a few thoughts and suggestions

B.I.B

Chieftain
Joined
Oct 28, 2013
Messages
63
Hi,

I've been playing C2C more or less constantly since v 17 and have been an active reader here on the forums for the last year as well.

Some thing that me and my friend that I'm hotseating with have been tolaking about during our sessions. Thought that these might lead to something good from the community as well (unfortunately I do not have the skills to help myself).

XP for specialists:
While it is a really nice feature that different Specialists in the city generate XP to different types of units it gets broken by the fact that so many units are classified as civilians. Since Civilan Specialists are unlimited I can easily assign vast amounts of XP to civilian types of units built in a city, for example:
Town Watchmen and equivilent (here it is really broken since I seem to be able to get all levels of Policing from the start)
Healers (although these get limited a bit since the different promotions are limited)
Spys (also rather broken since this means that I will never build spies that reveal their nationality)

There are probably more types of units where I can exploit the XP assigned by civilians but these are the ones from the top of my head. Especially for "police units" and healers this is a problem since it makes handling Crime and Disease a lot easier than it should be.

% Buildings:
There seems to be way too many buildings giving different % bonuses to commerce, science, gold, hammers. This makes balancing for the mod more or less impossible and also gives no real sense. Why should the fact that I have baskets give +1% to all gold generated by the city for example. Or the fact that I have apple in my bread increases the whole gold production of the ciry by 3%. IMHO more or less no buildings or wonders should give % bonuses.

Commerce and sliders:
I know that this "attacks" the foundation that CIV is built upon. But the current system where cities produce a certain amount of commerce which is then gathered on a national level and split between science, culture, espionage and gold by using sliders is really strange. Especially since the majority of the Gold production will come from the cities instead of being produced by lowering any of the top left sliders.
Wouldn't a way cooler method of doing this be to have any gold generating building generate commerce instead and thereby forcing the player to utilize the sliders in otder to get some income in their civ? I at least find it rather boring to be able to always have 100% research in the game. Of course that approach also means that Civ's strange look on what taxes is need to be overhauled. In an extension of that system perhaps every city could have their own slider controlling what should be pooled as national commerce to be used for science/espionage civ/troops maintenance and so on, and what should be local commerce for the city and thereby be used for local maintenance and local culture for example.

Limiting exploration:
With plyed around a bit with how the game could be more limited in the beginning of the game so that not a whole continent has been explored already in the prehistoric. Couldn't something be done where it isnät possible to go more than X steps outside of your cultural border (where X could be tech dependant or similar). Or perhaps have the troop maintenance to be dependant on the distance from the border (and then let techs or similar control that maintenance factor)? for us the ultimate solution would be if Civ somehow changed "scale" depending on the time or era (or tech) but I can see how that would be really hard to accomplish.

Cultural population in cities:
I know that the cultural population in the cities somehow affects the rev mod but shouldn't it also affect the defenses in a city. Let's say that my Roman city has 30% Assyrian population and Assyria attacks my city. Wouldn't it be cool if my city defenses where then 30% lower than they should be due to the large Assyrian population in my city? This could of course be expanded upon more, where the different civics could give different effects on the multi-cultural cities (I'm absolutely not saying that all effects should be negative either). Of course we would then need to open up the possibility to do an equivilent of the inquisitor but for culture/population instead (nazi-germany anyone?).
If more effects came from the "split" population this could also then be connected to trade routes, where every traderoute to a foreign city brought with it some amount of "culture" from that nation as well. Suddenly the closed borders option would give more game meaning as well.
One other use (and positive effect) of the cultural mixes in a city could also be research bonuses for techs. Let's say that 10% of the population in my Roman city is Assyrian, then I could get a research bonus for any tech that I research that the Assyrians already know of. Perhaps this could also affect my relations with assyria (depending on if I have "good" or "bad" civics for my foreign population.

Best Regards
Jon
 
Hi,
Limiting exploration:
With plyed around a bit with how the game could be more limited in the beginning of the game so that not a whole continent has been explored already in the prehistoric.

