PIE's Ancient Mediterranean on Deity

Hmm I have another suggestion. A gamble that can pay off big. Warriors will help to unfogbust first.

This:

Spoiler :


More riverside tiles (and rivers are excellent, not only for the additional health, but also connecting resources early. Putting roads take a time to be available) and potential hidden bonuses. Also nearer to normal forests, which are best for free health (+0.5 :health:).
 
Sounds ok to me. We will lose the extra beaver commerce though. I assume lumber yards or camps in the forests, barring hidden resources. Cedar would be nice. I try to always keep forests..never chop chop.
 
Oh wow, I don't think I realized that ICs and cisterns were only buildable by certain civs. Makes sense in a way, but sucks. Celts are indeed "rudimentary" ;) Health is at such a premium in this game.

I hate that lose a forest for units deal..ugh. But you gotta have some.

I noticed that -25 defense. I don't recall seeing that before. I've played around with this mod off and on for several years.

Seems we gotta have lots of immigrations...:lol:


Originally, dense forests and jungles were horrible places. They hurt. Something -10 health per turn. PIE realized that was ridiculous and helped the players too much (the AI could lose entire stacks that way).

Dense forests hide beast, hence the -25. :hmm::joke: In fact, it makes no sense. It should help even more the defender as the attacker won't be able to see at all in this mess of trees.
 
BTW, I don't fear to lose the religion, say, to Arminius (assumption on no basis) because the AI seems to be gear in liking Hunting first. Experiences from 3 past games. Also, ORG is extremely strong early game. Non-ORG are struck with -1 gpt, meaning a difficult play with the slider. Huts are almost necessary. ORG civs are dispensed from this little early problem. One reason why I liked the original Hammy in PAE v5.

So we can afford burning two epic speed turns on this.

Where do we move the warriors. Ok, one is obvious...grabbing the hut. I looked in the XML, forget about free techs, there are none on deity. It stops on IMM.
 
I always think of forests as great for defense. Hide your archers in there and rain down the arrows to unsuspecting baddies and beasties. The -25 defense makes little sense. It should be +75
 
I always think of forests as great for defense. Hide your archers in there and rain down the arrows to unsuspecting baddies and beasties. The -25 defense makes little sense. It should be +75

At least, it makes easy early defense for us. AI stacks are gonna be r@ped so hard with that malus. It's like a free moat. Same for animals without specific :strength: bonus form dense forests. I thing only the bear has this. I hate bears more than ever. Same for lions and panthers.
 
no free techs :(

I don't see the W warrior doing much for us. Is "close to city" affect in place for barb from hut spawn? May want to settle first.

I think E warrior moves 1SW I guess. Most resources are hidden though. Maybe some cows.
 
I hate bears more than ever. Same for lions and panthers.

And that 8:strength: nasty. That is interesting about the AIs in that dense forest. Didn't think of that. And AIs love to camp in forest.
 
no free techs :(

I don't see the W warrior doing much for us. Is "close to city" affect in place for barb from hut spawn? May want to settle first.

I think E warrior moves 1SW I guess. Most resources are hidden though. Maybe some cows.

If you want, we can just screw with the XML values. It's easy to change. It is made to be easy. Both have to do it.

One interesting fact about free techs is the availability until deep into the tech tree. So you can get really big surprises. One bizarre aspect I recently noticed is the slow respawning of huts. Yep, they returned somewhere else if the region was left undisturbed for some time. That's a nice feature not mentioned I think.

I think 1SW is best for seeing where to settle and 1E for early hut grabbing before animals control everything. Beware, I have seen buggy animals appear before hardcoded T5. Seems to be a bug particular to PAE.
 
And that 8:strength: nasty.

This. (CTRL+mouse wheel advised)

Spoiler :
Auroch.jpg


I hate them. If only there was a particular reward associated to killing them like horns as special happy resource or domesticating them (although I think it might be too unbalanced). All we get is few food...not much more than usual animals...just few. So, it is definitely better to leave them alone.
 

