Hi all, I will make short answers because, as you know, it's xmas. but I have some free time, so I will use it for you:
A mod such as this really deserves subforum (even some unfinished projects have one)!
Very emotional remark about monotheism. Usual logic of unfolding the monotheism is Abraham-Moses-Solomon. In PAE we have Abraham+Solomon and later Moses

. Lets push Solomon Temple away from Judaism founding tech, somewhere
after Ten Commandments tech. And no missionary for Judaism. Judaism got spread by migrants, not dedicated missionary activity.
Right after founding Judaism (or call it pre-Judaism, monotheism) player gets a Holy City and a Prophet(Abraham). That's it. No Temple of Solomon right away. Religion then spreads by regular BTS mechanics (with decreased rate), or if you can mod it -- every time Holy City builds a Settler/Emigrant he can found a city with Judaism (can be new cool feature!).
Later you get to Ten Commandment tech, with that Wonder giving you another Prophet (Moses) and Ark of Covenant (no 10 missionaries please, 10 cities in game represent a huge empire). Ark can be one of those Trojan Horse like units. It can bring Judaism to any city it is parked at, but you loose religion when you move it away (another cool feature, not sure how moddable). Or/and Ark can provide the unit stack with those one-turn "brown" promotions this mod has.
Much later player can finally unlock Temple of Solomon, which will speed up Judaism spread a little (in lieu of missionaries, remember?).
Subforum: yes I know. It's a plan. Time is a problem.
Monotheism and Solomon: I will have a look at this, but I think it's unfair with other holy shrines. It's just because of game play reasons (and balance). That Salomon's coming real late is bad for that

but what else should be a holy shrine? maybe a great tabernacle? don't know.
The Ark is a story rewritten into the bible. like lots of stories. it's only a christian wonder but no materialistic wonder.
Jewish missionaries: they are called emigrants in PAE. And because there is no difference between building a settler or a missionary. it does the same in your way. oh yes, there is a big difference: Jews could migrant to every city, with your solution they aren't able to migrant anymore.
pie_at, your interpretation of the gold slider as taxes with citizens starting to complain after 55% is one of the most simple, organic, realistic and play-style changing modifications I ever seen in Civ.
Original Sid Meier's interpretation of science being connected to the commerce was this: "When people exchange goods and ideas, when they compete for customers -- new innovations ensure and civilization as a whole benefits from new discoveries."
Ok, that made sense to me back in Civ 1. What does not make sense is that now in vanila Civ4 (but not in Civ2 if you remember!) one can slide science slider any way he wishes. So most people interpret science slider as State's expenditures on science and education, which would be almost nonsense for ancient states.
PAE makes gold slider actual tax slider, slide it too high (which I unknowingly did during my first game) and your citizens will be very unhappy. Coupled with improvements needing gold this requires to find a comfortable tax rate to run your empire. The rest will go into science slider, which is returning us back to original explanation of how

