldn’t make wonders disappear now.
73. Sandstorm : Forms on a 3 plots high strand of desert, North-South, and goes West to East
74. Judaism : is no longer « only » grounded in the actual holy city, but follows BTS rules on the matter
75. Fix : TXT_KEY_LEADER_SCEN_AMBIORIX
76. Fix : Scenarios : Olives and Olive presses instead of Plantation
77. Scenario update :Eurasia XL + gamespeed adjustment
78. Scenario MP 600 Bc : Fix : Horse breeding removed
79. newest texts imported from the online tool

FIX-Updates (14.10.2019):

80. Fix for the supply units (2nd info bar)
81. Fix for the stables (+10% prod and not +10 prod)
82. Fix for Persians : Royal roads (already built by Lance bearers), Immortal guard postponed
83. Warrior and Hunter cost no food
84. Fixes for PeloWarSzenario by Keinpferd
85. Client states features : Open borders is automatic when the looser becomes a client throught city conquest
86. Major bugfix (CtD-fix) : when a client state went from one hegemon to another
87. Trade-update : Trading cities choice for the automatic trading roads now depends on the area
88.Cults screen update (BTS fix) : boni of cults in a city are now shown all at once (better overview)
89. Tech correction for Persian, Hunnic and Scythian satraps
90. No more late axmen for Scythians, Huns and Parthians
91. Other button for the Tavern (different and lighter, it seemed as if the building wasn’t available)
92. Bugfix (by Flunky) : automatic combat promotions for the IA in the higher game difficulty
93. BugFix : Inlandsberater Stadtauswahl -> Baumenü:
94. Legionnaires are now as fast as Workers, persians Lance bearers and Skirmishers are as well (Royal roads)

Fix-Updates 2 (29.10.2019):

95. Fix Trojan horse caused endless turn (=>is no longer invisible)
96. Fog effect : white-gray instead of yellowish
97. Fix : Urban mint buildable in every Provincial capitals (at 12 pop)
98. Text fixed : Babel Tower
99. Fix : BonusInfos
Revision of the bonus events in random maps, much better loading time when generating new maps
100. The 7 ancient world Wonders emplacements are now described textually, allowing to see them at a time in the victory screen
101.WarOfDiadochi (by Thorgal) : some cities names are taken from the current TXt_KEYS (ex : Halikarnassos instead of Halicarnassus)
102. Unit Pédia : no food costs for Warrior and Hunter
103. All Units equipped with bronze weapons (shortswords, Hoplites) can now be produced with iron as well
104. Small change for Celeres (instead of being produced everywhere -> now only in the capital) and for Samnite warrior (instead of being produced in provincial towns -> now only in provincial capitals)
105. Modification of the Odeon and Theater : Odeon is an special Theater (were once both buildable), but Grecians can access them without Cult of Dionysos
106. Bugfix : Governor’s tribute : :)Bonus

Status

Version 6.1(.7): 06.11.2019

Version 6.1.8: 11.11.2019


Unzip the folder in BTS/Mods/. The current PAE folder’s datas will need to be overwritten. This patch is NOT compatible with savegames from PAE VI’s previous versions.




And in french:
Spoiler PAE VI Changelog fr :

PAE VI: Patches

Patch 6.1.x:

