PAE VII (Jan 2025)

pie_at

PAE-Let's play Ancient
Joined
May 29, 2009
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Download Pie's Ancient Europe (VII)


PAEVII_PromoFix.jpg


PAE is entering the big VIIth round. In addition to all the well-known features such as hunting, trade routes, slavery, natural disasters, etc., there are new resources, new units, new buildings, new technologies, a revised GUI and, for the first time in PAE: SDK programming. New game rules and parts from BetterAI, BUG, Unofficial BTS and the K-mod will be included for the first time. From now on (unfortunately) only for Windows users, but for MAC players there is a complete PAE VI version that contains all the important PAE features (as of 2024). The in-game texts (except Pedia) of PAE VII are 100% translated in all 5 languages for the first time.

Immerse yourself in the epic world of antiquity!

Pie's Ancient Europe is not just a modification for Civilization IV - it is a living, detailed masterpiece that catapults you on a journey through time, back to the glorious age of antiquity!

Are you ready to hold the fate of the greatest civilizations of all time in your hands? With this unique modification, you get the chance to lead legendary empires such as mighty Rome, wise Greece or mysterious Egypt. Build monumental structures, lead massive armies and forge alliances that will change the fate of humanity forever!

Historical authenticity: Every unit, building and technology is designed with incredible care and precision to provide an unparalleled historical experience. Feel the pulse of contemporary history as you lead your civilization through the centuries!

Epic game world: Explore detailed maps of ancient Europe and Eurasia, from the densely forested depths of Northern Europe to the sun-kissed shores of the Mediterranean. Each region has its own challenges and tactics just waiting to be discovered by you!

Strategic depth: Use your strategic skills to decide bitter battles in your favor, overcome setbacks caused by invasions or natural disasters, establish necessary trade relations and lead your empire to fame and glory. Every move counts and every decision you make is a step towards triumph!

True-to-game graphics: Enjoy visual splendor with lovingly designed graphics, buttons and animations that not only fit the basic version perfectly, but also bring the ancient world to life. Let yourself be enchanted by the beauty of ancient cities!

Sense of community: Join a passionate community of players who share a love of antiquity. Immerse yourself in the fascinating world of Pie's Ancient Europe and experience Sid Meier's Civilization like you've never experienced it before. Unleash your inner strategies, exchange tactics, share your achievements and experience an unforgettable gaming experience with a "Hornbach's hand on it" guarantee!

This modification will let you feel the breath of history and give you the power to reshape world history. Don't miss the chance to become part of this epic saga!

Are you ready to take on the challenge?

Download Pie's Ancient Europe now and become a legend of antiquity!
 
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Patch notes:

-) XML: Seer units max 3 (to prevent high amount of AI units)
-) SDK: Bears and boars don't leave forests (they do not even attack out of forests)
-) SDK: Wild horses and camels avoid forests
-) SDK: every unit that can't move into terrains or features now can move through it with roads (eg. chariots)
-) SDK: wild animals do not move on goody huts, villages, towers, forts and limes walls
-) SDK: wild animals keep moving on cultural plots as in all previous PAE versions
-) SDK: different wild animals don't share a plot (eg. wolf and boar)
-) SDK: Roman and Persian roads can't be pillaged
-) SDK+XML+Art: new terrain: river, river fords (for small ships): gives fresh water
-) SDK+Art: new terrain: lake (for scenarios purposes)
-) SDK: movement costs: TerrainMovementCosts + FeatureMovementCosts instead of BTS featureCosts prior to terrainCosts
-) SDK AI: isFreshWater() primary importance for founding cities
-) SDK: Hard cap for cults and their bonuses per cult (otherwise to strong with lots of cities)
-) Population count correction (BTS: *1000, PAE: *200)
-) SDK: new option: multiple production in cities (by denev): surplus production goes into the next production of the construction list
-) SDK: new option: no disasters (seperated from permanent alliances)
-) SDK: animals in all eras

