Hi PIE,
longstanding fan of the present MOD here. I haven't played Civ4 in two years, but the thing that brought me back to it is your mod, just like two years ago.
I was surprised how much I recall how to optimally play and also surprised how much harder it became. When playing the original Civ4, I was a IMM/deity player,
so I got used to face strong AIs. However, the AIs are impossibly strong in PAE compared to what it used to be few years ago. In the original game, in the best
maps, you can outpace once in while - briefly or not - the AI on the technological race and expansion. I am referring to IMM/deity. In PAE, with incredible maps, the
player may outpace in the early game, but then comes a long period of nothingness until the city growth catches up the AI's. Quite often, one has to wait until 100 BC or
even in the AD to have a glimpse of the end of the dark age tunnel, even with the best civilizations such as Egypt, Sumeria, etc.
I looked up the XML files and it became clear what was happening. The economic and growth differences are borderline ludicrous. Here's certain examples on IMM difficulty:
- PAE increases player unit cost to 130% while base game has it to 90%.
- PAE increases player tech cost to 140% while base game has it to 125%.
- PAE increases civic upkeep and inflation to 125% while base game has it to 100%.
- PAE provides AI a unit cost handicap of 60% while base game has it to 80%.
- PAE provides AI a growth handicap of 60% while base game has it to 85%.
The unit training and growth bonuses help the AIs to grow an empire at an insane speed that favors the human player to turtle up for a very, very long
time. The player can attack and take down some AIs (1 to 3) early in the game with a decent axe warrior/basket archer army. Then, the AI spams units at a rate that the human player
cannot dream to compete with until the late game. The large gap in growth and economic penalties make a large portion of the game hopeless. Also, I noticed the capacity of whipping
population into production has been moved to later stages (Codex to Martial Law). The capacity of turning food into production is one of the hallmarks of winning high level difficulties.
I shall be more clear in my thoughts once I finish my current game with Phoenicia, but it appears only high commerce maps with a good civ and where you can deny patches of land
from the AI using mountain ridges are the ones with winning potential. The majority of maps on EMP+ difficulty are hopeless in PAE. The salvaging point is PAE does not make tech difference as
horrifying as in the base game. While it is hard to fend off waves of canons/cavalry/riflemen with medieval units in the base game, PAE makes it possible to take down defensively shield bearers with more
primitive soldiers.
BTW, don't get me wrong, this mod is fabulous. The amount of work shows it. One aspect that brings me back to it - besides the theme (ancient time) - is the war mechanics.
It is not as simple as I have seen in other mods. You can enslave, you can have defection, you can shower or be showered of arrows, supply systems, advanced loot system, have
in disposition of a gigantic promo tree. I love it when a foreign soldier that I can't build on my own defects to my nation; it gives a different flavor to each game.
I am hoping to open a discussion on this matter. My opinion concerns more custom maps than scenarios. I think there is a German forum with a decently active thread on PAE. I wonder what
they think of IMM+ difficulties. I think it would be fun to be able to be able to compete with the AI in the mid-game.