becomes

.
Is it possible to go one step further on this fundamental path? Namely to make espionage and culture sliders as sub-sliders of the gold (tax) slider. Or make it count as a tax, so when culture, espionage and gold sliders add up more than 55% -- citizens still complain. Logic is simple -- if you tax your citizens you can chose how to spend that revenue. After you payed your bills, you might chanel some percent of 55% tax into foreign intelligence efforts, into culture or into savings. Obviously amplified with the corresponding multipliers from buildings and civics.
This will make more sense than current arrangement: when you run 60% tax rate -- citizens complain, but if you run 55% gold slider and 5% espionage slider -- no one cares.
Thanks, but this is first seen in the very old Revoltion Mod, what excited me that way as you do.
I don't know if I should sum up tax with culture and espionage. with more expanses for culture you make people happy, why should this be negative. Together with espionage, it would be an idea... but if this will be a big difference? I don't know.
Can anyone explain the mechanics of how plague spreads?
I do my best to keep my cities healthy so plague outbreaks tend to come from other Civ's cities. When one of my cities is affected I cut the roads to other cities (the pedia says it can travel only to connected cities), but this never seems to work. An example in my current game I cut the roads and there was no river connection, yet the plague still spread.
So, does the program simply remember that there was a connection and ignores roads being cut? Or do you need to cut roads a certain number of turns before the spread happens? I suppose once a road is built it doesn't make sense to dig it up again but you can quarantine an area so cutting roads can simulate that.
Also cities in trade routes can spread plague (city screen -> trade route bar on the left). Perhaps it was a city from there.... (coast route?)
Can someone tell what is the deflection rate in battle? Feels like 30-50% of battles end with one unit changing sides. Definitely not realistic, and positively easily exploitable (ask me). Something like 10% of the cases will take care of both issues.
Also units need to be disallowed to pillage friendly improvement -- another possibility for exploits.
20% standard. 33% for mercenaries. 50% if fighting against a leader. 25% if fighting against a loyal unit.
33% if fighting against a leadership unit.
yes, it's realistic. even till today it's very, very, very rare that you kill all enemies in a (bigger) battle.
they surrender and even swear to fight for you when keeping alive.
I don't have a foggiest idea what exactly TT is. All I know its a little strange to sell map again and again and again. Whenever short on cash just buy a map from one AI and resell it to others, with Orient map I can make 2 grans in one round. I do not think that map tarding was the main source of revenue for ancient civilizations. Map trading is in the game because the way game is designed, not because it was the most interesting pastime of ancient kings.
Pillaging friendly improvement did happen, but it was definitely not the way military units would normally gain their experience. See, everything did happen in life at some point or another, but good mod has to capture main themes. Heavy map trading, getting free experience from pillaging your own farms, and tons of military units deflecting back and forth during the same siege are not the main themes of antiquity. And they are bad for gameplay too.
The map drawing will be changed in PAE V final.
Pillaging friendly improvements: you're right. I will change that, thanks!
There is something strange about Slave resource. AI values it highly but never generates one, perhaps they don't build Slave Market for whatever reason. As a result human player has monopoly on important resource and gets ahead in trade.
this will be changed in PAE V final too.
Hello, I play this mod for long time ago (since this only "historical scenario" are the Diadochi wars) and i have little suggestion:
I- You have plans for the Scythians? The Scythians was a very important barbarian who destroyed the Assyrians (and his vassal, Urartu), sack Egypt and spread the caos in Mesopotamia, Caucasus and Bosphorus. The Scythians have too little implementations like UU and UB, I suggest new units like his virgin maiden, Many horse archeror other similar tribes like the Sarmatians, Roxalans, Alans, massagetae, lagyzes, Sakas or maybe the "Hellen-scythians" in Cheronesos ("sarmatians noble, sarmatians armored lancer or archer, Roxalani lancer) or a Elite units like Royal Scythians. You can create a Scythians mercenaries resource which give a "Sarmatian Auxilia" like the RTW BI. New UBs which represent the nomad life like a "singer tent", "elite herds", "hunting grounds" "field of games", ora UB which represent the hellenic influences and the Greek-scythians senttlement like in the nomads building in RTW mod Europa Barbarorum (you can see the sarmatian Building tree here:
http://www.europabarbarorum.com/webfiles/buildtrees/Build_Tree_Sauromatae_v0.2.pdf) and also a Wonder like "Royal Scythians Kurgan".
Will be good add the scythians in other historical scenarios like the diadochi wars, and will BE GREAT split the scythians in tribes, like Scythians in Crimea and Mikra Skythia, Sarmatians in Ukranie, Alans, Roxalani...and/or a scythian scenario(nomad conquest)!!

Add a nomad religion like Tengri for scythians and huns.
2-You have plans for a AD scenario?? Will be Great play which Julian the apostate or Zenobia of Palmyra or a western roman emperor in 5 or 4 Century scenario!!
You have plans for a Notitia dignitatum units, like comitatensis, limitanei, foederati, catafractii and clibanarii?
Thx Kwast,
about Scyths: I only use the northern scythian nomads and not the southern in my mod. So that's why there are no more things like this. but yes, some CIVs aren't 100% finished. There is also a wish to add Armenians into PAE. for you, that would be scyths too. So, time is very rare and CIV 6 is coming... more or less. There have to be limits in modding otherwise, PAE will get so old, that nobody wants to play it anymore, when I bring all CIVs to their perfectionality...
ad 2: No, there are no skins for later Roman units... and if I add later Roman units, I have to add those for all CIVs... work will never end... and time is too short for that too... sorry.
Merry X-Mas to everone!