Pie's Ancient Europe

My cities are becoming provinces at 6 rather than 5. Is that intended? Also, my city grew despite having avoid growth turned on and no refugees arriving.

By 1140BC I've lost most of my forest plots, chopped for weapons. This isn't something that's ever bothered me much, I mention it only because I thought it was going to be changed. Maybe I've just been unlucky. I like the new maps :)
 
It's a new feature states of cities, settlement, colony, province and metropolis. Wait for official changelog ;)
 
I know, that Viriato is from a celtic tribe, but I'd prefer him to put to the Iberians. Tarquinius Superbus was Etruscan, but he also reigned the Latins. Because I have so many Roman leaders I put him to the Etruscans. The Gauls are Celts but I seperated them. The Britons are more Celtic than British, so I will add them and give Boudicca to them.

And because of the number of celtic leaders, I'd prefer putting Viriato to Iberia.
For Celts I have: Belgius, Brennus, Divico, Orgetorix
For Gauls I have: Ambiorix, Commius, Dumnorix, Vercingetorix
For Britons I have: Boudicca, Caratacus, Cartimandua, Cunobelinus

And for Germans.... puh... I am sure there are some mixes of Celtic blood in there.... for them I will create 12 leaders. Rome will have 20 (different ones of course).

--------------
ehm... yes. translating... at the moment RL has caught me again...... will come for sure... I unfortunately don't know when...
 
My cities are becoming provinces at 6 rather than 5. Is that intended? Also, my city grew despite having avoid growth turned on and no refugees arriving.

By 1140BC I've lost most of my forest plots, chopped for weapons. This isn't something that's ever bothered me much, I mention it only because I thought it was going to be changed. Maybe I've just been unlucky. I like the new maps :)

I have largely discussed about that issue...:p
Pie knows my position about it.

I decided to fix the issue myself by killing the python lines of deforestion.
It's one of the fondamental aspect I am opposing Pie. :lol:
We can't be all in harmony.

The trick to avoid losing all your forests in all your cities is to make your capital insanely productive with settled GEngineers (from Field Slaves) and swallow the fact your capital will lose all forests at some point. But you can pump 1 turn units a lot with the 5% or 10% increases and much more efficiently than side cities that cannot follow the run in unit training.

Anyways, it is definitely the most optimized way to get a huge army and preserve your forests if you want to stick with the deforestation.
 
Well, these are the missing points, I guess.

Spoiler :
-) XML: Occupation time when conquering cities decreased
-) XML: Market buildable with province
-) XML: Every combination for building research, wealth, espionage and culture possible
-) Python: Great Generals (Great Person) can be created with legendary units
-) New flags and colors from veBear
-) Python: Mourndraken's short movies when a general dies
-) Python: Hunters provide the maximum of possible food when killing animals
-) Python: Mourndraken's short movies when reconquering a city
-) Python: Hidden Promotions from platyping

-) XML: Slave market is not generated automatically but can be build with slaves
-) XML: New Trait Promotions for Aggressive and Protective Leaders
-) Python: Trait Promos of conquered units are removed
-) Python: Player names in the score changed to civ names
-) Python: (Un-) saddling moved to the right tech
-) XML: Mounted Scout earlier
-) Python: Supply bug (if there is more than one supply wagon in a stack) fixed

