This is a total conversion mod for CIV IV BTS 3.19. It plays during the antiquity from 5000 BC until 500 AD. PAE goes very deep in detail of those times. The ranking system of the Romans you've learned to play with in PAE V since patch 4 will be expanded to the Egypt, Carthaginians, Macedonians, Greeks, Spartans, Sumerians, Persians, Assyrians and Babylonians. With those new ranking systems (works like unit promotions, but come automatically in almost every won battle) you are able to upgrade to new officer units with their historical look (skin).
This is the official patch for PAE VI. (changelog: see description) (Unzip the folder in BTS/Mods/. The current PAE folder’s datas will need to be overwritten. This patch is NOT compatible with saved games of the full version)
1. Lookout promotion (+1 vision range), unlocked with Wooden Defences, accessible through City Garrison I, for Bowmen, Skirmishers and Spear-Bearers
2. New promotion Sentry (+1 vision range) ; from Defence Engineering, limited to Scouts, Bowmen, Skirmishers and Spear-Bearers with Lookout and City Garrison II
3.New maps scripts : PerfectMongoose, PerfectWorld2, Tectonics (=include a Mediterranean map script)
4. Camp (Hunting) in operation has a slim chance of creating Deer, War dogs or Fur patches
5. Hunting Camps, Plantations or Latifundia give access to Dates and Banana. Plantations and Latifundia have a higher yield
6. Pedia Bonus : improvements of the type BonusMakesValid are now showed, and not only the ones who add an extra yield to a resource (error from BTS)
7. Sea Peoples Ships have now 4 strength instead of 5
8. New unit: Work elephant
9. Hotfix : white circle from gladiators and gladiators schools in cities (was still appearing for province palace)
10. Renamed: huts instead of hut (plural)
11. Hotfix : Sewers : swamps were not entirely cleared
12. Hotfix : fewer wild animals
13. Barbarian strongholds no longer give a small reward like a goody hut, but rather 2 gold carts
14. Fewer mercenaries are commissioned by the AI. The calculation is detailed in the Concepts.
15. Strategic resources spread revised
15a War dogs, Camels, Horses and Elephants are no longer excluding each other
15b 2 War dog breedings for each civilisation
15c No spread for Elephant resource
15d Camels are on flat desert, Horses on flat grassland or steppe
15e Camels and Horses no longer create stables, they only spread on suitable slots -> once a worker improved that slot, the matching stable appears in the local city construction menu.
16. If a resource is erased by a natural catastrophe, its improvement is now also destroyed
17. Fewer barbarians
18. Buildings : Winery (require Preservation and Viniculture)
19. Fewer Sea Peoples Ships ; relatively to the map ‘s number of land plots
20. Hunting bonus working from an island
21. Concepts : show calculation applied to Christianity
22. Towns (improvement) now delete forests in addition of dense forests and jungle
23. Espionage screen : leaders names no longer cover espionage points
24. Higher chance of trade routes being created
25. New game speed for Eurasia XL
26. 3 prince chariots max. can be trained, later ones must be promoted through the ranking system
27. HYPASPIST and PEZHETAIROI can be trained with bronze or iron resource (like other shieldbearers)
28. Fix : pink button of the Ilearchos veteran promotion
29. Macedonians : Hetairoi no longer upgrade from officers (Lochagos,Balislike)
30. Thessalian and Bactrian cavalries only from Horseshoes tech
31. After veteran promotion (rank): unit is at most a veteran (combat2 promotion)
32. Pedia info : Olives need coastal areas
33. Villa Rustica/Latifundium adjusted to Olives
34. Attempt to deny special units spawning for barbarians
35. Military units needs foods when produced (50% of the production cost, Concept : Units-food costs)
35a Food costs are described in the unit’s pedia next to the production costs
35b +10%-Bonus for each cereal type (included with each grain resource)
35c After a military unit is produced, its costs are displayed in the main screen
35d No food is deduced under the Peasant militia policy
36.WarOfDiadochi scenario fixed : stables (Elephant, Camels, Horses) and War dogs breeding removed
