PAE VI

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Pie's Ancient Europe VI

in the 2019 Mod of the Year Awards
 
(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.
At the Eurasia XL map it doesn't matter what speed you choose. It has an own speed (which ends after 1325 turns). It may still need some finetuning, though.
 
Hie Pie!

Pae VI has now a topic on civfr/forum. A good part of its presentation comes from various topics here.
Don't be misled by the low number of posts on civfr, it's a forum transfer from a previous community. Most of the activities are on discord where multies are frequently taking place, and I have good hopes the community is quite dynamic. Although mainly on civ6 understandably.

A question now out of curiosity: I only make a profit up to 45:gold: when selling animals in foreign cities. is it capped? (probably a good thing)

Also a small mis-addressing in diplomacy screen
Spoiler :
Capture-d-cran-3772.png


I used to get Papyrus reeds by trade and build papyrus export posts in my cities. Is this no longer doable?

Edit: Almost forgot, I want to share a diagram I made to help organise my army when I play persians. It predates the rearrangement of the pedia page about ranks and isn't absolutely exhaustive

 
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amazing article Manarch! Wonderful! After reading this in french first, I just wanted to answer: il n'a pas.... it's great I can understand 80% :D
So to my question that starts with "il n'y a pas..": Isn't there a sub forum for mods in that forum? Just a thread in general discussions? it looks like. Sad, but better than nothing! ;)

I've put the link on my watch list :thumbsup:

to your questions, concerning game play:

- selling animals: yes.

- wrong TXT-Key: thanx, I'll try to find out what's the original... otherwise the text has to be dropped

- papyrus post: yes, only buildable in cities with papyrus in their surroundings (similar to elephant farm and stables now). to prevent from selling papyrus from eg england.

- Diagram: oh ok, question: is the diagram from the pedia or from game play? but I will have a look again.... it's almost an own project to view over all rankings and check the ranking system in PAE :scan: ... very time consuming... :lol::crazyeye:
 
Thank you, you're welcome, I hope its narrative style will be appealing to future players. That's why I copy pasted part of civfanatics articles, to also have a bullet-points description.
You may have noticed a couple of not quite exactly accurate statements, to what I would respond, "It's Pae VI, it's large, it's complicated (in a good way), so let new players have more assets to discover."

I noticed the change in politics about elephant, but didn't think to apply the same reasoning to other ressources of the same type. :hammer2:
But I enjoyed my lydian elephants and breton papyrus posts will it lasted.
The new rules are nonetheless more to my taste, even if I only tested them on an engineered map.

The diagram was scribbled on a random piece of paper while I played, pre-concept page, to help me make sense of the strategy texts, and to let me know what I was getting into regarding movement points usw. when I promoted a unit. It's at first based on the pedia but I checked on actual units the transfer of military ranks/bonus strength before the 1.9 patch.
I can confirm the bonus given by the ranks is transferred as described here, with Marzban promoted from foot soldiers having an edge other pure cavalry.

Unlike the Skirmish (What's this name in french why is it the word already used for 36 units I should change it to escarmouche ou harcèlement ou...) promotion that I tried in vain to pass from Immortal to cavalry, in order to have a ridiculous probability of withdrawing => it doesn't work.
While I'm at it, the active battle formation is also kept when promoting a unit, and it can no longer be cancelable. For ex. I had an Azadan stuck with Shield Wall, although it's not necessarily a bad thing.
Close topic, what works is keeping the war cry promotion from Battle axe warrior to Shieldbearer:D

Anyway I only posted it thinking that it might help other players who haven't yet a clear overview of those particular ranks. I'm not specially planing anything further. And the ranking system is working perfectly as far as I know (just next door).
 
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At the Eurasia XL map it doesn't matter what speed you choose. It has an own speed (which ends after 1325 turns). It may still need some finetuning, though.
I have to take this back... the SpeedInfo is not implemented correctly.
Will be fixed with the next patch.
 
@brettschmitt: In my latest game (latest patch) christianity started acting up about 68bce. Is this a gamespeed issue?
Also, still a great map!
 
yes, gamespeed in EurasiaXL is a bit messed up atm... will be corrected at the next PAE patch.

But since Christianity is not scripted anymore, it will probably never start exactly at the right time, anyway.
Might be far earlier or later, depending on the chosen difficulty level and ingame development of the civs...
 
Hello and best wishes to everyone for their end-of-December celebrations !
I’m passing by to tell that I’m still playing and to share what I found noteworthy in the latest -6.5.2- patch (coming from patch 6.3.1).

First, the civics overhaul gives a much clearer impression, the latter ones tend towards more efficiency, at least in a stronger trend than what it was. They are also more turned toward war policies I believe.