23.6
-) Forest Promos affect combat in savannah
-) Civics Upkeep: 50, 75, 100, 200
-) Ships can hurry production (as slaves, horses and camels)
-) required XP Level for buildings reduced (Heroic Epic, Obelisk, ...)
-) Standard difficulty level of the AI changed from NOBLE to EMPEROR
-) Revolt risk of the AI in cities drastically reduced
-) Civic: State economy slightly changed
-) Cottage, Hamlet, Pasture: +1 food
-) Province (Building) changed: -25% upkeep, +1:)
-) Desertification reduced:
-- Archers and skirmishers are not affected
-- Forests with lumber camp are not affected
-- Chance halved
-) Higher change for resources to appear in mines, pastures, farms and camps
-) GUI: Testudo/Flanke Button corrected
-) Fishing boats: UNITCOMBAT_HEALER -> NONE
-) Python: Old veterans need longer rest periods. Winning veterans have maximum 66% health, elite max. 33%
-) Bonus only for the AI: are not affected by the veteran/elite health loss
-) Bonus only for the AI: Veterans certainly lose the "fights on his own" promo guaranteedly
-) Cottagees can be build on plots with less than 1 food
-) Dam of Marib also needs the tech arithmetic
-) Rock-Paper-Scicors-Principle: Bonus reduced to prevent 99% fights: +100% -> +50%; +50% -> +25%.
-) War elephant: Cargo +1, no bonus against axe
-) Indian war elephant has an own skin
-) Python: Tech-Fix when (un-) saddling units
-) Python: Tech-Fix when commissioning mercenaries (spearman/shield bearer)
-) Python: Fix when disbanding barbarian cities
-) Python: Fix of the missing hill resources when using PAE_Creation mapscript
-) Python: Earthquake: 20% Chance for every hill resource (copper, iron, marble, gold, ...) to appear
-) Python: Warning when sea people enter the own territory
-) Python: If a city is razed after the surrender-popup, treasure carriages wil be created
-) Python: AI (Immortal and Deity) gets a second settler when finishing one
-) Python: Christian revolts and missionaries reduced
-) Python: When building a unit, a fitting terrain promo will be chosen
-) XML: Colonial-CIVs (DerivativeCiv) adjusted
-) Python: Slaves are only available with a slave market [if that is what I think, building slaves in cities with a slave market, it has already been removed see edit -> Slaves can appear randomly in cities with a slave market]
-) Bonus for the KI: Chance to get a slave (in a city) doubled
-) XML: GErman Text for TXT_KEY_BUILDING_GENERAL_RATE_MOD adjusted
-) Formation "Schild und Zange" [pincer grip?] also affects Tundra
-) Formations reduced from 50% to 25% bonus/malus (to prevent 99% fights)
-) Unit limits for special units removed, instead there is a high increase in building costs
-) XML: Perikles is a leader of Athen and Greece now
-) Natural disasters slightly adjusted
-) Concept for the natural disasters added (Thanks to BoggyB! [:D])
-) Boggys Ice scenarios added (Europe uses StartingPoints)
-) XML: No upkeep for the first civics
-) New city statuses: Settlement -> Colony (3) -> Province (6) -> Metropolis (12)
12.7
-) XML: Sumerian Gods required to build the Hanging Gardes
-) XML: Melee UnitTypes -> Axe, Sword or Spear
-) XML: Drill1 given to every hoplit (because of the phalanx formation)
-) XML: Spear warrior has a malus against skirmishers
14.7
-) Scenario: Europe Standard with random distribution of resources (incl. StartingPoints)
-) XML: Archers have a bonus against disc chariots and chariot archers
-) XML: Tech: Stenography needs cryptography
-) XML: Small changes in the tech tree (camel husbandry, Ten Commandments) and restructurings
-) XML: Mine slaves -> Great Engineer; Field slave -> Great merchant
-) XML: Import of the texts from the online text tool
-) Python: Grafic fix when commending a unit with a great general


I wasn't sure what "-) Python: Sklaven sind nun auch nur bei gebautem Sklavenmarkt verfügbar" should mean. Building slaves in cities? Hasn't that been removed?

Edit: Ah, I remember, does it mean that slaves can appear (2% chance) in cities which have a slave market but no slave settled down?
 
Wow! Thank you very much Boggy! That saves time!!!

Slaves and Slave Market: yes, there is a chance of 2% that a slave can also appear if no slave it settled.
 
It's a new feature states of cities, settlement, colony, province and metropolis. Wait for official changelog ;)

OK, I'll just make a list and wait for the changelog. So far just a couple of odd things regarding promotions, but I won't say what ;)

EDIT: OK now I can, so...