-) Python: Comissioned mercenary immobile turns depends on size: 1,2,3 turns
-) Python: OOS fix cause of Unit Supply (random method)
-) Python: hunters send food only to the green marked city (nearest city)

-) Techs: some structural changes in copper era
-) Tech new: Lunar Calendar (seperated Solar/Lunar) (4000 BC)
-) Tech new: Bellows (2500 BC)
-) Tech new: Bloomery (800 BC)

-) Building: Stone Circle is now the special building of Ancient Observatory
-) Buildingnew: Wind kiln (wind kiln site keeps national wonder)
-) Buildingnew: Blast furnace (makes wind kiln obsolete)
-) Building: Forge 800 BC (makes blast furnace obsolete)

-) SDK: new graphic option: show movements of dangerous animals
-) SDK: new graphic option: show movements of harmless animals
-) SDK AI: no explorers in first era
-) SDK AI: ranged units move/attack before other combat units
-) SDK: max unit damage of 99% on unhealthy plots
-) SDK: forts can be built in enemy territory, when outside of city range
-) SDK: you are now allowed to chop forests in vassal territory
-) SDK: cults now have a bonus resource limit
-) Python: Emigrants spread religion too
-) Python: Settlers spread state religion when city is built
-) Python event: refugees come with religion too
-) Python: ranged attack log in a different color
-) Python: MP TEAM games: all team players get the palace and free units from techs
-) SDK: Forest-Info on mouseover: Health bonus for cities in %
-) SDK: Forest-Info on mouseover: spread chance on neighbour plots in %

-) SDK: Animals never attack across rivers
-) SDK: Units that cross a river without a bridge lose all remaining movement points
-) SDK: Injured units now have the correct movement points
-) SDK: GUI: because of the loss of movement: next to the unit name it says whether the unit is injured or damaged
-) SDK: You cannot fortify or sentry on a ford
-) SDK: The AI will not stand on a ford (land and naval units)
-) SDK: workers and settlers will be captured as slaves when enslavement is researched
-) Python: Rebel units (city revolt and slaves) adapted to the player's progress
-) XML: Hunter attack bonus also on elephants
-) Python: WB tech screen: techs are no longer in alphabetical order there, because it's better for scenario making when techs are in correct time line
 
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I am sorry, there are so many features I have to bring into the PAE concepts, I never had thought I would sit 4-5 hours a day since 4 days to get through all the features of PAE to write the PAE concepts properly (in all 5 languages). and I am not even finished with it....

but for me (and for others of course, especially xist10 ;)) it is very important that you get a PAE version as perfect as possible, where you can correctly read all the game functions in the Pedia concepts.
 
Hi Pie
Just caught up with all the hard work your putting in via the German Forum and can only conclude your a genius! Correct call in getting VII 100% to your liking.....hats off to you Pie. Look forward to download the game in the new year and at this point I wish you all the very best, health and prosperity for 2025. Happy New Year!

R
 
Thank you very much, rjs! Yes, have a good new year (all of you) and be careful with fireworks ;)
 
If you want to test play PAE VII before it gets online, here is the PAE VII BETA download link.

Perhaps you find something wrong or missing texts. I want to announce it this weekend, if everything works fine.

If you made your own scenarios in PAE VI and want to play it with PAE VII, please change BUILDING_SCHMIEDE1 to BUILDING_WERKSTATT.
 
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Hi Pie
Once again thank you for the outstanding work with your PAE-series; I've played it for over a decade (i think) and every update supersedes the previous one by miles. It has transformed the CIV4 gameplay completely and in my opinion, it is BY FAR superior to the newer Civilization games or other 4X games.

Keep up the good work and I can't wait for the new release!

HM
 
thank u very, very much! I am happy you like it AND you play it although CIV IV is getting old these days....

