Hello, after playing some with Pae VI, I noted a few strange points in the game mechanisms. They are maybe intended; but I don't know if it's so, therefore I would like to highlight it.
First thing I noticed is that the mod's loading into BTS is much faster, that's pleasant.
Fishing boats are considered military units regarding the production multipliers.
The Horse breeding building has some 11 000 provincial cities requirement.
Chariot archers receive a penalty of -2305% when attacking in a forest.
The barbarian (at least) archers switching camp are counted as hunters upon their death.
Earthquakes seem to provoke wildfire as well.
Still about archer, in 2/3 of an epic big game, they are really numerous in some places. I killed 300-400 at this point. It's ok, if a little repetitive, as they're not really aggressive. I'm not complaining, sometimes a stack of 10 will kind of try to pillage, and if they all attacked that would be really impossible, but maybe the point of balance between passiveness and aggressivity is not quite reached yet.
Speaking of it, there is a lot less animals in the beginning than in V. It means that one cannot anymore rely on hunting to grow the early cities, and that exploration leads to less probability of coming nose against muzzle with a bear, so is much easier.
I didn't manage to give spearmen the fifth promotion of terrain bonus. Is this the case for all warrior units and if so, how are created the corresponding academies?
Also, could the cost of cult's maintenance be explained to me? I don't understand how it's calculated nor find where it's described.
Are the characteristics of PAE_Life and PAE_Creation listed somewhere please?
The mod gives me really good impressions. Toward mid-game, I look at my territory, and see achievements that I couldn't have dreamed of or even envisioned in the early step of my settlements. I have a great feeling of managing a true civilisation, in all its aspects, whereas in the harder difficulties of BTS, I felt only that I was preparing for the next war. I commend the fine work that led to a balance that achieve a slow spread of civs on the map.
It also entertains me that in every game, one civ falls to the barbarian at some point.
In the same vein, I like that doctrines don't mainly describe a progress, but are closely responding to the needs of a situation. Until now, I mainly played with civ IIII where it's a no-brainer, and Civ IV does better, but in the end, I was almost every time doing the same choices. PAE is much more diverse and Iike it a lot, because it's giving me a choice to think over.
I'm also learning that some civs can be
truly, truly treacherous.
(+26 attitude means nothing to some)
A last request, could the techs exclusive to civs be seized in another way than conquest? I feel a little frustration when they're dangling before my eyes yet I can't have it. Although I think that simply stealing them would be too easy overall, I think it would be plausible to have a way to obtain them, let's say when the civs that have it are vassalized. I still didn't think of a defintive idea though. Maybe extort them at the price of the vassal breaking of with you? Or a random chance, a very very low one, to obtain it if the vassal have such technology, or when trades are standing for a very long time? Since I most likely won't be able to do it myself, I just wanted to suggest a few of my thoughts.