PAE VI

I had an idea the other day while I was playing. The Sea people are much more of a threat now. I actually lost a city to them in Asia Minor in my last game. Still only a minor annoyance though. I only had a single bowman in the city. Shame I know. Anyways it got me thinking how cool it would be to play as the Sea people and mount an assault on the eastern Mediterranean that actually destroyed civilizations as the Sea People of myth supposedly did. I always liked the Mod that came with the Warlords expansion of civ4 in which you could play as the barbarians. I know you have a similar mechanic with the steppe peoples in the mod already in which units are created out of a unit, and was wondering if it would be possible to play in this way as the sea people.

I understand this may be problematic as we know very little about the sea peoples. I just thought it might be fun to have a Unit and just buy mercenaries and ships with gold to go pillage people as in the old Civ4 Warlords Mod. Love the Mod man.
 
Just for fun, I’m gonna try and add some more civs to the Eastern Mediterranean 40 Civs map, which despite the title has far less than 40 civs on the map.

I’m thinking I’ll add at least one Cypriot civ, a few more civs in Syria (representing coastal or breakaway civs like the Syro-Hittites), An Edomite civ, and possibly another civ in North Africa. Any other ideas? There might be room for another civ in Greece, but it’s already quite crowded...
 
This sounds cool. Maybe something on Crete? I think that map is being worked on atm? There seems to be an issue with to many swamps on the map?
 
Oh, is it? There seem to be lots of swamps in eastern Anatolia but otherwise it’s not too bad IMO.

So far I’ve just added two civs, Lycia in Southern Anatolia and Aetolia in Western Greece. I know I said Greece was crowded, but I’m starting to think more crowding would be a good thing.

For Crete, do you mean a more modern Cretan civ than the Minoans?
 
@John: doesn't it make more sense just to play like being a sea people civ instead of creating a sea people civ that - in the end - can do the same stuff as other civs (building settlers, buildings, tech tree...)?
It really makes no sense to add ships and ships all the time, in later turns where you control a big area. And your cities? would you be able to build buildings the other civs do? I think so. So I think, you still be able to play like a sea people CIV with other civs.

40 CIV maps: oh, they meant to be playable with up to 40 civs. I'll change their name for better understanding. And yes, I will dry down some swamps on the maps.
 
And the new (smaller) version of my Europe XXL map is nearly ready for testing, too. Just a few tweeks here and there...

Übersicht2.jpg
 
With the new beta patch there seems to be a problem with turn times on some scenarios. For instance, on the PAE L5000BC 18 CIVs+Barbs map turn times rapidly grow to over 20 seconds after only a few turns. Before this patch in the early stages on this map turns would come every few seconds. I tried the PAE Eastern Mediterranean map and it was fine. I then tried all the barbarian scenarios and they were all slow and getting slower almost with every turn, e.g. on turn 1 it was 6 seconds, mounting to 12 within 10 turns and keeing on going. So maybe it's something to do with the barbarians.
 
With the new beta patch there seems to be a problem with turn times on some scenarios. For instance, on the PAE L5000BC 18 CIVs+Barbs map turn times rapidly grow to over 20 seconds after only a few turns. Before this patch in the early stages on this map turns would come every few seconds. I tried the PAE Eastern Mediterranean map and it was fine. I then tried all the barbarian scenarios and they were all slow and getting slower almost with every turn, e.g. on turn 1 it was 6 seconds, mouting to 12 within 10 turns and keeing on going. So maybe it's something to do with the barbarians.

It’s almost definitely because of the absurd amounts of barbs spawned. I’ve had the exact same experience in that scenario, along with watching eight stacks of barb archers spawn every turn and march across my territory.
 
It’s almost definitely because of the absurd amounts of barbs spawned. I’ve had the exact same experience in that scenario, along with watching eight stacks of barb archers spawn every turn and march across my territory.

Those barbs were being spawned in the last version as well and there wasn't this problem with turn times. Also, I think those spawns only occur at certain times, and they aren't there at the beginning of the game. However, the little I can tell from debug mode shows the delay occurs after all the civs have been processed, which suggests it's in the barb coding somewhere.
 
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Those barbs were being spawned in the last version as well and there wasn't this problem with turn times. Also, I think those spawns only occur at certain times, and they aren't there at the beginning of the game. However, the little I can tell from debug mode shows the delay occurs after all the civs have been processed, which suggests it's in the barb coding somewhere.

There were literally dozens of barbs being spawned every turn in the last version? They migrate to random spots on the map and make hundred stacks or more.

I do think it’s some kind of issue with the barbs—there’s also a pretty serious issue with Sea People balancing (the Rhodian and Cretan civs get wiped out by them 100% of the time).
 
As I remember it, when the migrating barbarians were being spawned, each fort was producing 3 units each turn. The total number would depend on how many forts there were. I think they occur randomly in the black areas or with a percentage chance, after about turn 300. I don't know if you need a fort for the barbs to spawn. I once saw a column without a fort, but it may have been destroyed or there may be a time limit on them.
 
