PAE VII (Jan 2025)

I will soon change some XML files again. If you have bug saves of PAE 7.5 for me, please post it this week.

otherwise you'll have to wait and install the upcoming 7.6 for bug save checks.
 
Nope. I just fix the python bugs (dry coding) in 7.5 and do not have spare time to test atm.
The black hole thing came with the sdk and I have no plan how to solve this atm.

I hope I get some advice over time...
 
Patch 7.6 is online (download thread):

-) Bugfix: Domestic Advisor (SPECIALBUILDING_TEMPLE)
-) Bugfix: leaderheads: diplomacy and city music (some leaders didn't work)
-) Bugfix: some wrong letters in pedia texts
-) Bugfix: special trade bonus (camel archer unitclass instead unit)
-) Update: long sword topic
-) Update: parthian shot promotion
-) Updates in late antiquity (techs, crossbow)

(not save game compatible)
 
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Patch 7.7 is available (download thread):

-) bugfix: city state in advanced games
-) city states can create emigrants (they can't found cities anyway)
-) bugfix: early temples (Special_Building_Temple completely removed)
-) Alphabetical order of cities in go2city-popup and trade route advisor (capital is shown first)
-) possible bugfix: black hole (?!)

(not save game compatible)
 
Patch 7.8 is now available (download thread):

- New feature: City fires (see City Concept)
- Foreign Advisors adapted to the PAE GUI
- Bugfix: PAE_Christians
- New feature: Religious Conflicts (Part 1): poly->mono
- Updated feature: Religious Conflicts (Part 2): mono->poly
- In progress: Religious Conflicts (Part 3): Christians internal
- Bugfix: HolyMountainEvent
- Hunters can now also build watchtowers with money
- DomesticAdvisor: Donkey added
(31 files have been changed)
 
A new update is available in the download thread. With 2 new interesting features!

UPDATES 7.9:

- Bugfix: HolyMountain
- New feature: Elephants can spread ele bonus in jungle when there is no bonus and more than 50% jungle around 5x5
- Legio Imperialis: ST 15 (instead of 14)
- Bugfix: ICON BULLET
- Bugfix: Build limes button on forbidden terrain
- less huns on advanced starts
- less brothel warnings (and effects)
- GUI update: Terrain that can't be settled
- GUI update: Money warning if improvement cost > player's gold
- GUI update: no movement on terrain/features (units, plots)
- GUI update: chariots: movement on forests: road required
- New feature: Great Prophets now can terraform desert to plains or tundra to grassland (removes unit then)
- GUI: for scenarios: main interface players list: no (static) civ button (was in a wrong color)

savegame compatible to 7.8
 
The download link is broken
 
Still no link :(
 
Thanks, that one worked!
 
Something seems to be really wrong with religion in this version. Here is what happened in my Rome game:
XXXL52Scenario, I developed quickly, got entire Italy, Magna Graecia and Gallia Cisalpina, something about 18 cities, in that time I also had a single war against Salluvians. Got a single Emigrants and I've decided to settle them in what basically was Naples. At that time no religion was present in Western Europe, no Nordic or Celtic. But as soon as Nordic religion was established a weird stuff started to happen. Every city not only in my civ, but also in other civs that were fighting and won against countries that converted to Nordic, flipped to Nordic at growing a new PoP. In just 30 turns, every single city in France, Italy, Germany and Spain was Nordic.

I assume that this:

-) Python: Emigrants spread religion too
-) Python: Settlers spread state religion when city is built
-) Python event: refugees come with religion too

Is responsible and honestly it makes mod unplayable in current state.
 
Good issue. Wow, with this example, we can simulate the quick ethnic mix of Europe all the time :D

But of course, it's a bit overpowered for playability. I'd still like to know what happens next. Have newer religions the chance to spread well, or will remain the first religion the state religion forever.

PLAN B: I could give emigrants, settlers, and refugees only monotheistic religions.
 
