View Full Version : 10.000 BC [Modular]


vincentz
Jul 29, 2009, 03:47 AM
This ultra small modmod is supposed to fix history as I know it. Since I started my first mods I been reading tons of Wiki's etc. which made me wonder : Why start 6.000 BC when a lot of the early techs (well almost all of them actually) in RoM is earlier. A small example is the Wiki of the Neolithic Age :

The Neolithic Age, Era, or Period, or New Stone Age, was a period in the development of human technology, beginning about 9500 BC in the Middle East[1] that is traditionally considered the last part of the Stone Age. The Neolithic followed the terminal Holocene Epipalaeolithic periods, beginning with the rise of farming, which produced the "Neolithic Revolution" and ending when metal tools became widespread in the Copper Age (chalcolithic) or Bronze Age or developing directly into the Iron Age, depending on geographical region. The Neolithic is not a specific chronological period, but rather a suite of behavioural and cultural characteristics, including the use of wild and domestic crops and the use of domesticated animals. [2]

Neolithic culture began in the Levant (Jericho, modern-day West Bank) about 9500 BC. It developed directly from the Epipaleolithic Natufian culture in the region, whose people pioneered the use of wild cereals, which then evolved into true farming. The Natufians can thus be called "proto-Neolithic" (12,500–9500 BC or 12,000-9500 BC[1]). As the Natufians had become dependent on wild cereals in their diet, and a sedentary way of life had begun among them, the climatic changes associated with the Younger Dryas are thought to have forced people to develop farming. By 9500–9000 BC, farming communities arose in the Levant and spread to Asia Minor, North Africa and North Mesopotamia. Early Neolithic farming was limited to a narrow range of plants, both wild and domesticated, which included einkorn wheat, millet and spelt, and the keeping of dogs, sheep and goats. By about 8000 BC, it included domesticated cattle and pigs, the establishment of permanently or seasonally inhabited settlements, and the use of pottery.[3]

Not all of these cultural elements characteristic of the Neolithic appeared everywhere in the same order: the earliest farming societies in the Near East did not use pottery, and, in Britain, it remains unclear to what extent plants were domesticated in the earliest Neolithic, or even whether permanently settled communities existed. In other parts of the world, such as Africa, South Asia and Southeast Asia, independent domestication events led to their own regionally-distinctive Neolithic cultures that arose completely independent of those in Europe and Southwest Asia. Early Japanese societies used pottery before developing agriculture.

So I made a small modmod that for now is for Epic Speed only, but if it has any interest it can be made for all speeds.

Basically it doesnt change much. (See schema) Though I took 50 turns out of the Antique (Classical) era / Early middle age, as I think it had too many turns. What it does is it doubles the step increment (Month/year in schema) but leave turns the way they are, so its primarily visual.



Before :
ANNO MONTH/YEAR TURNS TOTAL
6000-4000 600/50 40 2000y
4000-1500 300/25 100 2500y
1500-AD1000 120/10 250 2500y
1000-1750 60/5 150 750y
1750-1840 24/2 70 140y
1840-1940 12/1 100 100y
1940-2000 6/,5 120 60y
2000- 3/(1/4) 190

After :
10000-6000 1200/100 40 4000y
6000-1000 600/50 100 5000y
1000-AD1000 120/10 200 2000y
1000-1750 60/5 150 750y
1750-1840 24/2 70 140y
1840-1940 12/1 100 100y
1940-2000 6/,5 120 60y
2000- 3/ (1/4) 190

os79
Jul 29, 2009, 05:21 AM
but if it has any interest it can be made for all speeds.

I'm interested in Snail and Marathon speed adjustments, yes. I tend to play Snail now because the techs go by TOO FAST in marathon. I want to try this one out with marathon, and if it is still too fast, then snail.

Nice modmod idea :D.

Sarkyn
Jul 29, 2009, 06:57 AM
Cute. :)

I'll use this.

vincentz
Jul 29, 2009, 09:27 AM
I'm interested in Snail and Marathon speed adjustments, yes. I tend to play Snail now because the techs go by TOO FAST in marathon. I want to try this one out with marathon, and if it is still too fast, then snail.

Nice modmod idea :D.

When does the techs go too fast in marathon? (in which era(s))
The reason why I'm asking is that I'm also working on a tradenerf module. IMO the tech tree went from being reasonable until the age of sail where suddenly the techs would be researched in 1 turn instead of the 7-8 turns/tech just a couple of techs earlier (Im playing on Epic speed).
The tradenerf module wont touch any buildings or techs, but simply cutting down the huge initial bonuses oversea/foreign trade gives, making it possible to have a graduable flow. The bonuses are still illustrated in buildings such as toll house/customs house/commercial port etc etc. so the trade routes will eventually blossom. Just not overnight as they do now. So it will become the Age of Discoveries. Not the Day of Discoveries ;)

os79
Jul 29, 2009, 10:05 AM
When does the techs go too fast in marathon? (in which era(s))

Early (Ancient) and Classical Ages went by too fast. Did not give me time to construct buildings! That is why I favor Snail speed. More time to construct buildings in each cities. Plus, it make Writing's School of Scribes useful because with Marathon, SoS and later Libraries are redundant.

DRJ
Jul 29, 2009, 01:27 PM
Yeah this 10.000 BC module adjusted to the eternal speed (mod) that is out there (and which I only use) would be perfect.

Xionn
Aug 11, 2009, 08:34 PM
Great modmod, I always thought that 6,000 BC was too late in history to be the start of all civilization. I will definitely use this. Thanks vincentz.