johny smith
Deity
- Joined
- Mar 10, 2007
- Messages
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Rise of the Homos(Development Thread)
This is an idea I have that I thought sharing may help. Remember through all of this this is not supposed to be interpreted as actual history. I want to make it a little comical not so serious. This mod will not be done quickly either. I know this will take a while to be complete. If there is a gathered interest in this idea I say we slowly work towards the goal of making it.
Imagine the year is 150,000 BC in the Paleolithic Era (Old Stone Age). The world is in an ice age. There are many places completely covered in ice. The water level is much lower so more land masses are connected because of this. You begin without a city but a moving camp.
You begin as 4 possible modern Homo Sapien tribes leaving out of Africa. You leave because you are following big game animals. Now this would require animals would actually move around in search of food from the land, and separate animals that are predators. Now you are following the big game. You would collect commerce just from the big game kills. There would need to look really big and pose a serious hurdle to take them down.
Here is small map of genetic patterns that are believed to be true. The numbers in the legend is what time it is estimate the populations appeared in the areas.
You find for barbarians (nonplayable civs) the other previous members of the Homo genus. Homo Floresiensis and Homo Neanderthalensis are the two that come to mind, but perhaps there could be more added. They need not to be aggressive but wanders at first, but of course things can turn sour. You should be required to have a special unit to be able to actually communicate with them then with more then grunts. They can teach you unique technologies by each of them having a completely different tech tree.
As you go along there should be goodies placed of the map to draw players to a particular area. So like a fantasy map where you can gain some unique rock that draws your attention or perhaps leftover monsters like left over dinosaurs, giant birds or etc. The point is to give you entertainment and a sense of adventure in exploring the map where you gain unique wonders for being there first. Of course you should have the constant struggle of predators coming after you.
Ok later now. The Holocene Epoch occurs and the ice begins melting. The planet is warmer and wetter. For example the Sahara desert was more of a savannah in this time. Many places are revealed on the map and the large big game start dying off so more small game appear. Now this would be the time for domestication of animals. And the other members of the Homo genus disappear.
The idea I thought would be to capture an animal for so long so you could change it into a unit of yours for food. The animal would need protection from predators as well. The units should produce different amounts based on the terrain they go to and how many other animals have visited the same plot. Of course some animals might not should be food. Dogs would be cheap units to help warn of predators, and could be upgraded in the artic to be used as transportation. Reindeer were one of the very first domesticated animals usually left out for the artic. Of course then goats, cows, sheep, and etc.
This era after the melt is the Mesolithic. It starts around 10,000 BC. The principle idea is learning to make better tools for smaller prey and learning to substitute your diet with alternatives. This era should also have small spots of resources like early wild versions of later domesticated plants of today to be collected for food. So there needs to be demands or limits placed on how much you can grow because of the lack of food.
Later comes the Neolithic era which I think is best to begin around 7000BC. This is when you should learn to domesticate the wild plants to make better yields by building improvements on the land. The domesticated animals would not gain a bonus for staying in one place. After learning basic agriculture practices your camp should be able to remain still in one location for so many turns to become a city.
All civilizations should be limited on the eras that they can play I believe. I am hoping that you could create your civilization as you go. My initial thoughts on what determines your civilization would be techs to change your civilization to another unique tech tree. I though to base this on the linguistic families. Like for example the Afroasiatic family splits to form Egyptian or the Semitic language subgroups. This could give you different tech trees for the Egyptians and the Sumerians, This is just my first thoughts only on this though.
I will write more details of plans on this if there is any interest in helping. There is a camp unit that acts a moving city partially done in the WoC. I only wanted to get this out to see if there is any interest. Because I do not want to create a mod just for myself to play. I am open to any ideas to improve this. I hope I hear some positive responses and good suggestions.
This is an idea I have that I thought sharing may help. Remember through all of this this is not supposed to be interpreted as actual history. I want to make it a little comical not so serious. This mod will not be done quickly either. I know this will take a while to be complete. If there is a gathered interest in this idea I say we slowly work towards the goal of making it.
Imagine the year is 150,000 BC in the Paleolithic Era (Old Stone Age). The world is in an ice age. There are many places completely covered in ice. The water level is much lower so more land masses are connected because of this. You begin without a city but a moving camp.
You begin as 4 possible modern Homo Sapien tribes leaving out of Africa. You leave because you are following big game animals. Now this would require animals would actually move around in search of food from the land, and separate animals that are predators. Now you are following the big game. You would collect commerce just from the big game kills. There would need to look really big and pose a serious hurdle to take them down.
Here is small map of genetic patterns that are believed to be true. The numbers in the legend is what time it is estimate the populations appeared in the areas.
Spoiler :

You find for barbarians (nonplayable civs) the other previous members of the Homo genus. Homo Floresiensis and Homo Neanderthalensis are the two that come to mind, but perhaps there could be more added. They need not to be aggressive but wanders at first, but of course things can turn sour. You should be required to have a special unit to be able to actually communicate with them then with more then grunts. They can teach you unique technologies by each of them having a completely different tech tree.
As you go along there should be goodies placed of the map to draw players to a particular area. So like a fantasy map where you can gain some unique rock that draws your attention or perhaps leftover monsters like left over dinosaurs, giant birds or etc. The point is to give you entertainment and a sense of adventure in exploring the map where you gain unique wonders for being there first. Of course you should have the constant struggle of predators coming after you.
Ok later now. The Holocene Epoch occurs and the ice begins melting. The planet is warmer and wetter. For example the Sahara desert was more of a savannah in this time. Many places are revealed on the map and the large big game start dying off so more small game appear. Now this would be the time for domestication of animals. And the other members of the Homo genus disappear.
The idea I thought would be to capture an animal for so long so you could change it into a unit of yours for food. The animal would need protection from predators as well. The units should produce different amounts based on the terrain they go to and how many other animals have visited the same plot. Of course some animals might not should be food. Dogs would be cheap units to help warn of predators, and could be upgraded in the artic to be used as transportation. Reindeer were one of the very first domesticated animals usually left out for the artic. Of course then goats, cows, sheep, and etc.
This era after the melt is the Mesolithic. It starts around 10,000 BC. The principle idea is learning to make better tools for smaller prey and learning to substitute your diet with alternatives. This era should also have small spots of resources like early wild versions of later domesticated plants of today to be collected for food. So there needs to be demands or limits placed on how much you can grow because of the lack of food.
Later comes the Neolithic era which I think is best to begin around 7000BC. This is when you should learn to domesticate the wild plants to make better yields by building improvements on the land. The domesticated animals would not gain a bonus for staying in one place. After learning basic agriculture practices your camp should be able to remain still in one location for so many turns to become a city.
All civilizations should be limited on the eras that they can play I believe. I am hoping that you could create your civilization as you go. My initial thoughts on what determines your civilization would be techs to change your civilization to another unique tech tree. I though to base this on the linguistic families. Like for example the Afroasiatic family splits to form Egyptian or the Semitic language subgroups. This could give you different tech trees for the Egyptians and the Sumerians, This is just my first thoughts only on this though.
I will write more details of plans on this if there is any interest in helping. There is a camp unit that acts a moving city partially done in the WoC. I only wanted to get this out to see if there is any interest. Because I do not want to create a mod just for myself to play. I am open to any ideas to improve this. I hope I hear some positive responses and good suggestions.