Early on, one of my warriors had enough points for a promotion, also got the blue glow, but got no auto promotion, nor was there a promotion for me to give him. One appeared a few turns later though. The unit was damaged, and I think the promotion button appeared when it was healed, though maybe that was coincidence.

I got a message about discovering the tower shield and my melee units gaining the cover promotion. However, they didn't. I don't remember getting this message before so maybe this is not 'active' in PAE.
 
Pallin: chances are minimized in patch 7.
you can change them between line 6215 and 6233
 
-) XML and Python: promotion concept completely changed
-- unit receives 5 rank promotions automatically during combat
-- promotions 2 and 3 can be taken by XP too
-- affected promotions: Woodsman, Guerilla, Swamp fighter, Jungle fighter, Desert fighter, City Raider, City Garrison, Pillage and Navigation (ships)
-- Units with a level 5 promo can build a training center, that gives level 1 of this promo to all new units, created in this city
-- Cities with certain surrounding terrains/features can give units 1-level promos when created
-) New feature (together with antriot): Destruction of improvements during battle
-- 10% Chance on the battle plot
-- Forts 5%, with catapults 20% (replaced with city ruins)
-- Goody huts and city ruins are excluded from destruction
-) XML: Defense changed for terrain jungle, swamp and dense forest
-) XML: new (seperate) promotions for double moves on terrains
-) Python: Victory Screen Update: vasalls are not counted anymore (BTS-bug)
-) XML: barracks are out (too modern). Roman castellum conforms barracks.
-) XML: Aqueduct only buildable with Roman knowledge and 100% conquerable
-) Revision of the wind feature (together with MRBrip, Elwood and the TAC team)
-- oceans and coasts require 2 movement points
-- XML: double ship movement
-- all 8 wind directions
-- wind in- and decrease movement points and will not move the ship anymore
-) Python: exhibition fighter/gladiator dying decreased: per glad +1%, min. 3% (before: glads * 3 %)
-) XML: collateral damage updated (chariots, mounted units, .. have collateral damage)
-- Fix: units don't disappear anymore due to collateral damage
-) StartingPoints by The_J for European maps (mini, standard, large)
-) GUI: Small icons for general, hero and upgradable units
-) New escape feature (Formation): if unit has more than 70% damage, it can move twice fast
-) Persian immortals earlier (closer to the time)
-) Added new unit types: axeman, swordsman, skirmisher
-) XML: ships only 10% more cost (Unitclassinfos) (instead 25%)
-) GUI: units in SENTRY have an orange point (instead white)
-) City-OccupationTimer -1 when a unit moves into city comes out. reason: can be abused with roads (espec. with mounted units)
-) Python: settled slaves + gladiators <= city population (instead slaves <= pop or glads <= pop)
-) Python: slave feature update: when a settled slave or gladiator dies, an unsettled slave (in this city) takes his place
-) XML: Archers get an attack bonus against lots of mounted units
-) XML: composite bowman is no upgrade of archer anymore.
-) XML and Python: completely changed civics (thx to all involved PAE-fans of the civforum and Boggy for preparation of the XML-file)
-) XML: Research process increased from 25% to 50%
-) Python: AI Chance for plague decreased
-) Python: AI is not affected with revolts due to tax rate anymore (>50%)
-) XML: chariot archer ST 5 and movement of 3
-) XML: emigrant 20% cheaper
-) XML: Pantheon is now a special building for Romans, Etruscans, Greeks and Macedons
-) XML: slaves can be build with a slave market. More expensive than horses.
-) XML: towers now gives defense. Towers and forts cheaper.
-) XML: workboat gets UNITCOMBAT_HEALER instead of NAVAL (cause of unsuitable combat promotions)
-) XML: promotions barrage 1-5: not for naval. Increased withdrawal 10% each.
-) New feature with mercenary promotion (fights on his own)
-- -20% combat strength
-- can defect with 50%
-- together with Loyalty only 20% (Loyalty without mercenary promo: 0%)
-- units created in a conquered city (owner is not the founder) with less then 9 pop or less then 75 cultural influence, gets this mercenary promotion
-- with the state of veteran: 25% chance, that mercenary promotion disappears (50% with Loyalty)
-- defected untis lose Loyalty promotion and gain mercenary promotion
-) Province capital tribute update: after payment of the govenor, he gives you 1 to 3 auxiliaries to thank you
-) Python: ranking promo for ships activated
-) XML: Occupation time when conquering cities decreased
-) XML: Market buildable with province