1. Promotion Sentinelle (champ de vision +1) : avec Défenses en bois, accessible par Garnison I, pour lanciers, archers, tirailleurs.
2. Nouvelle promotion Vigie (champ de vision +1) : avec Poliorcétique défensive, restreinte aux éclaireurs, lanciers, archers et tirailleurs avec Guetteur et Garnison II
3. Nouveaux scripts des cartes : PerfectMongosse, PerfectWorld2, Tectonics (=comprend script de carte méditerranéenne)
4. Camp (aménagement) utilisé a une faible chance de faire apparaître animaux, Fourrure ou Chiens
5. Dattes et Bananes sont exploitables par des Camps, Plantations ou Latifundia. Les deux derniers apportent un plus grand bénéfice
6. Amélioration de la Civilopédia : les aménagements activant les ressources bonus (BonusMakesValid) sont désormais référencés, pas uniquement ceux ajoutant un gain bonus à la ressource. (Omis par BTS)
7. La puissance des navires des Peuples de la mer est réduite de 5 à 4.
8. Nouvelle unité : Éléphant de somme
9. Hotfix : cercle blanc pour Gladiateurs et Ecoles de gladiateurs potentiels dans les villes (était restreint aux palais provinciaux)
10. Description : Hütten à la place de Hütte (qu’il y en ait plus d’un)
11. Hotfix : Égouts : les marais n’étaient pas entièrement assainis
12. Hotfix : moins d’animaux sauvages
13. Les forteresses barbares n’accordent plus de récompenses aléatoires, mais fournissent deux charrettes d’or
14. L’IA commissionne moins de mercenaires. Le calcul impliqué est décrit dans les Concepts de PAE (en attente).
15. Répartition revue des ressources stratégiques :
15a. Chiens, Dromadaires, Chevaux et Eléphants sont désormais compatibles dans une même ville
15b 2 élevages de chiens de guerre par civilisation
15c Ressource Éléphant ne peut être propagée
15d Propagation de Dromadaires sur les déserts en plaine, de Chevaux sur les prairies et steppes en plaine
15e Dromadaires et Chevaux ne construisent plus directement leur Écurie respective, mais sont implantés sur les cases adaptées -> après aménagement de la case concernée par un ouvrier, le menu de construction de la ville propose l’écurie correspondante.
16. Lorsqu’une catastrophe naturelle supprime une ressource bonus, elle détruit aussi son éventuel aménagement
17. Moins de barbares
18. Bâtiments : Exploitation viticole (prérequis : Conservation et Viticulture)
19. Moins de navires des Peuples de la mer : en proportion des cases terrestres sur la carte
20. Chasse applicable depuis une île
21. Concepts : description des paramètres de calcul concernant le Christianisme
22. Villes (aménagement) suppriment les forêts (déjà le cas), les forêts denses et les jungles
23. Ecran d’espionnage : les noms des dirigeants ne masquent plus les points d’espionnage
24. Probabilité d’apparition de routes commerciales augmentée
25. Nouvelle vitesse de jeu pour Eurasia XL
26. 3 chars princiers constructibles au maximum, plus sont accessibles via promotion liée au grade militaire
27.Les Hypaspistes et Pezhetairoi peuvent aussi être produits avec du Bronze ou du Fer (comme tous les porteurs de bouclier)
28. Fix : icone rose pour la promotion d’Ilearchos vétéran
29. Macédoniens : les Hetairoi ne sont plus promus à partir des officiers (Lochagos, Balislike)
30. Cavaliers bactriens et thessaliens seulement à partir de Fer à cheval
31. Après élévation d’une unité en unité d’élite (grade), promotion de combat maximum en vétéran (combat2)
32. Civilopédia : Olives est une ressource côtière
33. Villa rustica / Latifundium adaptée à la ressource Olives
34. Tentative d’empêcher la génération d’unités spéciales par les barbares
35. La construction d’unités militaires demandent désormais de la nourriture (50% du coût de construction ; Concept : Unités-coûts de maintenance)
35a Le prix en nourriture des unités militaires est indiqué dans la fiche pédia de l’unité à côté du coût de production
35b Réduction de 10% par type de céréales
35c Les coûts sont affichés dans l’écran principal après production de l’unité militaire
35d Pas de nourriture utilisée grâce à la doctrine de gouvernement Milice paysanne
36. Szenario WarOfDiadochi corrigé : Écuries (Éléphants, Dromadaires, Chevaux) et Elevage de chiens de guerre supprimés