Ok I try to decrease the spawning.

How many barbarian fortresses do you have on your map? Map size?
 
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Ok I try to decrease the spawning.

How many barbarian fortresses do you have on your map? Map size?

I don't think the long turn times have anything to do with the forts. The problem occurs right from the beginning of the game when there are no forts or spawns that I can see. Pie, I suggest you try a game with the L5000BC 18 CIVs+Barbs scenario and see what you get. Something is causing these long turn times, which increase virtually every turn, e.g. turn 1 - 7 seconds, turn 2 - 13 seconds, turn 3 - 13 seconds, turn 4 - 14 seconds, turn 5 - 18 seconds, turn 6 - 21 seconds. This was an actual sequence I had yesterday.
 
Just tested L5000 Barbs and S5000 Barbs. It's ok. Time remains stable at 35 secondes in L5000 and at 20 sec in S5000.

All those Barbs cities and units need their turn time. there's nothing extra coded.
 
Just tested L5000 Barbs and S5000 Barbs. It's ok. Time remains stable at 35 secondes in L5000 and at 20 sec in S5000.

All those Barbs cities and units need their turn time. there's nothing extra coded.

Timing comparison, same map, same civ. I didn't count any time it took for, for instance, a barbarian unit attack.

PAEVI latest patch

Turn 1 - 10 seconds
Turn 2 - 20
Turn 3 - 22
Turn 4 - 25
Turn 5 - 31
Turn 6 - 36
Turn 7 - 29
Turn 8 - 36
Turn 9 - 33
Turn 10 - 33
Turn 11 - 38
Turn 12 - 35
Turn 13 - 40
Turn 14 - 36
Turn 15 - 40
Turn 16 - 41
Turn 17 - 40
Turn 18 - 39
Turn 19 - 36
Turn 20 - 50
Turn 21 - 46
Turn 22 - 37
Turn 23 - 41
Turn 24 - 41
Turn 25 - 37

PAEVI initial release

Turn 1 - 3 seconds
Turn 2 - 4
Turn 3 - 3
Turn 4 - 4
Turn 5 - 4
Turn 6 - 4
Turn 7 - 5
Turn 8 - 5
Turn 9 - 6
Turn 10 - 6
Turn 11 - 7
Turn 12 - 7
Turn 13 - 8
Turn 14 - 7
Turn 15 - 8

I stopped there, but I think you can see that something must have changed somewhere. Without further testing I can't be sure, but the pattern suggests that turn times will continue to increase to the point where the scenario will become unplayable.
 
I can't be sure, but the pattern suggests that turn times will continue to increase to the point where the scenario will become unplayable.
That's strange!
I've been playing for 800+ turns with the new patch now ... without any issues ...

A screen of turn 350 (good possibility to show my upcoming map again ;))

Map.jpg
 
A couple of points on the new patch:

1. Twice I've had a rebellion over taxes which were at 50%. Gold was negative so I assume the rebellion happened the second it dipped below 50% at the end of the turn. It just looks odd when gold is at 50%. Maybe it should wait until you've had at least a full turn under 50%.

2. I think Sea Peoples are now too strong. All the units have been increased in strength (with an extra one added) and the ships also. Combined with the fact it takes longer to get units of a comparable strength, they are pretty devastating. It probably depends on the scenario. If the strength of the ships is reduced to 3 the player would at least have a chance of intercepting some of the ships before they hit your shore.
 
Nvm. I had another program interfering with hotkeys; I believe its working now.
Just posting to ask how to use the Ai Autoplay in the worldbuilder? I could not find any documentation on it and I believe @brettschmitt is using it to test his map?
I can get it to autoplay just fine, but it deletes my spectator civs units and gives me the 'you have been defeated' screen; so I cannot view what is actually happening during or after the autoplay.


I have a 52 Civ map in the works but I would like to go through a half dozen auto plays before I release the first version, any help appreciated.

Greece and Thrace
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Near East
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Italy and Carthage:
dDoaD7O.jpg

Mesopotamia
WxDoBjS.jpg


List of civs:
Lower Egypt
Upper Egypt
Kerma
Kush
Athens
Macedon
Thessaly
Sparta
Byblos
Israel
Carthage
Cyrene
Tripolitania
Adriaticum
Rome
Samnium
Lydia
Pamphylia
Dacia
Thrace
Colchis
Etruria
Hatti
Knossos
Achaea
Uruk
Babylon
Assur
Samal
Bit Bahiani
Persia
Elam
Eshnunna
Medes
Urartu
Iberia (Caucus)
Albania (Caucus)
Kizzuwatna
Dilmun
Saba
Sardinia
Hyrcania
Getae
Salassi
Bithynia
Suebi
Aedui
Noricum
Pontus
Garamantes
 
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