:scared::faint:

I think the unit that kills that thing should get some special "hero" promo or "hunter" promo. Extra strength or actual advantage against animals.

Yep, I've noticed respawning huts. Nice feature. Let me know what to change and I will.

Cross our fingers for the free settled GM event. Very nice early. I got one today. +8 gold.
 
Oh look what I discovered.

Going one more 1N and the Go To function disappears. That means we're 6 tiles from the northern edge.

Spoiler :

 
ack...hope there are no other celts. Having that religion is nice since culture is so bad early on. I think Celts might actually have some kinda shrine.
 
:scared::faint:

I think the unit that kills that thing should get some special "hero" promo or "hunter" promo. Extra strength or actual advantage against animals.

Yep, I've noticed respawning huts. Nice feature. Let me know what to change and I will.

Cross our fingers for the free settled GM event. Very nice early. I got one today. +8 gold.

Uh? Never got that! I got the GArtist twice instead. One time for me and one time for the AI I was attacking. That time wasn't fun.

OK, lemme see for the XML changes. Let make this experience fun, not just plain torture. It's ok since this is not a competitive game.
 
ack...hope there are no other celts. Having that religion is nice since culture is so bad early on. I think Celts might actually have some kinda shrine.

Sacred grove. 100% trade routes and +1 happy are definitely good. Needs a GProphet though. I prefer the GEngineer first from field slaves. +8 :hammers: +2 :commerce: (yes commerce!) is simply crazy early. With the capital bonuses, that immensely helps in competing the deity AI.
 
Oh yeah, GE sounds very nice indeed.

Guess that body of water up N is a dead end to nowhere then anyway.
 
For changing the odds of goody huts, go to the mod folder of BTS.

Then the latest PAE (v5) ==> Assets ==> XML ==> GameInfo ==> CIV4HandicapInfo.xml

Make search of this " <Type>HANDICAP_DEITY</Type>"

Search for
Code:
<Goodies>
        <GoodyType>GOODY_LOW_GOLD</GoodyType>
        <GoodyType>GOODY_LOW_GOLD</GoodyType>
        <GoodyType>GOODY_WARRIOR</GoodyType>
        <GoodyType>GOODY_WORKER</GoodyType>
        <GoodyType>GOODY_EXPERIENCE</GoodyType>
        <GoodyType>GOODY_HEALING</GoodyType>
        <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
        <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
        <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
        <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
        <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
        <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
        <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
        <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
      </Goodies>

See for IMM difficulty and seach the same <Goodies> Stuff inserted </Goodies>.
Just take from IMM difficulty (you have a slight chance at least) and overwrite what is inside the <Goodies> </Goodies>. That should do the job. The game needs to be reloaded ofc.

For IMM, it's
Spoiler :
Code:
     <Goodies>
        <GoodyType>GOODY_LOW_GOLD</GoodyType>
        <GoodyType>GOODY_LOW_GOLD</GoodyType>
        <GoodyType>GOODY_LOW_GOLD</GoodyType>
        <GoodyType>GOODY_LOW_GOLD</GoodyType>
        <GoodyType>GOODY_WARRIOR</GoodyType>
        <GoodyType>GOODY_WARRIOR</GoodyType>
        <GoodyType>GOODY_WORKER</GoodyType>
        <GoodyType>GOODY_WORKER</GoodyType>
        <GoodyType>GOODY_EXPERIENCE</GoodyType>
        <GoodyType>GOODY_EXPERIENCE</GoodyType>
        <GoodyType>GOODY_HEALING</GoodyType>
        <GoodyType>GOODY_HEALING</GoodyType>
        <GoodyType>GOODY_TECH</GoodyType>
        <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
        <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
        <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
        <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
        <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
        <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
        <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
        <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
        <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
      </Goodies>
 
are we on the same version?

edit: oh...it is V... .I had "6" in mind. Are you on the beta patch?
 
Back
Top Bottom