@strategyonly
Couple of things, "we" are going to need alot of buildings in the stuff we just put in, it would be better if they already existed and just changed some names and items around, would make it ten times easier. Plus i think it would be really boring cause right now you will only have warrior, slinger and a scout from grid 1 to grid 9. Need more there also. Got to have chooses otherwise people will lose interest. Thoughts ideas (anyone).
Much of what I already have in my mods will fit in the prehistoric techs. Also you can spread out some of your existing buildings and units for these new techs. Of course I will have to play test with the changes to see how it flows.
From what I can see from your tree the many promotions need to be moved around.
I think I will have a better idea of what we need after I apply my mods to it. It can get rather confusing because you have some of my buildings already in but I will end up changing and moving them around anyways.
For example the Basket Weaver's Hut to Basketry and a bunch of the Domestic Animal buildings moved. But i guess its better to have room to fill in than to have not enough room.
One more thing, dont be adding units to later era's also, i believe there is quite enough already, and need to "Slim" down even more
the only units I added were the ...
- Trained Dog
- War Dog
- Guard Dog
- Medic
- Police Squad
- Flamethrower
- Motorcycle
- Armored Car
- Jeep
- Humvee
- BTR80
- Hi-Tech APC
Note that all models are ALREADY in your mod. So all I did is "reactivate" them. The reason I needed to do so is because some of my buildings depended upon them. Such as the Medic for the "Field Hospital" and vehicles like the Motorcycle and Jeep for my "Automobile Factory".
In short there are no "NEW" units, only resurrecting old units that Afforess deactivated.
EDIT: The Entertainment module is fine, cause there really is no buildings added, just empty stuff, i need one that you are going to add actual art, that way i can take a look at how you are doing that, ok, thx.
What do you mean "art"? My buildings had button icon art. Note that most of my buildings have no actual 3D models. The only ones that do are because they were created by others like GeneralStaff or Afforess.
I posted an attachment of the NIMBY mod. It has 3D models for the Toxic Waste Dump and Federal Prison buildings. Note that they were create by Afforess and I just added on to the NIMBY mod when he gave it up awhile back. Note that I actually try to avoid 3D models since it increase the file size so much.
EDIT EDIT: I tried the game out and went directly towards Archery, just to test run, and this is what happened? (See 2-4 pics)
It by-passed all the Prehistoric stuff
I see your problem. Make sure you check the updated tech requirements I posted above. Your problem is with "Spear Making".
Spear Making requires
Warfare and
Fine-Edged Tools
Neither of which you have highlighted.
Fine-Edged Tools requires Stone Working (aka Stone Tools), which you have.
and
Warfare requires Hunting and Tribalism which neither of which you have.
.... You get the idea.
Basically to get to Archery you need the following techs ....
Archery
- Spear Making
-- Warfare
--- Hunting
--- Tribalism
---- Cultural Identity
----- Ritualism
------ Prehistoric Dance
------- Prehistoric Music
-------- Oral Tradition
--------- Cooperation
---------- Gathering
----------- Nomadic Lifestyle*
---------- Language*
-- Fine-Edged Tools
--- Stone Working (aka Stone Tools)
----Tool Making
----- Scavenging
------ Gathering
------- Nomadic Lifestyle*
* = Starting Tech
On a side note I have been transcribing the space techs and making a huge tech tree diagram with all the techs in it. It should be epic when I finish.