37. Hotfix : erreur des barbares générés par les forteresses barbares résolue (deux archers étaient générés chaque tour)
38. Arbre des techs : texte d’aide indiquant le point de mise en place des grades militaires de chaque civilisation
39. Correctif : TXT_KEY_SABA_SHORT_DESC
40. événement Quarante voleurs concerne collines au lieu de montagnes
41. Les Écuries des Éléphants, Chevaux ou Dromadaires donnent des bonus respectifs de 10% à la production ou au commerce.
42. Les Marchés de l’ivoire sont désormais constructibles uniquement si des Éléphants ou Morses se trouvent dans un rayon de 3x3 autour de la ville. Donne +25% de commerce.
43. Tours, Postes d’observation et Forteresses ont +1 champ de vision
44. L’influence culturelle est maintenant indépendante des Forteresses. Les ressources hors d’une zone d’influence doivent être amenées dans un réseau commercial par l’utilisation un comptoir commercial exclusivement.
45. Probabilité de mort diminuée pour les esclaves employés et les munéristes (test tout les 3 tours plutôt que chaque tour)
46. Mercenaires d’élite ne peuvent être missionnés que à partir de Armes de fer
47. Bonus de la ressource Pirates ciliciens n’apparaît qu’avec la technologie correspondante (auparavant inutile sur le réseau commercial)
48. Fix : quête : Haras national
49. Fix : les révoltes d’esclave sont affichés dans l’en-tête d’information
50. Ecran principal : l’icone d’espionnage dans l’affichage des scores est affiché pour les civilisations qui ont plus de points d’espionnage que le joueur contre cette civilisation (était inversé)
51. Concept : description de l’affichage des scores de l’écran principal maintenant expliqué dans les Concepts de PAE
52. Fourrier : barre d’affichage supplémentaire pour la consommation/le réapprovisionnement chaque tour
53. Germains/Celtes : Chars princiers <--> Prince des tribus => monter/descendre de cheval
54. Les Romains et Étrusques n’ont pas accès aux unités équipés d’une hache (AXEMAN2)
55. Les unités de grade Turtanu et Sa-resi ont une puissance de 10 (à la place de 8) et un mouvement de 2 (à la place de 1)
56. Les forêts denses se trouvent uniquement en plaine (lors de la génération de la carte)
57. Les cavernes (repaires) engendrent désormais les animaux sauvages correspondant au terrain où elles se trouvent (voir entrées Civilopédia correspondantes)
58. Les nuées de sauterelles s’étendent maintenant selon leur script dans toutes les directions (plus de bruit de forêt)
59. Scénario : script et textes de SecondPunicWar rédigés
60. Concepts de Beyond The Sword en partie supprimés (descriptions des unités aériennes et des sociétés commerciales)
61. Moulins à eau constructibles uniquement dans les villes fluviales
62. Menthe urbain : condition : ville + Palais provincial
63. Exploitations viticoles, Comptoirs d’export de papyrus et Manufactures de murex désormais constructibles seulement dans les villes ayant la ressource pertinente dans leur zone d’influence
64. Marchés de l’ivoire conditionnés à la présence dans un rayon de 3 cases de la ressource pour chaque ville
65. Scénario : scripts rédigés pour Second Punic War
66. Pezhetairoi = UNITCLASS_SPEARMAN pour la Macédoine (cohabitait jusqu’alors avec un deuxième type d’unité de lancier)
67. Graphique des Chars princiers romains corrigé (présence trop précoce de Lorica Segmentata)
68. Weinberg renommé en Weingärten (vignoble)
69. Fix : Fanatique religieux non-consommé lorsque la commande d’utilisation est annulée
70. Correctif : Raisins peuvent à présent être implantés en la présence de Moutons, Riz, Bovins, etc.
71. Fix : Les Égouts assèchent à nouveau les marais
72. Fix : Les Espions ont à nouveau accès aux villes ennemies et ne devraient plus faire disparaître de merveilles
73. Tempête de sable : se produit désormais sur 3 cases de désert alignées Nord-Sud et se déplace d’Ouest en Est
74. Judaïsme : n’est plus uniquement réservé à la capitale « réelle », mais est fondé selon les règles de BTS
75. Fix : TXT_KEY_LEADER_SCEN_AMBIORIX
76. Fix : Scénarios : Pressoir à olive à la place de Plantation pour Olives
77. Mise à jour du scénario : Eurasia XL + réglages de vitesse du jeu
78. Scénario MP 600 BC : Fix : Haras retiré
79. Textes récents importés de l’outil en ligne