Have newer religions the chance to spread well, or will remain the first religion the state religion forever.
Belgae who got the Celtic Religion tech, were already bombed with Nordic, they didn't flip and the Holy City is no more. There are 4 cities total with Celtic religion. One in Wales, one in Spain and the last two are my own cities, which never had any contact with Salluvian emigrants, I only settled there some Illyrians, but those Illyrians never converted to any religion before being destroyed and yes those two cities also randomly converted to Hellenic despite no contact with any Greeks. Also neither civ in Britain converted.

The main problem with all of this is that you are kinda forced to pick Henotheism, because your cities are hit with random religion spread, so you are always getting that nasty happiness malus. And even when you remove unwanted religion, the same religion or another unwanted will show up on a city growth. I already can see this happen after getting a couple of Canaanites from Carthage.
 
OK thanks for that feedback, I have to change that a bit.
My plan for the next patch was to reduce the malus of removing religions, because of its quick spreading. But I will of course reduce the spreading perhaps with a neutral emigrant first....

The religion project is and will be a very big one in PAE! So it will take some time to find the best playable settings.
 
Sadly in Civ4 there is no way to represent religion and culture as it's possible in Paradox games, like for example Imperator:Rome. Good luck with trying to make religion work.

But enough about Gods, let's instead have a quick chat about Goats. Do you have any plans to implement them as the worst food source, that could be spread in basically all type of rough terrain?
And if we are at the goats, there is a certain type of food processing that was present in Europe and Middle East already thousand years ago, cheesemaking. The earliest evidence of it we have in modern Poland, 7000 years old evidence.
I can see Dairy as a building being available if you have Sheep, Cow, or Goat. With similar function to Brewery, Curnig Hut or Granary.
 
I have no plan to add new health or happy resources into PAE that would mean, that cities can grow bigger as they should. Lots of things are passive like milk, meat, etc...
honey would be quite important too! but all of that would change balancing.
 
It is maybe not fully bugfixes at all, but there are no errors in an automate gameplay of an advanced scenario for more than 200 turns. and I don't want you to wait longer.

Here the update list for PAE Patch 7.11a+b. you can find the download link in the download thread.


UPDATES 7.11a:
-) PAE_Christen.removePagans less chance & Concept Update
-) Bugfix: PAE_Christen: if lCorp or bUndoCorp -> if lCorp and bUndoCorp
-) Tech: Slaves Rights: -1% death rate for house, field and mine slaves
-) Plague update: farms can be destroyed
-) Plague update: livestock can get wiped out by the plague
-) Poly temples: negative birth rate; Mono temples no birth penalty (monasteries will have the penalty)
-) Bugfix: Research turns left in advanced eras
-) Revolt costs cheaper and depend on current era
-) Effects of religion persecution changed to a more realistic effect (slaves and gold carts)
-) Trade: you can now buy and collect a bonus ressource directly on the plot instead of collecting only
-) (Test for balancing): Emigrants only get monotheistic religions
-) New unit: Dromon (ship with Greek Fire, skin by PPQ_Purple & MightyToad)
-) 2 new (Arabian) units for islamic expansion (Faris, Caliph), skins by Bakuel
-) big revision of the Jewish, Christian and Islamic religion
-) new buildings: schools (Sumer, Egypt, Zoro, ...)
-) new buildings: courthouses (Christians, Muslims and Jews)
-) new building: greek altar (used before greek temple construction)
-) new world wonder: Monte Cassino
-) Zoro shrine: Atas Bahram Temple (+Movie, thx to Mardonius!)
-) a new jewish missionary: high priest
-) over 120 texts added
-) new feature: global techs (councils): once researched, all players get it
-) fixed water buildings (for coast and rivers)
-) +1 commerce for new river terrain
-) fix: elite comitatenses (1st rank) to palatin
-) better GUI: city defense info on mouseover: current value/total value (current %)
-) Change: heroes and generals with rhetoric can stop riots (instead of generals without rhetoric)

