Pie's Ancient Europe

pie_at

PAE-Let's play Ancient
Joined
May 29, 2009
Messages
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Location
Austria

Pie's Ancient Europe



If you like the ancient era, you will love PAE!
Never before has a game come so close to the ancient times....
Closer than Rome Total War, Age of Empires and all the other games......

Let's play ancient history as you've never played before...

BTS​
BTS Ancient Era​
PAE​
Examples​
Techs:
92​
34​
230​
Spoke wheels, Cuneiform, Civic Soldiers, ...
Units:
123​
56​
300​
Sea Peoples, Shortswordsman, Compositebowman, ...
Special Units per CIV:
1​
-​
up to 8​
Warband, Principes, Hastati, Triarii, Sacred Band, ...
Buildings:
97​
56​
151​
Smoking hut, Vintager, Palisade, Arena, ...
Special Buildings per CIV:
1​
-​
up to 10​
Stone circles, Gymnasion, Royal Tombs, ...
National wonders:
14​
5​
16​
Leagues, Mint press, Bible translation, ...
World wonders:
48​
21​
62​
Sphinx, Parthenon, Circus Maximus, ...
Projects:
4 (+7 Space)​
0​
5​
Silk road, Akashic Records, Olympic Games, ...
Terrain features:
6​
5​
11​
Burnt forest, Dense forest, Fair wind, ...
Natural disasters:
0​
0​
13​
Tsunamis, Meteorites, Vulcanoes, ...
Bonus resources:
35​
26​
73​
Lead, Tin, Bronze, Terra Cotta, ...
Terrain improvements:
23​
15​
22​
Salt mine, Lumber camp, Latifundium, ...
City specialists:
14​
14​
20​
House/Field/Mine slaves, Reservists, ...
Unit promotions:
57​
46​
139​
Skirmish, Furor, Parrying, Loyalty, ...
Unit ranks (new):
0​
0​
134​
Centurio, Strategos, turtanu, ...
Unit formations (new):
0​
0​
22​
Flight, Shield wall, Phalanx, Flank, ...
Unit classes:
10​
6​
13​
Sword/Spear/Axe, Skirmisher, Chariot, Elephant, ...
Civilizations:
34​
21​
33​
Etruscans, Britons, Iberians, Phoenicians, ...
Leaders:
52​
23​
156​
Sargon, Agamemnon, Salomon, Trajan, ...
Religions:
7​
6​
13​
Zoroastrianism, Celtic, Roman, Egyptian gods, ...
Cults/Corporations:
7​
0​
9​
Isis, Cybele, Mithras, Hellenism, ...
Civics:
25​
13​
36​
Tyrannis, Codex, Senate, ...
Events:
159​
92​
155​
Tomb raiders, Spartacus, Women's hair, ...
Quests:
18​
9​
22​
Leper colonies, Spreading cults, Provinces, ...

The full version of PAE V is finally there!
Games like Total War Rome II or Ryse Son of Rome for the Xbox seem to have brought antiquity into gaming more stunningly and realistically than ever. But once you're fed up with all the visual gorgeousness, what's left of long-term enjoyment and true immersion into the ancient world? Not much. Nothing against high resolution massacre and panoramic real-time battles, but depth, "soul" and historical feeling are things, which many players rather look for in turn-based strategy games.

However: founding cities, governing empires, conquering the world - we all know that. What should be expected new in a turn-based strategy game set in antiquity? Pie's Ancient Europe got the answer, a user-made, free modification for Civilization IV. Some commercial developers may just dream about this degree of atmosphere, playability and amount of innovative features. Here are just a few examples of the things you can do in PAE:

Spread food resources such as dates, olives, grain and wine strategically - starting with only one single resource, you found on your territory or that you traded from another player - and thus re-enact the agricultural development of ancient empires.

Promote your units in a new way: While they autopromote according to the terrain, in which they gained combat experience in, and automatically grade up according to their level of experience, you're still able to develop them the way you like. You may settle your battle-hardened veterans in provinces and reactivate them when needed. You might also let them rise up to legendary status and eventually become a hero, for example by killing an enemy unit, that already has that hero status.

Do not only fight barbarians and other civilizations but also the inner dangers of your empire: faithless generals, province governors going berserk, religious tensions, mutinying troops, rebellious slaves, renegading vassals, suddenly appearing mercenary armies some unknown enemy has sicked on you. Will the leader of those mercenaries reveal under torture which of your opponents is responsible for this band of mercenaries in your territory? Then pay him back by hiring your own mercenary army on his territory to destabilize him from within. But maybe the Gods themselves will punish him with a devastating natural disaster: witness tsunamis, meteorits, volcanos, locust and plague wreaking havoc on his empire - or yours.

Comment to PAE V:
Yes, it's definitely educational. Other mods bring historical elements into the game, but the shear scale of what you have done dwarfs any other mods I've seen. I'm about 18 hours into my first game of it, and I'm still discovering new things you've added--it's like as soon as I think, "It would be nice if it did x," I find out "Oh, it does." Just now I was wishing I could drag ships across the Isthmus of Corinth like they actually did, and I was browsing your Civilopedia entries and sure enough, supply wagons can portage ships across land.