FIX-Updates (14.10.2019):

80. Fourriers corrigés (2ème barre d’infos)
81. Correctif pour les Étables (+10% production et pas +10 production)
82. Correctif pour Perses : Routes royales (auparavant constructibles par Doryphores), Garde Immortel retardé
83. Guerrier et Chasseur n’ont pas de coût en nourriture
84. Correctifs pour PeloWarSzenario de Keinpferd
85. Caractéristiques de la vassalité : libre-passage automatique si le vaincu devient vassal en perdant une ville
86. Important bug réparé (Ctd = plantage et retour au bureau) : lorsqu’un vassal changeait de suzerain
87. Mise à jour du commerce : choix des villes commerçantes pour l’automatisation des routes commerciales dépend désormais aussi de la zone
88. Amélioration de l’écran des cultes (BTS-Fix) : les bonus des cultes dans une ville sont désormais affichés simultanément (meilleur vue d’ensemble)
89. Modification de la technologie amenant les Satrapes perses, scythes et huns
90. Scythes, Parthes et Huns n'ont plus d'unités tardives équipées de hache
91. nouvelle icone pour la Taverne (différent, plus clair, pour éviter que le bâtiment semble inconstructible)
92. Bugfix (par Flunky) : l’IA utilise automatiquement les promotions au combat dans les difficultés de jeu plus élevées
93. BugFix : choix de ville par conseiller aux affaires intérieures -> Menu de construction
94. Légionnaires, Doryphores et Tirailleurs sont aussi efficaces que les Ouvriers dans leurs tâches respectives

Fix-Updates 2 (29.10.2019):

95. Fix. Cheval de Troie provoquait des tours interminables (=>n’est plus invisible)
96. Aspect visuel du brouillard : gris-blanc plutôt que jaunâtre
97. Fix. Menthe urbaine constructible dans chaque capitale provinciale (>12 pop.)
98. Texte corrigé : Tour de Babel
99. Correction : Infos bonus : révision des événements bonus pour les cartes aléatoires, temps de chargement fortement amélioré pour les nouvelles cartes
100. Les sept merveilles du monde antique sont maintenant annotées avec leur emplacement, pour pouvoir visualiser l’écran de victoire
101. WarOfDiadochi (par Thorgal) : plusieurs noms de villes sont extraits directement de TXT_KEY (ex : Halikarnassos à la place de Halicarnassus)
102. Entrée Civilopédia : pas de coût en nourriture pour Guerrier et Chasseur
103. Toutes les unités compatibles avec des armes en bronze (Epées courtes, Hoplites) peuvent désormais être produites avec des armes en fer
104. Changement mineur pour Celeres (productible seulement dans la capitale, plus dans toutes les villes) et Guerrier samnite (productible dans les capitales provinciales et plus dans les villes de province)
105. Amélioration de l’Odéon et du Théâtre : l’Odéon est un cas particulier du Théâtre (étaient simultanément construisables), mais, pour les Grecs, ne requiert pas le culte de Dionysos
106. Bugfix : Tribut du gouverneur : :)Bonus

Status

Version 6.1(.7): 06.11.2019

Version 6.1.8: 11.11.2019


(Extrayez l’archive du mod dans le dossier BTS/Mods/. Il vous sera demandé de remplacer les fichiers du dossier PAE. Ce patch n'est PAS compatible avec les sauvegardes de la version de base de PAE VI.)



The translation is rather poor, in part because I did it "blind" without knowing exactly what each point is about. Still I thought it would be better than nothing. Mod creators, I hope this text isn't an inconvience to your works. I apologize if I disturb some programme.

(Edits: multiple texts corrections, even in french lol)
 
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Huch! Manarch, THIS IS GREAT WORK! :)
Just fully in time! Because this Friday I planned to put 6.1 to this forum and didn't translate it yet :) ha! fantastic!

even in French....great! ... is there a main French CIV forum? like civforum.de for German speaking people?
 