-) XML: Every combination for building research, wealth, espionage and culture possible
-) Python: Great Generals (Great Person) can be created with legendary units
-) New flags and colors from veBear
-) Python: Mourndraken's short movies when a general dies
-) Python: Hunters provide the maximum of possible food when killing animals
-) Python: Mourndraken's short movies when reconquering a city
-) Python: Hidden Promotions from platyping
-) XML: Slave market is not generated automatically but can be build with slaves
-) XML: New Trait Promotions for Aggressive and Protective Leaders
-) Python: Trait Promos of conquered units are removed
-) Python: Player names in the score changed to civ names
-) Python: (Un-) saddling moved to the right tech
-) XML: Mounted Scout earlier
-) Python: Supply bug (if there is more than one supply wagon in a stack) fixed
-) Forest Promos affect combat in savannah
-) Civics Upkeep: 50, 75, 100, 200
-) Ships can hurry production (as slaves, horses and camels)
-) required XP Level for buildings reduced (Heroic Epic, Obelisk, ...)
-) Standard difficulty level of the AI changed from NOBLE to EMPEROR
-) Revolt risk of the AI in cities drastically reduced
-) Civic: State economy slightly changed
-) Cottage, Hamlet, Pasture: +1 food
-) Province (Building) changed: -25% upkeep, +1
-) Desertification reduced:
-- Archers and skirmishers are not affected
-- Forests with lumber camp are not affected
-- Chance halved
-) Higher change for resources to appear in mines, pastures, farms and camps
-) GUI: Testudo/Flanke Button corrected
-) Fishing boats: UNITCOMBAT_HEALER -> NONE
-) Python: Old veterans need longer rest periods. Winning veterans have maximum 66% health, elite max. 33%
-) Bonus only for the AI: are not affected by the veteran/elite health loss
-) Bonus only for the AI: Veterans certainly lose the "fights on his own" promo guaranteedly
-) Cottagees can be build on plots with less than 1 food
-) Dam of Marib also needs the tech arithmetic
-) Rock-Paper-Scicors-Principle: Bonus reduced to prevent 99% fights: +100% -> +50%; +50% -> +25%.
-) War elephant: Cargo +1, no bonus against axe
-) Indian war elephant has an own skin
-) Python: Tech-Fix when (un-) saddling units
-) Python: Tech-Fix when hiring mercenaries (spearman/shield bearer)
-) Python: Fix when disbanding barbarian cities
-) Python: Fix of the missing hill resources when using PAE_Creation mapscript
-) Python: Earthquake: 20% Chance for every hill resource (copper, iron, marble, gold, ...) to appear
-) Python: Warning when sea people enter the own territory
-) Python: If a city is razed after the surrender-popup, treasure carriages wil be created
-) Python: AI (Immortal and Deity) gets a second settler when finishing one
-) Python: Christian revolts and missionaries reduced
-) Python: When building a unit, a fitting terrain promo will be chosen
-) XML: Colonial-CIVs (DerivativeCiv) adjusted
-) Python: Slaves are only available with a slave market [if that is what I think, building slaves in cities with a slave market, it has already been removed see edit -> Slaves can appear randomly in cities with a slave market]
-) Bonus for the KI: Chance to get a slave (in a city) doubled
-) XML: GErman Text for TXT_KEY_BUILDING_GENERAL_RATE_MOD adjusted
-) Formation "Schild und Zange" [pincer grip?] also affects Tundra
-) Formations reduced from 50% to 25% bonus/malus (to prevent 99% fights)
-) Unit limits for special units removed, instead there is a high increase in building costs
-) XML: Perikles is a leader of Athen and Greece now
-) Natural disasters slightly adjusted
-) Concept for the natural disasters added (Thanks to BoggyB! [])
-) Boggys Ice scenarios added (Europe uses StartingPoints)
-) XML: No upkeep for the first civics
-) New city statuses: Settlement -> Colony (3) -> Province (6) -> Metropolis (12)
-) XML: Sumerian Gods required to build the Hanging Gardes
-) XML: Melee UnitTypes -> Axe, Sword or Spear
-) XML: Drill1 given to every hoplit (because of the phalanx formation)
-) XML: Spear warrior has a malus against skirmishers
-) Scenario: Europe Standard with random distribution of resources (incl. StartingPoints)
-) XML: Archers have a bonus against disc chariots and chariot archers
-) XML: Tech: Stenography needs cryptography
-) XML: Small changes in the tech tree (camel husbandry, Ten Commandments) and restructurings
-) XML: Mine slaves -> Great Engineer; Field slave -> Great merchant
-) XML: Import of the texts from the online text tool
-) Python: Grafic fix when commending a unit with a great general
-) New scenario: Europe XL (by InEx, prepared for PAE by Keinpferd and Thorgal)

