1. Whats the difference between "Ceramics" and "Pottery"?
Ceramics is the precurser to full pottery, clay figurines such as this one. They had been in existence long before full pottery. Essentially bead making and fertility figurines, indicating an early form of religious belief (ties in with Spiritualism, which could be renamed religious practice?)
2. Why would sewing appear after livestock domestication? I mean people killed animals way before then and could get animal hides from hunting wild animals just as well.
It's Nålebinding, not sewing because as you rightly say, sewing had been in existence since long before 10,000 BCE so it shouldn't even be in the tree. My thinking was it's the first real knitting using the wool of domesticated animals so in terms of the tree; Weaving reveals cotton and silk, Nålebinding links the practice to animals and later, textiles enables silk farms and cotton plantations as well as opening up animal textile buildings?
3. I am guessing Foraging is the same as Gathering. But what is Harvesting? Because basically I separated it into Gathering = Plant resource and Scavenging = Animals resources.
I see Foraging as more like a mix between scavenging and gathering more or less collecting food resources be they dead or alive, animal or plant. Harvesting is collecting "wild crops" before they actually domesticated crops. SO it reveals the wheat, rice and corn resources on the map before actually enabling them later, through Early Agriculture.
4. I also disagree about spiritualism being so early on.
I think religious practice would be a better description here, but this would open up the Tumulus improvement to represent early grave sites with grave goods such as this one. Currently the Tumulus building is far to late in the tree.
5. I don't think cuniform should be listed since that's what "writing" means. And not all cultures had cuniform either.
Yes that's correct, not all civs had Cuneiform, but not all civs rode elephants or even horses. Not all civs made Megalithic Structures. I think cuneiform is very important because the modern practice of history begins with the written record. Evidence of human culture without writing is the realm of prehistory, so this fits with the mods theme. The writing process first evolved from economic necessity in the ancient near east. Cuneiform is the first known writing system and links previously uncategorized clay "tokens" or pictograms.
6. I do like the musical traditions idea but I was going to add it as "Folk Music" later on and then also add other "Musics" to later eras.
Cool. I agree Musical Traditions seems to fit well as a natural progression from prehistoric music as by this time stringed instuments had been invented and where in common use. Cultures where developing their own musical identity.
7. Why would shelter building require woodworking? You can build grass shelters without wood.
Grass shelters are hardly the substance of sedentism though are they. My thinking was more permanent shelters have a wooden frame unless they are made from fired brick or stone slabs.
Overall I am happy for the enthusiasm but your method not only leaves out a bunch of stuff but I don't think makes all that much sense in the order you give. When I was making my tree I made sure to incorporate existing techs that Strategyonly already had in place. You forget things like microliths, flint knapping, megafauna domestication, etc.
I think it leaves out a bunch of stuff that doesn't actually improve the game play, I see where you are coming from though as I understand you want to add heaps of features. I've playtested several run through's of the early stages of the mod and a lot of the techs you have are simply link techs without any real use in game terms. A few examples include Sewing, Fine Edged Tools, Carving and even some that give an improvement like Prehistoric Dance have the potential to make things too easy. The Dance Hut does more or less the same as the Music Hut and what you have to be careful of is making too many buildings that improve the same things such as happiness improvements as it becomes less of a balancing act to keep people happy and more of just another bonus building.
I totally disagree that this tree makes less sense in terms of order though. The prime examples in your current tree are Cooking and Fire Making. These two things need to be at the very start of the tree at the latest as they had been universally discovered long before the tree timeline starts. Same goes for Language, Nomadic Lifestyle, Flint Knapping and Cooperation amongst others.
Thanks for the ideas but I think we are good at the moment and don't need a total overhaul again. While not always perfect I do research the stuff I propose before planning it out.
No problem, if nothing else I hope you take on board the fact that more is not always better unless it throws up difficult choices. That's where Civ 5 fell down IMO, not everything you get should be a boon.