UPDATES 7.11b:
-) GUI: Info-Advisor: Statistics improved (parts from BUG)
-) SDK: new feature: Terrain improvements with defence modifier in enemy terrain can now be used for enemy units too
-) Minor civs can't become a vassal
-) bugfix: donkey distribution
-) GUI: circle: slaves: city without slave market (white), free slot for settlement (green)
-) strength update: unit upgrades to praetorians
-) new slave unit: educated slave, can be used as specialist in cities (teacher)
-) new Roman elite unit: Excubitores
-) two new Roman elite promotions for scholae and excubitores
-) WorldInfo: iCorporationMaintenancePercent (BTS settings again)
-) Wonder: iEnemyWarWearinessModifier set to 20 instead of 50
-) Conquered cities: neighbor city revolt changed, see concepts
-) dying general unit war weariness: loser: + 1/3, winner: - 2/3
-) conquering cities: war weariness against the previous owner shrinks by 20%


I am very busy on 7.11c now.
 
It is maybe not fully bugfixes at all, but there are no errors in an automate gameplay of an advanced scenario for more than 200 turns. and I don't want you to wait longer.

Here the update list for PAE Patch 7.11a+b. you can find the download link in the download thread.


UPDATES 7.11a:
-) PAE_Christen.removePagans less chance & Concept Update
-) Bugfix: PAE_Christen: if lCorp or bUndoCorp -> if lCorp and bUndoCorp
-) Tech: Slaves Rights: -1% death rate for house, field and mine slaves
-) Plague update: farms can be destroyed
-) Plague update: livestock can get wiped out by the plague
-) Poly temples: negative birth rate; Mono temples no birth penalty (monasteries will have the penalty)
-) Bugfix: Research turns left in advanced eras
-) Revolt costs cheaper and depend on current era
-) Effects of religion persecution changed to a more realistic effect (slaves and gold carts)
-) Trade: you can now buy and collect a bonus ressource directly on the plot instead of collecting only
-) (Test for balancing): Emigrants only get monotheistic religions
-) New unit: Dromon (ship with Greek Fire, skin by PPQ_Purple & MightyToad)
-) 2 new (Arabian) units for islamic expansion (Faris, Caliph), skins by Bakuel
-) big revision of the Jewish, Christian and Islamic religion
-) new buildings: schools (Sumer, Egypt, Zoro, ...)
-) new buildings: courthouses (Christians, Muslims and Jews)
-) new building: greek altar (used before greek temple construction)
-) new world wonder: Monte Cassino
-) Zoro shrine: Atas Bahram Temple (+Movie, thx to Mardonius!)
-) a new jewish missionary: high priest
-) over 120 texts added
-) new feature: global techs (councils): once researched, all players get it
-) fixed water buildings (for coast and rivers)
-) +1 commerce for new river terrain
-) fix: elite comitatenses (1st rank) to palatin
-) better GUI: city defense info on mouseover: current value/total value (current %)
-) Change: heroes and generals with rhetoric can stop riots (instead of generals without rhetoric)

UPDATES 7.11b:
-) GUI: Info-Advisor: Statistics improved (parts from BUG)
-) SDK: new feature: Terrain improvements with defence modifier in enemy terrain can now be used for enemy units too
-) Minor civs can't become a vassal
-) bugfix: donkey distribution
-) GUI: circle: slaves: city without slave market (white), free slot for settlement (green)
-) strength update: unit upgrades to praetorians
-) new slave unit: educated slave, can be used as specialist in cities (teacher)
-) new Roman elite unit: Excubitores
-) two new Roman elite promotions for scholae and excubitores
-) WorldInfo: iCorporationMaintenancePercent (BTS settings again)
-) Wonder: iEnemyWarWearinessModifier set to 20 instead of 50
-) Conquered cities: neighbor city revolt changed, see concepts
-) dying general unit war weariness: loser: + 1/3, winner: - 2/3
-) conquering cities: war weariness against the previous owner shrinks by 20%


I am very busy on 7.11c now.
Excellent work Pie!! Thank you. Look
forward to 7.11c
 
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