37. Hotfix : issue of barbarian strongholds spawning two bowmen each turn resolved
38. Techtree : Help text for beginning of multiple civs ranking system
39. Fix : TXT_KEY_SABA_SHORT_DESC
40. Fix : Event Forty Thieves on hills instead of peaks
41. Stables give 10% bonus : Horses and Elephants ->10% production ; Camels -> 10% gold
42. Ivory market can only be built if Elephants or Walrus patch is in 3x3 radius around the town. Give 25% gold.
43. Towers and Fortresses have +1 vision range
44. Fortresses have no culture value anymore. Unclaimed resources must be gather with Trading posts rather than with Fortresses
45. Settled slaves and gladiators have less chance to die (calculation done every 3rd turn instead of each turn)
46. Missioning elite mercenaries activated with Iron weaponry
47. Cilicia’s pirates bonus is shown only with its technology (unnecessary in trading network before that)
48. Fix : Quest : national Horse breeding
49. Fix :slaves revolts now displayed on the headlines
50. Main screen : Espionage symbol on the score list : for the civs with more espionage points than the espionage points the player has against them (was reversed before)
51. Concepts : Score list in the main screen is now explained in the PAE Concepts
52. Supply units : new info bar for spending/terrain supply each turn
53. Germans/Celts : Prince chariot <--> Tribal chief =>Mount/Dismount
54. Romans and Etruscans are denied warriors with axe (AXEMAN2)
55. Unit with rank Turtanu and Sa-resi have nox 10 strength (instead of 8) and movement 2 ( instead of 1)
56. Dense forest now only generated on flat lands (on map creation)
57. Cave (shelter) now spawns wild fauna coherent with where it lays(more info in relevant Pedias)
58. Locusts plagues spread now in every direction according to their script (no forest sound anymore)
59. Scenario : scripts and texts completed for SecondPunicWar
60. BTS-concepts slightly trimmed (Flying units and Corporations infos deleted)
61. Watermills must now exclusively be built in cities with a river
62. Urban mint : requirement : province city + Province palace
63. Winery, Papyrus export post and Murex manufactory must only be build in cities with these resources in their area of exploitation
64. Ivory market is only allowed if the resource is present in a 3 plots radius of the city
65. Scenario : scripts integrated for Second Punic War
66. Pezhetairoi = UNITCLASS_SPEARMAN for Macedonians (until then, two lancer units were allowed at the same time)
67. Rome: Skin for Prince chariot redone (too early for Lorica Segmentata)
68. Renamed improvement: Vineyard
69. Fix : when the Religious ejector’s action is cancelled, he doesn't disappear in the process
70. Fix : Grapes can now be spread even if Sheep, Rice, Cows... are in the area
71. Fix : Sewers now dry the swamps again
72. Fix : Spies can once again enter enemy cities and shouldn’t make wonders disappear now.
73. Sandstorm : Forms on a 3 plots high strand of desert, North-South, and goes West to East
74. Judaism : is no longer found in the capital city as the older religions. it now works with the known BTS mechanic
75. Fix : TXT_KEY_LEADER_SCEN_AMBIORIX
76. Fix : Scenarios : Olives and Olive press instead of Plantation
77. Scenario update :Eurasia XL + gamespeed adjustment
78. Scenario MP 600 Bc : Fix : Horse breeding removed
79. newest texts imported from the online tool
80. Fix for the supply units (2nd info car)
81. Fix for the stables (+10% prod and not +10 prod)
82. Fix for Persians : Royal roads (already built by Lance bearers), Immortal guard postponed
83. Warrior and Hunter cost no food
84. Fixes for PeloWarSzenario by Keinpferd
85. Client states features : Open borders is automatic when the looser becomes a client throught city conquest
86. Major bugfix (CtD-fix) : when a client state went from one hegemon to another
87. Trade-update : Trading cities choice for the automatic trading roads now depends on the area
88.Cults screen update (BTS ix) : boni of cults in a city are now shown all at once (better overview)
89. Tech correction for Persian, Hunnic and Scythian satraps
90. No more late axmen for Scythians, Huns and Parthians
91. Other button for the Tavern (different and lighter, it seemed as if the building wasn’t available)
92. Bugfix (by Flunky) : automatic combat promotions for the IA in the higher game difficulty
93. BugFix : domestic advisor window -> quick select to build menu:
94. Legionnaires are now as fast as Workers, persians Lance bearers and Skirmishers are as well (Royal roads)
95. Fix Trojan horse caused endless turn (=>is no longer invisible)
96. Fog effect : white-gray instead of yellowish
97. Fix : Urban mint buildable in every Provincial capital (at 12 pop)
98. Text fixed : Babel Tower
99. Fix : BonusInfos
Revision of the bonus events in random maps, much better loading time when generating new maps
100. The 7 ancient World Wonders are now textually equal (xy of z)
101.WarOfDiadochi (by Thorgal) : some cities names are taken from the current TXT_KEYS
102. Unit Pedia : no food costs for Warrior and Hunter
103. All Units equipped with bronze weapons (shortswords, Hoplites) can now be produced with iron as well
104. Small change for Celeres (instead of being produced everywhere -> now only in the capital) and for Samnite warrior (instead of being produced in provincial towns -> now only in provincial capitals)
105. Modification of the Odeon and Theater : Odeon is an special Theater (were once both buildable), but Grecians can access them without Cult of Dionysos
106. Bugfix : Governor’s tribute : :)-Bonus
107. Cows and pigs can also be cultivated on hills
108. newest texts imported from the online tool