As far as I can see concerning french communities there is the modest https://civfr.com/forums/ Little activities, but they seem to organize events and tournaments. There's also a couple dedicated threads with a lot of posts in more general forums. I'm not registred yet in any of them, I landed directly here and I mean I still haven't explored this very forum beyond the Ancient Europe topic.
Yeah, I could go make Pae known on civfr.
Beware, my mastery of german and english is dodgy nowadays. There's surely mistakes in what I wrote. I'm still trying to re-read it.

I forgot or never saw that :"WARNING: Anyone who plays PAE may not want to play the base game anymore!" and I concur, I'm foreseeing not touching BTS for the next 5-7 years.
Thank you for mentioning me in the Readme file for Pae VI!
 
As far as I can see concerning french communities there is the modest https://civfr.com/forums/ Little activities, but they seem to organize events and tournaments. There's also a couple dedicated threads with a lot of posts in more general forums. I'm not registred yet in any of them, I landed directly here and I mean I still haven't explored this very forum beyond the Ancient Europe topic.
Yeah, I could go make Pae known on civfr.
Yes, do it :)

I forgot or never saw that :"WARNING: Anyone who plays PAE may not want to play the base game anymore!" and I concur, I'm foreseeing not touching BTS for the next 5-7 years.
:D

Thank you for mentioning me in the Readme file for Pae VI!
you deserved it :)
 
A very nice mode indeed!

Maybe I missed some context (e.g. some tech required), but playing a 40 civs map I don't seem to be able to set a Great General as a Military Instructor - is this a bug or a feature?
 
Just completed my first playthrough (Romans, Eurasia XL, Marathon, Noble). Great mod!

Before starting my second playthough, I thought I might give my first impressions.

Overall, I loved it.
There are a lot of great new features which make for challenging issues to tackle yet not overwhelming. I'm thinking of animals, natural disasters, commissioned mercenaries, cities statuses growth, resource cultivation, respawning fog of war, trading.
The technologies, resources, units and buildings changes are diversified, interesting and balanced.
The tech tree civ-specific technologies is a bit frustrating from a completionist approach but I guess it makes for an incentive to replay with other civs. So it's probably good too.
The map was carefully crafted: many civs but not too many, room to expand for everyone, balanced.
Oh, and the soundtrack is cool too. Kudos for that too!

A few new behaviors were a bit itching. Moving on to them:

(1) Revolts
I was a bit overwhelmed by revolts.
In the early game, I tried to expand quickly to claim as much territory as possible before stumbling into neighbors -- all the while monitoring my economy as to not crush it. In fact, my goal was not to dip below 30% science.
Then, at some point, greek gods started to spread inside my borders.
After a few turns, my citizens started to revolt because my civilization did not have a state religion. This often resulted in losing population as I could not afford to pay for revolutions to stop. The population loss resulted in a weaker economy. I was unable to build new improvements (as these cost money). I could not drag down the science slider further (or my citizens would revolt because of taxes).
Hence, I was forced to adopt a state religion while my economy ground to a halt.
After adopting the state religion, the other half of my empire revolted because the cities did not have the state religion! :-)

TL;DR: Revolts were a huge attention point in my playthrough. My economy was crushed because of them and I had to undergo quite a long stagnation to recover from them. Don't know if this is working as designed but I think it should be on the "watch list" wrt balance.


(2) Animals Spawning
I remember deers spawning on a deer resource on my cultural borders. This took me aback. I think it stopped once I improved the deer resource but it's something I delayed because I was unaware that improving the resource would stop the animal spawning on the tile. The way it works is not a bad thing per se, but because (i) it runs contrary to the way vanilla works with barbarians never spawning inside cultural borders, and, (ii) improvements cost money, it probably should be described and highlighted in the civilopedia. In fact, it seems there's no mention of it in either the 'Animals, Barbarians and Huns' or the 'Resources' subsections of the 'PAE Game Concepts' section of the civilopedia.

TL;DR: More emphasis should be put in the Civilopedia with regards to how animals spawn.