On a similar subject, Late Antiquity is now a much more attractive era.
My entire gameplay was revolving around avoiding city growth above 12 pop. (with exceptions), accumulate as much wealth, health and happiness as possible in order to put the research bar to the minimum around the Imperialism tech, in short stop the technological race to withstand for the longest time the coming of darkness.
So now all of that is gone, that’s nice, I like it and am eager to explore the new array of techs.

Regarding both of the previous points, I have a liking for the Exclusivism civic as it’ll spare me from doing a circular and long-winded dance of the cults to cleanse my towns from them when I’ll want to slow down my incomes in late game.

I also had a tendency to never pick a religion, going Syncretism instead and being friend with everyone bar the warmongering or traitorous leaders, you know, the customary ones.
That’s also out the window, which I regret a bit more, but I’m ok with trying something else. In fact I believe religions are now more powerful than before.

The new interface for auto-trade is very very handy.

Gone is my temporary conversion to Egyptian Gods which saw the erection of dozens of obelisks and steles in the shortest amount of time (I mean, they’re now linked to this religion and no longer persistent –I think?).

I understood the reasonings for the new distribution of every leader’s favorite civic, but I nonetheless find a lot of the previous Dynasty lovers are now Elected monarch and a lot fewer Dynastic monarch.

I consider massive the new reward for opening the Silk Road.
Spoiler :
Eurasia XXL, 5 pop., total gold earned 1012.


It doesn’t concern the patch, but I just learned that bending to an AI’s threat equals a peace treaty for the mandatory 20 turns, so, eh, no war for this duration.

Also noticed the advantage of internal trade roads with cities not linked to the main network.

Do someone more learned than me know if Socrate ever did take sanctuary in the desert as some latter influential figure will?

If I was playing with a larger array of civilisations than the 5-6 I tend to use, I would like to express that the game may be regulated by too easy settings. There’s no shame in never achieving the highest difficulty and I’m of the opinion that warlord or monarch difficulty levels are already very respectable achievements.

Eurasia XXL :
Similarly, I would like to report anew the discrepancy between the expected techs timeline and what really happens in this scenario (yes I’m still playing it because it’s really a beautiful map). Techs are researched very precociously. Is the difficulty level also set for this scenario ? If not, I do play at Emperor level (and it’s very easy going).

Oh yes, something to conclude, Slingers are now much more dangerous now that the Archers bonus for city defense is reduced.

That’ll be all for now,
cheers to everyone !
 
Hi guys,

I need your help (PAE VI, patch 6.1.9)

Sometimes, I think in cities above pop. 10 (might be wrong about this), when building a combat unit the food supply gets lowered, a message like "Constructing X unit needed 40% (hammer icon)...- food" or something like it.
Also, sometimes a forest is cleared without my decision when building a unit (to supply wood for weaponry?)

Why does it happen (what is the mechanic)?
Can this be avoided/regulated ?
Is there any info I can read on this?

Cheers.
 
If I may begin to answer you, both phenomenons are indeed expected, part of the current gameplay.

The first refers to the fact that building a combat unit takes from the city (at any pop size I believe) up to 50% of its hammer cost in food.
Each type of cereal that you manage to gather in your network (there's 5 of them) grants a discount of 10%, up to units having no food cost when all 5 cereals are imported in this city.
I like this mechanic.

You can read about the second problem in the civilopedia under Pae's Concepts - Desertification.
You're right, it describes how, when producing units that typically use forged weapons - like axemen, the production have a chance of consuming a nearby forest/savannah, as a kind of simulation of wood burning in the furnaces I guess.
According to this logic, some category of units don't carry this risk: Skirmishers, Bowmen and Dogs

And I don't remember where I saw that, but any wooded plot where there's a Lumber camp is completely exempt from deforestation. Other improvements only reduce the odds, forests are used before savannah, plots that are under your culture before the ones under a neighboring culture, etc.
I typically try to have only one unimproved wooded plot that have a higher chance of being used than others, and I centralize my combat units production in a suitable city, as I love to keep the health bonus coming from savannah/forest.

Have a good day!
 
Well explained Manarch, thx!

Yes, detailed infos about that is in the included pedia under PAE concepts "Desertification".

thx for your feedback Manarch, I'll change the amount of silk road bonus not imp. by map size.

You can avoid any of these features:
Food consumption: Get all grain resources to your trade network
Desertification: build lumber camps on all plots
:)

Soon, I will upload a new patch with an adapted version of the original Civ III Conquests Rise of Rome scenario for PAE (I do this just for fun and because I like the scen in CIV III very much!)
 
Eurasia XXL :
Similarly, I would like to report anew the discrepancy between the expected techs timeline and what really happens in this scenario (yes I’m still playing it because it’s really a beautiful map). Techs are researched very precociously. Is the difficulty level also set for this scenario ? If not, I do play at Emperor level (and it’s very easy going).

Hi Monarch. Nice to hear that you like the Eurasia XXL map! And you are right. The gamespeed still needs some finetuning. Will look into that again, after finishing the brand new Eurasia XXXL map, which I'm currently working on...