You've added a ton of new features to the game that add to its historical feel and enhanced its game play with everything still feeling balanced and polished--nothing feels kludged and I haven't run into any bugs yet. I've been coding and gaming for over 30 years now, and I'm awestruck by both your design and implementation. You have earned my highest praise.

Comment to PAE IV:
Wow! I just began playing this mod today and I'm already hooked! I'm a retired professor of ancient history and classical archaeology so I can appreciate the work and study that went into this mod. I've played others dealing with this area of history (obviously), but find PAE the most accurate and well-balanced of the lot (at least so far). I started a game as Carthage and have played 280 turns at noble level so far. Thx ever so much.

Comment to PAE III:
Thorgal said:
PAE III - A game for all players, who were always annoyed that in the basic game the ancient time is neglected, and also for all other CIV players, who miss more game complexity.

On the one hand there is the possibility to go deep into ancient time and experience it in a way, no other mod before made it happen. Not only the Roman Empire can be led to its old size, there is also the possibility for all other ancient civilizations to rewrite history by showing their own historical strengths

On the other hand also the experienced CIV player will be enthusiastic by the improvements of the gameplay and the new tactical possibilities.
The combat system improved by long-range options, revolting stacks, the consequences of capturing a city, the new unit slave, which can be used in different ways, the resource wine, which spreads in a completely new way, the population drift from dissatisfied and unhealthy cities… the list is apparently infinite and everything without any restriction of fun!

Pie succeeded in changing CIV into a new game. Each round is an experience for itself in e.g. meeting new units or making tactical decisions, which were never present like that in CIV. But attention, the overwhelming bulk of new units, buildings and miracles and the unbelievable game depth will make you addicted.

PAE III - For all CIV players a must-have.

--------------------

More than 38 new game features:

-) An authentic, historical correct tech-tree (Arrowheads, Spoke wheels, runes,...)
-) Almost all standard ancient units (ram, slingshooter, skirmisher, threemanchariot,...)
-) Historical ancient special units for almost every CIV you never played in other games before.
-) Almost every unit has its historical based skin. Even some units have their second skin in classical times.
-) All units, buildings, wonders and projects depend on historical facts and some of them are related to religions and/or resources
-) An european map with England, Ireland, North-Africa and Asia Minor
-) All resources gather from historical maps, even 4 different types of cereals
-) 13 religions: Celtic, Nordic, Egypt, Phoenician, Sumerian, Greek, Roman, Zoroastrism, Judaism, Christianity, Hinduism, Buddhism, Jainism
-) 9 cults/cultures (corporations): like Isis, Mithras, Cybele, Hellenism,...
-) Units can defect to other CIVs during fight
-) Plot culture changes during won/lost battles
-) Mercenaries ! Merchants ! Pirates ! Sea peoples !
-) An amazing slave feature!
-) Ranged attack with archers and catapults (1 plot only). AI knows to use!
-) Religious expulsion with consquences !
-) Roman roads (can only be built by legions and mercenary legions)!
-) Terrain tundra and desert can not be settled. Endless barbarians !
-) Rivers, desert and tundra are natural borders (-25%, -50%, -75% defence)
-) Leprosy and plague haunt unhealthy cities
-) Christianity earns importance (slavery revolts)
-) Colony and Province Feature (with Auxiliary units)
-) Lots of wonders!
-) Fog of war gets black again
-) Exciting Sea Peoples, Huns and Viking invasion
-) More promotion steps (up to 5)
-) Lots of historical special buildings, special units and elite units!
-) Different city and unit skins!
-) A great new vassal feature
-) Ship feature
-) Wine distribution!
-) Automated battlefield experience (promotions)
-) Veteran unit commendations
-) Unit ranking
-) Distribution of some bonus resources
-) Hire or send mercenaries
-) Army supply
-) Provincial capitals
and more ...

Multilingual: Yes
(all important texts are now available in all 5 languages!)
English: 100%
German: 100%
Spanish: 98.7%
French: 84.3%
Italian: 67.5%
(Pedia texts can contain English material)

Multiplayer: Yes

Random Maps: Yes

For Version: CIV IV BTS 3.19

For WINDOWS & MAC Users(!)



----------------------

PAE V: Lots of movies (made by mourndraken): LINK

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PAE Avatar Creator

Examples:
Spoiler :

If you're looking for a new avatar and you have great fun in playing this mod, don't hesitate to choose of of those buttons.
If you make scenarios, graphics, commit ideas or just play it, show everyone that you are a supporter.

Choose the maximum size of what the forum allows you to use.

Size 66x66


Size 99x99





FAQs - Frequently Asked Questions are ingame (PAE concepts)

Screenshots

Spoiler :

Lots of wild animals. Be careful!



After some turns the celts settle down in north Italy and Carthage does on the islands


Pirates can be build by everybody. This one is fleeing from the Greeks.


Cultural borders can change during battles. In this case the Phoenicians used the defence malus of the desert against the Babylonians next to their city.





