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).

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Settler SPQR

Datagraphy of Pie's Ancient Europe (PAE)

-) Period of time: 5000 BC to 500 AD

-) Epochs: Neolithic, Bronze Age, Iron Age, Classical Era and Late Antiquity (with ethnic styles for cities and even some units)

-) Technologies: 231 (eg. Spoke Wheels, Cuneiform, Shield Bearer)

-) Civilizations: 33 (eg. Etruscans, Britons, Iberians)

-) Leaders: 156 (eg. Sargon, Agamemnon, Salomon, Trajan)

-) Units: 315 (eg. Sea Peoples, Shortswordsman, Skirmisher)

-) Special Units per CIV: up to 8 (eg. Warband, Legionary, Sacred Band)

-) Territorial Units (NEW): 10 (eg. Balearic Slingers, Cretan Archers, Teutons)

-) Unit classes: 13 (eg. Spearman, Skirmisher, Chariot)

-) Unit promotions: 136 (eg. Skirmish, Furor, Loyalty)

-) Unit formations (NEW): 16 (eg. Shield Wall, Phalanx, Flank)

-) Unit ranking (NEW): 135 (eg. Centurio, Tribune, Polemarchos, Vizier)

-) Buildings: 178 (eg. Smoking Hut, Vintager, Arena)

-) Special Buildings per CIV: up to 10 (eg. Stone Circles, Gymnasion, Levee)

-) National Wonders: 16 (eg. Leagues, Mint Press, Bible Translation)

-) World Wonders: 65 (eg. Sphinx, Great Wall of Gorgan, Circus Maximus)

-) Projects: 5 (eg. Silk Road, Panhellenic Games, St. Anthony Monastery)

-) City specialists: 20 (eg. House/Field/Mine Slaves, Gladiators, Reservists)

-) Bonus resources: 66 (eg. Lead, Bronze, Olives, Cedars)

-) Terrain: 11 (Burnt forest, Dense forest, Fair wind)

-) Terrain improvements: 22 (eg. Salt Mine, Lumber Camp, Latifundium)

-) National disasters (NEW): 13 (eg. Earthquakes, Meteorites, Plague)

-) Religions: 13 (eg. Zoroastrianism, Celtic, Nordic, Egyptians Gods)

-) Cults: 9 (eg. Isis, Cybele, Mithras, Hellenism)

-) Civics: 36 (eg. Tyrannis, Oligarchy, Codex)

-) Events: 155 (eg. Tomb raiders, Spartacus, Trade of women's hair)

-) Quests: 22 (eg. Leper colonies, Spread of cults, Provinces)

-) Random map scripts: 40 (eg. Continents, Mirror, Donut)

-) Maps 5000 BC: 27 (eg. Europe (all sizes), Eurasia, Mediterranean)

-) Scenarios: 12 (eg. Rise of Egypt, Greco Persian War, First/Second Punic War, War of Diadochy)

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PAE VI Patch 6.13

PAE VI Patch 6.13

Patch

This file includes all former patches and fixes all known bugs and adds lots of new buildings, bonuses, techs and features.

PAE VI Patch 6.7

PAE VI Patch 6.7

Patch 2 comments

The newest patch for Pie's Ancient Europe VI. Patch 6.7 includes all other patches for PAE VI. Please rate for this mod here at moddb to bring this mod...

PAEVI 6.1.9

PAEVI 6.1.9

Patch

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...

PieAncientEuropeVI

PieAncientEuropeVI

Full Version

671 mb rar-file 1 GB unpacked Languages: English: 100% German: 100% Spanish: 98.9% French: 90.5% (= only pedias in english) Italian: 72.5%

Post comment Comments  (0 - 10 of 11)
misterglass
misterglass - - 1 comments

Hi Pie.

Firstly, thank you so much for your work on this mod and its predecessors. They have been my favourite mod for any game since I started playing it in 2011.

I recently reinstalled Civ IV and started playing the latest version of the mod with all patches available here, and everything played many many turns on the 52-Civ Marathon scenario until it reaches a time around 2700-2500 BC and then the game will crash at the end of a specific turn, every time, but will play fine from preceding turns.

I have replicated this on both the Steam version and on the GOG version, playing through from the start each time. The turn is different but it is the same result.

With logging enabled, the Python error log remains empty and the Python debugging log does not indicate any issue.