But if you want to play around with the gamespeed yourself, you can find all the values for research, growth, construction, and everything in the "CIV4GameSpeedInfo.xml"

...\Sid Meier's Civilization 4\Beyond the Sword\Mods\PieAncientEuropeVI\Assets\XML\GameInfo\CIV4GameSpeedInfo.xml

You can raise the "<iResearchPercent>160</iResearchPercent>" from 160 to 200 for example.
-> Just where I see the 160 here... that really is quite low! I will definitely have to look over that gamespeeds again.
 
Hi all,

I have some more questions (PAE VI, 6.1.9):
1. can cereals be multiplied? there are so few of them...(I know they can be recultivated/moved)
2. some units have e.g. +20% city strength - what does that mean?
3. why do Parthians (more) and Scythians (less) not draw on the Persian culture? I know this is an area for a big discussion, but e.g. Persian Royal Road was used by whoever took over the area, and both Parthians and Scythians were part of the long history of Persia itself. Is there a plan to include Persian achievements/buildings into those neighbors' cultures?
4. same goes for the Hittis - they were known for great sewage system and opulent culture of codifying many events: judicial, administrative or local (like marriages and heritage/last will). Is there a plan to expand this?
5. what happens to the resource I bring into my network via wagon trade? e.g. I trade out Lead for Wheat, is the Wheat available constantly or only on the turn it gets delivered?

Some time ago I made a modmod for Rise of Mankind (new civics), guess I could delve into some reading and offer help with the changes, not to dump all the work on others, if the devs agree (if this is planned at all, obviously).

Have a good day !
 
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Hey madboy,

1. why should cereals be multiplied although they can cultivated to every city? with bigger cities you even can have more than one resource per city.
It's part of the game to seek grain resources to cultivate them into your territory.

2. 20% city strength means they have 20% attack and defence bonus in cities.

3. Parthians and Scythians: no, there is no plan to do this. just comparing with Goths and Vandals: they also used the law and structures of Roman lifestyle but they didn't invent it. They assimilate it and thats a feature in PAE in late antiquity. Their job is to conquer such cities to use things like libraries, hydro culture etc. and there's a lot of cities to conquer if they go west ;) (if you play the scenarios). if you play random maps, you'll certainly get such high cultural neighbours too, I think.

4. Hittis: I don't know how this should be affected in a territorial strategy game? every culture had its laws even the germans had their unwritten codex about marriage.

5. resouce via wagon trade: the resource is available 3 turns. in that time you can crab it via grain wagon and cultivate it into your territory (if the resource is able to get cultivated/domesticated)

6. of course you can create a modmod of PAE. or you just change those things for your own. everyone has a different taste. I just don't update modmods if the main version is changed due to updates.
But if you want something gets into PAE you'll find very important and is historical accurate and special and seriously necessary to get included, than you are very welcome to offer your idea. but I need historical facts about this and then from more than one source.

;)
 
4. Hittis: I don't know how this should be affected in a territorial strategy game? every culture had its laws even the germans had their unwritten codex about marriage.
- I meant this could be a reason for some buildings, like Hittite Sewers (infrastructure) or City Archives (codification culture) that are a token of the cultural achievement, etc. Well, it's just an idea that came to me.



Cheers
 
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Oi polloi !

another question (patch 6.5.1.): when I build the Silk Road and get the three wagons, what can I do with the goods? I mean they can be sold but when I click on the wagon e.g. with Gems the nearby mines get a white circle on them. Does it mean anything? I can't "plant" the gems there, can I?

Same for Incense, can it be planted ?
Thanks,
m.
 
Hoi,
no they cant be distributed! I wonder why you see a white circle in your territory! The white circle means, that you can build a trade post in neutral area to get this resource (you only have to connect the plot with a road to your territory).

Instead of getting gold with the Silk Project automatically, you get 3 caravans with goods. These goods you should sell to get the money. This is more realistic. the now empty caravans can be used as trading units next to your merchants (carts). so you gain 3 further merchant units with that project too!
 
Some time ago I made a modmod for Rise of Mankind (new civics), guess I could delve into some reading and offer help with the changes, not to dump all the work on others, if the devs agree (if this is planned at all, obviously).

Have a good day !

yes, I am interested in your offer. I could read that you know something more about the Hitti. What do you think of following three buildings to get included:
city archive (req: cities): I can allow them the tech cuniform, so they can build the archive
dam -> they can build irrigation canals and stone basin. I don't know if it's balanced if I give them a third building for health: but I would do. the Romans and Greeks also have lots of health buildings later on
underground cities? -> I just read of Derinkuyu. how is this called best? what bonus? only defence?
https://de.wikipedia.org/wiki/Derinkuyu_(unterirdische_Stadt)
 
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