Hornakhtyotef
Chieftain
- Joined
- Jul 9, 2014
- Messages
- 66
While I play PAE here and there, I intent to report suggestions and bugs encountered in this very thread. Of course, my immense congratulations in making this monumental mod. The best one regarding ancient times, my favorite period.
To start off,
1) I've seen once a workboat is assigned to either temporary promotions to get +25% attack or defense, the unit get stuck at 0
. Not the end of the world, but it was rather funny I killed my unit usefulness when trying this out.
2) A first suggestion would be perhaps starting a work of rebalancing some aspects that differentiate each civilization from each other. Albeit I understand the motive to make some way stronger than others by allowing several buildings/units others don't have, sometimes, the gap is way too wide. Let's take the mesopotamian civilizations having many science boosting buildings (either unique or allowed). Just on the unique side with the sumerian altar+ziggurat: that is a whooping +50% just for Babylonia and Sumeria. Then, if we compare the weaker nations (a.k.a. nomadic ones like the Libyans, Scythians, etc.), half the civilizations have access of school, libraries, etc. That pushes the gap between sumerian/babylonia and nomadic nations with a killing ~90%. What I think would be nice is to allow those nomadic nations to access those political organizations through invasions/stealing....any furtive or forceful methods to acquire them.
I don't remember the Middles Ages arab writer name that ended up with that statement, but he basically said the dynamic evolution of nations from the very humble of civilizations is a constant cycle of a sedentary civilization being invaded by nomadic people at one point, which makes the last ones sedentary at some point when they absorbed the culture of the vanquished. Then, the newly sedentary nation becomes invaded by other nomadic nations.
In the end, it makes sense that weaker nomadic nations should have access to the superior technology of established nations when crushing it or steal the tech. It should be accesible instead of blocked as it is (Not capturable/tradable). It's not like Libyans were idiots; they were fated to live on a land that did not purvey resources to higher forms of governments. In a new game scenario, they should be allowed to get the superior forms of buildings (cisterns, canals, schools, etc.) if they invaded an advanced nation or steal those techs. That would make the game far less unfair and also make the playing of them less painful, knowing we'll never get those powerful buildings (and wonders attached to them like those four academies needing the school/library).
Something to chew over to make the experience far more exciting and less static.
====
3) Another point of interest is the balance of religions. I think some allows too many bonuses and others lack too much. The problem is not the sheer amount of unlocked buildings linked to a religion, but the lacking from other is the problem to resolve.
For instance, if we compare the egyptian/greek/semitic religions to the phoenician cult, we instantly see the latter is moribund in unlocked goodies. A bad temple (-25%
for a mere +5%
), no special wonders, no special units, etc. Only the early culture helps and then the religion is a hassle diplomatically (or on happiness count if we choose Syncretism civic). Hence, here I suggest the addition of wonders specific to that religion while supposing there is no graphics to them (thus will be invisible on the city overview):
I'm sure there are other monuments worth of mentioning and to be attached to the phoenician cult.
But now, I'm short of time, I'll come back to this subject another day (samely for the other religions deemed weak).
To start off,
1) I've seen once a workboat is assigned to either temporary promotions to get +25% attack or defense, the unit get stuck at 0

2) A first suggestion would be perhaps starting a work of rebalancing some aspects that differentiate each civilization from each other. Albeit I understand the motive to make some way stronger than others by allowing several buildings/units others don't have, sometimes, the gap is way too wide. Let's take the mesopotamian civilizations having many science boosting buildings (either unique or allowed). Just on the unique side with the sumerian altar+ziggurat: that is a whooping +50% just for Babylonia and Sumeria. Then, if we compare the weaker nations (a.k.a. nomadic ones like the Libyans, Scythians, etc.), half the civilizations have access of school, libraries, etc. That pushes the gap between sumerian/babylonia and nomadic nations with a killing ~90%. What I think would be nice is to allow those nomadic nations to access those political organizations through invasions/stealing....any furtive or forceful methods to acquire them.
I don't remember the Middles Ages arab writer name that ended up with that statement, but he basically said the dynamic evolution of nations from the very humble of civilizations is a constant cycle of a sedentary civilization being invaded by nomadic people at one point, which makes the last ones sedentary at some point when they absorbed the culture of the vanquished. Then, the newly sedentary nation becomes invaded by other nomadic nations.
In the end, it makes sense that weaker nomadic nations should have access to the superior technology of established nations when crushing it or steal the tech. It should be accesible instead of blocked as it is (Not capturable/tradable). It's not like Libyans were idiots; they were fated to live on a land that did not purvey resources to higher forms of governments. In a new game scenario, they should be allowed to get the superior forms of buildings (cisterns, canals, schools, etc.) if they invaded an advanced nation or steal those techs. That would make the game far less unfair and also make the playing of them less painful, knowing we'll never get those powerful buildings (and wonders attached to them like those four academies needing the school/library).
Something to chew over to make the experience far more exciting and less static.
====
3) Another point of interest is the balance of religions. I think some allows too many bonuses and others lack too much. The problem is not the sheer amount of unlocked buildings linked to a religion, but the lacking from other is the problem to resolve.
For instance, if we compare the egyptian/greek/semitic religions to the phoenician cult, we instantly see the latter is moribund in unlocked goodies. A bad temple (-25%


- Temple of Paphos
- "Maabet" [i.e. main shrine] of Amrith
- Méghâzil
I'm sure there are other monuments worth of mentioning and to be attached to the phoenician cult.
But now, I'm short of time, I'll come back to this subject another day (samely for the other religions deemed weak).