If you miss the real ancient feeling, all ancient facets you know from books and films and the great roman scenario from CIV III, then ...

... try out and post your comments here.
 
Last edited:
Hey The_J!

:mischief: you think I should copy all the description from the download thread to put it in here twice?
I thought this would be enough.

...and.. how long does it take to get it downloadable?
 
Yes, i think you should do that :yup:.
If people click on this thread, and can't find more information, they will not click on the download link.
-> the download: Until you have 30 posts, a moderator has to approve your downloads, so it can take some time. Add a direct link until that here.

And until you have 5 posts and have been registered for 5 days, you have some more restrictions, like not being able to send or receive messages (and group invitations, how i had to find out).
But now, add some screenshots :D.
 
looks really good from what I can read. Especially the Movement part of it and the slaves/gladiators. I'll give it a try sometime soon.
 
Interesting. I have found it very difficult to find other civs because the animals wipe out my scouts, bowmen and archers before they get anywhere :) It is a pity that the techs which are not for my civ show up and I have had two CTDs late classical era or after.

Edit: I don't know what I am doing wrong but my scouts die as soon as they meet an animal, however the other civs scouts don't have that problem. I am playing the Egyptians on noble level with the 16 or 18 civ map of Europe that comes with this mod.
 
that's true and that's the plan. tribes had not already conquered the whole world 3000 BC (unfortunately, this is possible in the normal verision). nobody could survive in the wildness all alone. take at least two bowmen with you and use their ranged combat. but wait till you have spearmen (bronze-age and colonization time) and you will come a little further on.

research to colonization, found cities, don't care about your neighbours, the neolithicum is a difficult but also an isoliated era.

the other civs do have this problem too, don't worry. it also prevents the quick rush to a civ.

if you research bronze working eg. 200 years later, that's no reason to panic. bronze age started different for civs. it's calculated between 3000 and even 1100 BC.
 
Unfortunately, by the time I get my first city my neighbours have 5 and I am more advanced in techs? I will need to play this a bit more to figure it out. I have been playing on epic speed so perhaps that is my problem.
 
epic speed is quite ok. your kind of playing shows the different ways to play this mod. do you prioritze research or do you prioritize in building and conquering. you should try to build settlers when you research colonization instead of continuing researching.

epic speed is adjusted to the time table.
 
epic speed is quite ok. your kind of playing shows the different ways to play this mod. do you prioritze research or do you prioritize in building and conquering. you should try to build settlers when you research colonization instead of continuing researching.

epic speed is adjusted to the time table.

I do build settlers asap. Don't get me wrong I am enjoying the game and it passes my main time line test - I can build the pyramids as Egypt in the time frame that they actually did build them. Because it costs so much to buid a mine or farm I tend to have my income at 0% science and eep but have my city doing research.

On exploring, I find that a stack of 2 archers get wiped out just as fast as a scout but a stack of two archers, two axemen and a spearman have a chance of exploring. The AI seems to be able to get by with scouts :(

My style of play is builder. The tech "Celtic mercinaries" is available to both the Romans and Egyptians but does not provide anything as far as I can see.
 
hey hoskuld ;)
that's good! but try 50%. sometimes you don't lose a commerce point. so, you've found out how to explore the world ;(b
but it is my intent, that civs shouldn't be able to conquer the whole world before coming into the classical era.

you think, the AI can get everywhere with scouts only? no. the scout is a very cheap unit. so the AI will build them like on the assembly line. and if you play the egyptians, there is a big chance to meet your phoenician neighbour or babylonian one, but I do think that you won't meet your carthagian neighbour as soon.

about mercenaries: it's a special mod feature - there is a description in the civipedia under mod concepts. I hope this helps.
 
This is a great mod. I always wanted something like this. I have been playing the large european maps in the mod but the game crashes at about 1000 AD and won't reload. I have attached my game file. It crashes about three turns after. Maybe it will help you find out whats wrong.

Despite the crashing it was great fun to play. It really captures the age and i think it is the best ancient mod i've played. I could say much more about this. Its nice and simple and not over done yet has things the main game should have incorporated long ago. It appears to be well balanced. I love how you manged to create a feeling of isolation making exploration almost impossible etc and the world not getting full of cities in a few turns. The AI does not drive around like a car in the early game. There's some real breakthroughs in this mod.

I'd give this 5 stars as is but would really like to see you fix the bugs so my mighty Romans can rule the world.

Thanks a lot.

To add those maps you have creation or something where it just gives you a detailed area to play, what a great idea. I think Firaxis should take a look at this.
 

Attachments

  • Julius Caesar BC-2760.CivBeyondSwordSave
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hi constantine,
thank you very much! I was afraid that the mod goes down between the masses of all the other mods.

I've tested your save at once and played all the next turns without any troubles. I've built the oracle, lost some units against the mass of bears ... and oh !! you are so crazy... ehm.. brave to take the capital of the gauls that early!! waaahh!! ;)

ok, I have tried a second one and saved after 6 turns. Perhaps, anything happened during downloading, copying or extracting the files into the BEyond the sword/Mods folder. do you have BTS 3.19?
 
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