I feel the same, I just gave old world a try , but it doesn't satisfy me... there is something strange about it... especially from beginning in old world it looks like a big 3 pop city with all the houses surrounding when you first settle, the fixed city positions, the amazing range of the scout unit, the tiny tech tree ....
and I stopped playing civ5 or civ6 because it doesn't look like you play on a huge world, it looks like you play on a little island, city against city... every map feels like you're playing on an island so big as Sicily....
 
Echo what HobyMorgan says. Its kept me with Civ 4 BTS only because of your mod, so yes well over 10 years now so thank you so much!! I have tried many other civ type games including the franchise up to 6 but have never found any game as detailed, attractive or strategic as your mod......bravo!

Just went to do the download link and its saying "not found". Happy to be a guinea pig if you can share the download link again or if its imminent then dont worry as I certainly dont want disturb the timeline of the "VII"

Thanks again Pie

R
 
Thank you!!
Oh I am sorry, I didn't check and did a formatting mistake... I have changed the link and uploaded my actual version from today. but keep in mind, it is just a BETA. I am happy for any feedback and troubleshooting so I can soon make it final.
 
Thanks Pie
Just downloaded to give it a play through. Is there a way of bringing in Brechmitts XXXL maps? Is it a case of just copying the file from VI over or will that screw it up?

R
 
Hi Pie
Don't worry it seems to have downloaded successfully with all scenarios. Will keep you informed!

R
 
Jep, everything is included. This is a full version. there is no need to copy anything from PAE VI.
 
Hi, thx for the new version!
Ok, i just tried a beta in RiseOfEgypt scenario with Egypt.
Before that, just want to mention that scenarios work now for me (civ starting position bug i had in VI with Europe ,mini,medium large...),
also, for VI, AI had a problem with Donkey distribution (so always you get donkey for trading and no disk chariots for AI).
So far in VII, i think donkey problem got fixed because they use disk chariots now.
I didn't play it for too long, but i don't quite understand the new terrain rivers or question Can you travel on rivers now, with small/reed boats? :)

PS. Every time i start beta i had to change resolution and configure option settings all over again, also it messes up my main game, is there anything i can do in files to avoid that. :)
Tnx
 
thanks for the feedback so far.
the new river system is only with the new river terrain, that's used only in a few scenarios: Limes Germanicus, Barb Rise Of India, Gallia Est Omnis, LJ_BronzeAge, LJ_IronAge ). random maps don't have this feature, they use the normal (tiny) river.
you can open WB and test it.

The resolution: yes, I also had this problem first... I don't know why this happens... probably something with the SDK stuff? the new options? perhaps something is not properly merged from Bug, BetterAI, K-mod, unofficial patch. I don't know for now.
 
Oooh ok, got it now. Played LJ IronAge, Egyptians for a bit... and it looks awesome!
So far, river system works fine, also new event and resource looks cool.
I only noticed few minor so far,
when unloading, from reed boat, a unit on the forest or hill terrain, you cant do it automatically with right click, but you have manually moved unit on that plot,
seems to me its cause of the new terrain cost feature...
Hunters can't build camps anymore, but i assume its removed feature...
As for the animals, pride of the lions attacked a city, and also info text on lions has that text line in caps visible...

I got hooked again for the who knows what time on this mod, damn you :lol:
 
thx Jaguar! :thumbsup:
ok, I will check the unload problem.
yes, the hunters can't build camps anymore. only one turn for it, is a bit too easy and too fast. and for more turns, I'd need an animation for this unit.
 
Yeah, seems reasonable to me, although they were good for connecting cities/resources :).
Question about this map, about copper/tin/iron availability, i found only one copper near my position...
also, Camels/donkey were scarce, like something is killing them. Lions/Sandstorm idk...in VI they were like everywhere to be found
So far,
-Cults, if i rem correctly Cult of Isis replaces Fertility, right? Cause i could have both here.
-Some boats can't enter some cities on river, mostly problem here with trading
-Reed boats upgrade to Pentecoter, idk if this was a thing before
-I could make 10 merchants
-Model for Pyramids of Giza don't show up on map, i build them in starting city Memphis
 
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