Looking at the xml.log, everything is SUCCEEDED up until "SetGlobalClassInfo (Civ4SpecialistInfos/SpecialistInfos/SpecialistInfo)", and from that point there are several errors of "info type NONE not found" logged after each of the following XML files is loaded:

"SetGlobalClassInfo (Civ4SpecialistInfos/SpecialistInfos/SpecialistInfo)"

"SetGlobalClassInfo (Civ4VoteSourceInfos/VoteSourceInfos/VoteSourceInfo)"

"SetGlobalClassInfo (Civ4GoodyInfo/GoodyInfos/GoodyInfo)"

"SetGlobalClassInfo (Civ4SpecialBuildingInfos/SpecialBuildingInfos/SpecialBuildingInfo)"

"SetGlobalClassInfo (Civ4VictoryInfo/VictoryInfos/VictoryInfo)"

"SetGlobalClassInfo (Civ4CorporationInfo/CorporationInfos/CorporationInfo)"

"SetGlobalClassInfo (Civ4RouteInfos/RouteInfos/RouteInfo)"

"SetGlobalClassInfo (Civ4ProjectInfo/ProjectInfos/ProjectInfo)"

"SetGlobalClassInfo (Civ4BuildInfos/BuildInfos/BuildInfo)"

Looking at the LSystem.log, the following errors are logged several times each:

"could not be loaded by the resource manager"

"building:Art/Structures/Buildings/Sklavenmarkt/sklavenmarkt.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!"

"building:Art/Structures/Buildings/Well/Well.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!"

"Warning: Node Leaf_2x2 has no generic art matching constraint 0.000000"

"LSystem failed to place node Leaf_LandImprovement_4x4!"

"LSystem failed to place node Leaf_Farm_4x4!"

My guess is that everything is working fine up until some particular technology is discovered that grants some particular specialist to the AI civ that discovers it, and then some bug causes these XML/NIF errors to cascade. This aetiology would explain why the error takes place at a different turn on each playthrough, and from that point an earlier save from the same playthrough will work fine up until that same turn where that technology is then discovered.

Let me know if there's an address/location to which you'd like me to send the full logs.

Cheers, and thanks again for such a wonderful mod.

-- Mister Glass

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Pie_at Creator
Pie_at - - 8 comments

oh sorry, I didn't notice this comment, because new comments.. why are they not shown when loggin in....

those lines are alerts only. no need for worries. lots of entries in the BTS XML have NONE as the default value. and even those lines are shown in error log.

I am afraid, I can't really help with that error, because if I play with 52 CIVs my tiny laptop crashes sooner than my big comp. I think the old engine of CIV4 has RAM problems, so I only play with max 30 civs on large maps. that works really fine till the end.

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Guest
Guest - - 693,710 comments

I haven't seen a mod as anal and basically unfun as this one. This is Civ IV with a straitjacket. You have workers? Don't bother. They can't farm, they can't build towns, they can't mine, etc... Got fishing boats? Don't bother: they can't fish. Wanna build roads? You need wheels. Why? (Don't ask.) Oh but wait... you don't need just *any* wheels, they have to be *spoked* wheel. Why? (Don't ask) You got spoked wheels? Well, sorry: you *still* can't build roads. Haha! Fooled ya again. Okay, I'm sure there's some sort of reason why all these limitations come into play. I'm not gonna bother asking. This is so slow and boring, it's taking the Civ game down a torturous path hardly worth the time. I don't generally write negative reviews (or rants), but this one takes the cake (or the Pie, sorry for the pun).

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Pie_at Creator
Pie_at - - 8 comments

I am so sorry you dislike this mod. It isn't that easy and more strict than the original game.
I can understand your disappointment in building your improvements, and yes you can build workers first and after that you have to research what they are able to build. it would be more frustrating if it was the other way round.
and for roads: they come very, very late. but no worries, if you improve your plots, you will automatically get paths to the next city. so you don't need to build roads. If I were completely strict, there won't be roads until Roman roads.... but for gameplay, it is better to be able to build some in bronze era.
ah and yes, the Egyptian had (spoked) wheels, but they had no roads...

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gEneRal_PoGi05
gEneRal_PoGi05 - - 3 comments

I can't open it. It shows "Failed initializing Phython". Can someone help?

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Pie_at Creator
Pie_at - - 8 comments

it sounds as if something happened when unpacking the files. or the mod is not in the BeyondTheSword/mods folder.
you may not add the mod into your custom folder of MyGames/BeyondTheSword, but then you'll get an GUI error.

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loulou76100
loulou76100 - - 466 comments

hey, is the bronze age period featured? could we get some screenshots of it if it is? thanks a lot!

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Pie_at Creator
Pie_at - - 8 comments

of course. with a very detailed tech tree, units, buildings and ethnic unit+city styles.
About screenshots: bronze age is only one of the five big eras in PAE: neolithic era, bronze age, iron age, classical age and late antiquity.
do you prefer map pics, units pics or comparing city/unit styles from bronze age to another age? if you know CIV, you can't still keep in a certain age, you will have to tech to a better age otherwise you get razed from your neighbour civs. ;)

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corralonmatsur
corralonmatsur - - 115 comments

could you do pics of the factions in the mod, maybe?

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Pie_at Creator
Pie_at - - 8 comments

that could be a lot. but yes, I will upload some pics of the best known ancient CIVs. The mod contains 33 civilizations (Etruscans, Phoenicians, Iberians, Hebrews, Assyrians, Britons, Hittites,...) with a total of 156 leaders (not mentioned all the replic tribes and leaders in the scenarios).
Edit: I added some pics.

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