http://forums.civfanatics.com/showthread.php?t=261143
STONE AGE
The Stone Age is a broad prehistoric period during which humans widely used stone for toolmaking.
Stone tools were made from a variety of different sorts of stone. For example, flint and chert were
shaped (or chipped) for use as cutting tools and weapons, while basalt and sandstone were used for ground stone tools, such as quern-stones.
Wood, bone, shell, antler (deer) and other materials were widely used, as well. During the most recent part of the period, sediments (like clay) were used to make pottery.
A series of metal technology innovations characterize the later Chalcolithic (Copper Age), Bronze Age and Iron Age. (Wikipedia:
http://en.wikipedia.org/wiki/Stone_age)
Adding a Stone Age to Quot Capita was my intention for quite some time know. I knew I wanted to do it,
and I had some big and great ideas about what to do. The "how"s were a bit more blurry at that time
Since the inception of those first ideas to this point when I'm ready to release the Stone Age "enabled" QC
to you I needed to cut some features I wanted to do previously (e.g. a Tribe unit that moves and creates units ala camp in Mongolian Invasion).
I was aware of the fact that some simpification of my grand ideas would be needed, but on the other hand I did not want to do and release
anything that I would not consider worthy. I hope what I achieved will be deamed worhty by the gamers.
Before I go into details about Stone Age for QC, I want to thank The_Triturador and LunarMongoose for their respective mods from where
I borrowed ideas and art from. Those great mods served as a basis for my work, and I am thankful for this.
STONE AGE IN QUOT CAPITA (Prehistoric Era)
My suggestion to you guys/girls would be to just jump into the game and let you experience this new era!
I have high hopes it recreates the feeling of the age it tries to simulate:
you start with a small band of Homo Sapiens Sapiens struggling for survival in a hostile but at the same time exciting environment.
When food was more about hunting than gathering, when a mythological shroud enveloped those fearsome wild beasts and tales of
great achievements echoed the starry nights by the fire - this is the time when the seeds of great civilizations are sown.
SO LET THE ADVENTURE BEGIN!
If you are the sort of player who likes to know the exact whats and hows, I can understand this need, so here's the list of
features:
- Stone Age tech tree - with stuff that was taken for granted before now only gradually becoming available. Sedentary lifestyle is a choke/checkpoint to Ancient Era and thus an improved growth, because there's ...
- Seriously slowed early growth - you don't have access to settlers beyond your starting band. The earliest opportunity to build settler type units is at Tribalism. The food requirements for a city to grow are also multiplied by 3. All this means you need to rely on the next feature listed, which is...
- Improved hunting mechanics - each animal now has a food "yield" (you can check it in Sevopedia), which is a base food value your nearest city will receive upon successful hunt. You need the Hunting tech for it to work; and you need the Hunter promotions for it to shine. The Coocked food tech also adds a small boost to the food value.
- New unit classes with some completely new art- stone spears, stone axes, slings, battering rams
- New buildings - e.g. Knowledge Inheritance, Stone Tools Workshop, etc. and the Lascaux Paints wonder (wonder art by avain).
- New worker builds/improvements - with new, cool art!
- New animals (wild boar, bison, orangutan, etc)
- Homo neanderthalensis - the rival of Homo Sapiens. Will it be extinct again? Just be prepared, these guys have more muscle than the Governor of California!
- Mythological creatures - when you are only armed with a stick or a stone spear at best, even a wild boar can instill fear that leads way to imagination. It is also quite possible that some now extinct animals were alive back then. The perception of these by the early cultures was interwoven with myths, beliefs and legends. So a lion might become a terrifying Chymera, a wild bull a mighty Minotaur. If you manage to defeat these famous beast however, it will provide more that enough fame for you, not to mention there will be something to story about by the fire while the kids are listening in awe. Just don't let the women see trough you and actually start demanding the hunted food
You receive culture in your nearest city. Mysticism banishes these mythological creatures back to the legends where they belong.
I must've left out sg, but this should be enough to start playing
Have fun!
avain