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#1 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,325
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Prehistoric Era
I was thinking of all the missing technologies that come before human settle down into cities. My idea is to add a new era before the Ancient Era called the "Prehistoric Era". The way I imagine it could work is if set in place all civilizations would start with the same 2 starting techs. And they would work their way up to the "Ancient Era". Note that i would really like it to work were you could choose it as a check box in the custom game menu. That way if you did not want t play the ancient era then you would not have to. However this may not be possible both from a modular point of view and possibly ancient techs being moved back to prehistoric tech, such as hunting.
Here are some ideas for the techs... * = Existing Techs moved back to Prehistoric Era - *Hunting - Gathering - Scavenging - *Stone Tools - Fire Making - Cooking - Language - Shelter Building - Cave Dwelling - Cave Painting - Petroglyphs - Folklore - Counting Sticks - Boneworking - *Weaving - Prehistoric Music - *Pottery - Bead Making - Canine Domestication - *Fishing EDIT: Here is a Tech Tree Concept (see Attachment) Last edited by Hydromancerx; Dec 28, 2010 at 02:42 AM. |
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#2 |
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The White Wizard
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Completely possible. If you add an era, you could set the default starting era to prehistoric, but still have ancient there too. Just like we can have modern starts now, you can have ancients starts with this...
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"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#3 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,543
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Personally I would go for "Oral Tradition" rather than (or as well as) Petroglyphs for Ritualism and there should be an or link from weaving to pottery or maybe not.
BTW did you ever play "Paths to Glory" in Civ III? It broke down almost all the early techs but ended with the Iron Age due to problems with the Civ III engine. I also assume you have seen the Stone Age mod in Civ IV. Has some excellent ideas and events for this era.
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Dyslexia luRs Member of the C2C modding team. Last edited by Dancing Hoskuld; Nov 17, 2009 at 10:45 PM. |
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#4 | ||
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,325
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Quote:
Quote:
Nope I only played the demo of Civ3. But I use to play Civ2 all the time. In short I totally missed Civ1 then played Civ2 skipped Civ 3 and love Civ 4. I have taken a look at the Stone Age mod once but any refreshers on it would be great since i really don't remember much. In addition i have had my own "Sim Caveman" forum games which had their own tech tree but they were not very historic. |
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#5 |
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Hedonist
Join Date: Dec 2005
Location: Hamburg, Germany
Posts: 1,284
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I think cooking goes along with fire making, so this tech could be spared. It's a dead end anyway.
I like your plan and would gladly play prehistoric era, too.
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We humans, in future, will create this universe where we are now living. (Zappara, founder of Rise of Mankind, forefather of Caveman 2 Cosmos) if code is law, creativity is its legislative authority and transparency its judiciary. (myself) Economic Left/Right: -9.62
Social Libertarian/Authoritarian: -8.31 |
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#6 | |
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Caveman2Cosmos Modder
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Quote:
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#7 | |
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The White Wizard
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Quote:
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"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#8 |
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Chieftain
Join Date: Nov 2009
Location: Cincinnati, Ohio, U.S.A
Posts: 24
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I had a similar idea, but rather than settling into a population center, you just wandered around as a Nomad unit. Your Nomad would build a campsite near temporary food resources (megafauna such as mammoths and mastodons included, depending on where your people live) that can be depleted. If you discover a technology called "Settlement", you will be able to found your first permanent settlement that will become a city in the future.
If you just settled into a permanent residential area right away, I don't think this proposed era would be as fun. By the way, what year does this "Prehistoric Era" begin? |
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#9 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,543
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Technically "Prehistoric" means "before writing"
![]() Anyway here is my attempt form before RoM existed cut down a bit and partially based on "Paths of Glory" from Civ III. Clear boxes are the technologies, yellow are units and brown-pink are buildings in the city. Only technologies have their also needed links done in this diagram. i removed most of the extra resources since we have hit the limit in RoM. I also remover the civics since they cluttered everything and I want to check them agenst Afforess's new suggestions. there is also two more pages of this which take us up to the iron age and includes such as the War Rhino from India.
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Dyslexia luRs Member of the C2C modding team. Last edited by Dancing Hoskuld; Nov 19, 2009 at 06:22 PM. |
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#10 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,325
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Yeah I have a weird tech tree too. Note this is made before RoM as well. See attachment.
Last edited by Hydromancerx; Dec 28, 2010 at 02:42 AM. |
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#11 |
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Warlord
Join Date: Mar 2008
Posts: 140
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There was a time before Rise of Mankind?
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#12 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,325
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#13 |
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Warlord
Join Date: Mar 2008
Posts: 140
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Spooky.
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#14 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,543
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Quote:
Another great thing was that what units you could build depended on both your techs and resources in a better way than in Civ IV. As you can see I am having trouble describing it.
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Dyslexia luRs Member of the C2C modding team. |
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#15 |
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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Adding new era requires you to edit at least following RoM files:
BugNJAACOptionsTab.py Not Just Another Game Clock.xml Civ4CityLSystem.xml (+ additional art work if you want the graphics to be different on this era) Civ4PlotLSystem.xml (+ additional art work if you want the graphics to be different on this era) Civ4LeaderheadInfos.xml (music settings) Civ4CivilizationInfos.xml (starting techs) Civ4EraInfos.xml Civ4TechInfos.xml + all the art and art defines needed (buttons, era specific buildings etc). Adding new prehistoric era also breaks all civs in the game and you need to adjust their starting techs (this applies to all civ / leader modules as well). So are you planning to make modular patches for all the released civs? ![]() Civ4CityLSystem.xml and Civ4PlotLSystem.xml changes are required as these files handle all the art work for each era. Not an easy task, I can tell you. It took 3 months from me to add the Transhuman era and fill it (though that patch did require other things as well than adding the era).
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Civ 4: Rise of Mankind v2.92 mod for BtS v3.19
Rise of Mankind: Features | Download v2.92 (torrent) | Download v2.91 | Download v2.91patch | Addons | Scenarios & Maps | Strategy & Tips | FAQ | Bug reports | Version History | Forum |
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#16 | |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,325
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Quote:
HOWEVER! I was trying to think of a way in which the beginning techs could remain and those techs just get moved back to the Prehistoric Era. What are all the beginning techs? I know Fishing, Agriculture, Stone Tools, Mining, The Wheel, Ritualism ... am I missing any? |
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#17 |
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Hedonist
Join Date: Dec 2005
Location: Hamburg, Germany
Posts: 1,284
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Hunting.
__________________
We humans, in future, will create this universe where we are now living. (Zappara, founder of Rise of Mankind, forefather of Caveman 2 Cosmos) if code is law, creativity is its legislative authority and transparency its judiciary. (myself) Economic Left/Right: -9.62
Social Libertarian/Authoritarian: -8.31 |
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#18 | |
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The White Wizard
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Quote:
__________________
"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#19 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,325
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So was any modmoder interested in making such a mod if it was fully planned out?
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#20 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,543
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Quote:
. My plate is too full atm.
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Dyslexia luRs Member of the C2C modding team. |
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