Thank you very, very much for translation, Boggy!
 
This is probably a dumb question, but is there any way to have the leader name entered automatically when you choose a civ? Typing Dido is fine but having to type Nebukadnezzar II every time is a pita.

@Tachy - PAE_Orient scenario is included in patch 7 but I don't think is changed. If I understand right it doesn't use the StartingPoint Script so isn't affected the way some of the other earlier scenarios were. I think.
 
Wow, I forgot again. Sheeshh, I'm getting alzheimer as time goes...
I'm surprised you knew which file to find the deforestation. It only says the lines, not the file.
 
First of all, great job PIE! PAE V is amazing!

I'm playing on a Standard Europe map; I've noticed that there is only 1 Horse resource.
It's far away from the starting point of Hittites and Phoenicias civs. The IA is taking to much time to reach the horses. Maybe is possible to add some other horse resources in Turkey and/or Syria/Libanus?
 
Thanks Thorik!
From Italy? Do you want to translate a bit into Italian? ;)

ok, your question: yes, this was a first try to make horses like the wine spread. And because, there will be new bonus spreading feature, I will change it... somehow.... :D
 
Hello, I just downloaded the newest version, and I'm having a problem.

The game will remain "stuck" waiting for other players, and won't progress to the next turn.
 
Some feedback on patch 7.

It's early says and I haven't got to the late game yet so this is kind of interim, just my early impressions.

I played three of the new maps that use the StartingPoint script and then a longer game on the Hellenic map, since that's the one I'm most familiar with so differences would be more apparent. I haven't played a random map game.

First the StartingPoint script maps. Only a couple of things worth mentioning. First, you can get a game that has an uneven distribution of civs. One game had no Rome (or Etruscan) or Egypt civ. This might be seen as a plus, not knowing what's out there. Or not. I would think it would be possible to change the script to group civs by area so that you would get at least one Italian civ, at least one north African etc. Maybe just something to consider.

The other point is on the XL map, to do with quests. Some quest requirements are linked to the map size. For instance the swordsmen quest on the XL map requires you to build 18 swordsmen. My experience is that your civ is no bigger on that map than any other when you get these quests so maybe map size shouldn't be taken into account, or if it is, then the increase for XL should be lower.

Apart from that, I liked the maps and the way they worked.

I'll add something about the Hellenic scenario tomorrow.
 
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