(3) Game speed
It seems this part is still being worked on and is scenario-specific. My marathon game stopped after 1350 turns. My civilization was much more technologically advanced than any other. Still, I had barely entered the ' ~500 BC-Classical Era' part of the tech tree. I was going through my first golden age (which number of turns seemed appropriate for a marathon game). The revolutions (civics or religion changes) which I had to go through felt much too short given the game speed. I guess all that is being worked upon so I'm merely concurring with what others have already stated.
In any case, I think the mod would benefit from providing a new game speed which would be 3x slower than Marathon.
Right now, even with the meta knowledge acquired from one playthrough, the task of recreating a huge ancient empire (like the romans, greeks or persians did) does not seem achievable on the map/game speed I played. I think making it achievable would require both a game speed during which one can seize a technological advantage faster (marathon game speed on Eurasia XL tech-ing speed should probably be 3 times faster, or conversely, there should be thrice the number of turns) and units moving faster relative to map size/number of turns (i.e. either play not a huge map with marathon, or play a huge map with a speed slower than marathon).

TL;DR: (1) Concurring with others that Eurasia XL/Marathon game speed still needs adjustment, and, (2) suggesting the addition of a new game speed 3x slower than Marathon.


(4) Health & Happiness
These were never a challenge in my game. I paid great attention to them as I'm biased towards these being deciding factors from other mods I've played (Revolution) and revolts were a ongoing trauma of my game as previously stated. But I don't remember being ever enticed to perform any action to keep my cities from being unhappy or unhealthy (such as preventing growth or devoting my empire 'resources' to acquire new luxury/health resources). This is different from vanilla ; from what I remember, one has to be careful about health/unhappiness even at noble difficulty, although, admittedly, it really becomes being a major challenge at higher difficulties.

TL;DR: Felt like unhealthiness and unhappiness should be toned up a bit.


Thanks for this great mod. I'll now start my second playthrough :-)
 
@Alex: Military instructiors are disabled in PAE to provide having 20 instructors in one city. Instead of getting an instructor, they are able to build certain buildings like heroic monuments, column, temples and steles of victory, triumphal archs etc. in time (tech tree) which provide XP bonus. This is more realistic then about 20 military instructors in a city (what really is possible in CIV and all the other mods). Besides, you can steal those victory signs (with a Supply Wagon) and put them into another city (eg capital), what really had happend: eg with egyptian obelisks.

@Ben: thanx for your feedback!

1) Revolts:
now you know how to prevend from those revolts! Be sure, your cities have either no religion or one special religion. Now you know to plan putting a state religion in each city. Reason: people who don't have a religion and learn about religions in neighbor lands => want it!
people who believe in other gods or don't have a chance to worhsip them => angry/sad/unheard? => they are part of an other community. => revolt

So, now as you know that fact you should plan with that! But unbelievable that the revolution mod doesn't work with religion anger. I disliked the revolution mod so much, because you can have 1.000.000 happy faces, be the best emperor your citizen can proud of, but DO NOT found a fifth city! :D this crashed my whole empire. silly but true! I had to get to a next era to have 6 cities! fine.... since that, I keep myself at a great distance to this mod.

2) oh ok, sure I can add a sentence into the pedia for that.

3) The game speed for the Eurasia XL is in the making.... sorry for that, but stay tuned. It will get an own speed.

4) I don't understand what you mean. In Vanilla there are no consequences when being unhappy or unhealty.
In PAE cities are revolting or citizen will emigrate. If your cities are healthy and happy, nothing will happen. Why should anything happen?
I know from the rev mod, that even if you have +10 happiness and +10 healthbonus, you may not even found a new city :D or get over (i don't know) pop 10 without a - eg aqueduct - otherwise your city won't stop revolting :D that's silly!
In PAE just build canalisations or aqueducts if needed. Otherwise you don't need them! not every city in ancient era had aqueducts. only the very big ones, eg if you want a Pop 20 city.

If you mean that there are too many resources that provide happiness or health, yes, that's true. But players don't want any missing. ;(
 
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