IIRC That was in the work plan but loss in a process and still no one want to bring this cool idea back.
 
Limiting exploration:
With plyed around a bit with how the game could be more limited in the beginning of the game so that not a whole continent has been explored already in the prehistoric. Couldn't something be done where it isnät possible to go more than X steps outside of your cultural border (where X could be tech dependant or similar). Or perhaps have the troop maintenance to be dependant on the distance from the border (and then let techs or similar control that maintenance factor)? for us the ultimate solution would be if Civ somehow changed "scale" depending on the time or era (or tech) but I can see how that would be really hard to accomplish.

I had this working well enough to identify some bugs. Then I upgraded my machine. Hopefully I have a back up somewhere.

I had the different unit groups have a different distance they could travel outside the borders Recon more than Hunters more than the rest. Ships slightly different. As technology progresses your units can travel further. Some promotions help and I was thinking of having some bonuses help eg if you have baskets you can carry more so travel further. The trick is to make it possible to get far enough to settle your second city in a valid point and I think I had that.
 
@B.I.B.,

For close to 5+ years I have stood against limiting exploration and will continue to do so until I stop playing C2C. Ex of why this is bad (just 1 of many), If you do this you have to redo ALL Leader Traits as any Leader with Expansionist Trait is now handcuffed and useless. And the hooha over the Leader traits to begin with was a terrible mess. Limiting expansion generally comes from players who play eternity or eons gamespeeds on Large or smaller maps. Map type and map size along with Game speed are direct variables to your proposal. And your proposal is not a new one either.

@DH,
You're approach would work early Preh but you already have the PretribeMaint building and Civics making it more difficult to establish cities after your 1st 2 once you have tribalism. And your idea would only be viable for that early game start period before tribalism.

Your Subdued animals already take care of some of the rapid exploration too. Would this not be just more Preh era overkill? Or have you and the Team concluded that the preh era should have No expansion at all? And doesn't that kill SO's vision for the Preh Era? Raises more ?'s from where I sit on the player side of things. Just maybe less promotions in the early early game just might restrict exploration enough. Personally I find it's pretty balanced right now with SVN 8143.

Just started a new game yesterday with that build. And my exploration is way down from what it could've been with other previous versions. Huge PM map with 10AI and Marathon GS. It's 6765BC, Ancient Era, and I have not yet even explored my own area of the map and have only met 1 other AI (so they are slowed down too (maybe too much?). Animals and Neanders have been prolific and a good deterrent to rapid expansion. And I know how to rapidly expand, just ask Koshling, T-Brd and the rest of the US MP Pbem players (Koshling is good at expansion too).

JosEPh
 
XP for specialists:
While it is a really nice feature that different Specialists in the city generate XP to different types of units it gets broken by the fact that so many units are classified as civilians. Since Civilan Specialists are unlimited I can easily assign vast amounts of XP to civilian types of units built in a city, for example:
Town Watchmen and equivilent (here it is really broken since I seem to be able to get all levels of Policing from the start)
Healers (although these get limited a bit since the different promotions are limited)
Spys (also rather broken since this means that I will never build spies that reveal their nationality)

There are probably more types of units where I can exploit the XP assigned by civilians but these are the ones from the top of my head. Especially for "police units" and healers this is a problem since it makes handling Crime and Disease a lot easier than it should be.
In my experience with this I do have to agree. The problem is I have no other appropriate specialists to give a bonus to law enforcement and health care units (people and animal healers). Since we can't add more specialists at this time I can't really balance this out appropriately. I think we'd have the same problem if I put those bonuses on Priests too. So I'm just waiting on that mod to improve this. In the meantime, we COULD try a few other things... open to suggestions there.


% Buildings:
There seems to be way too many buildings giving different % bonuses to commerce, science, gold, hammers. This makes balancing for the mod more or less impossible and also gives no real sense. Why should the fact that I have baskets give +1% to all gold generated by the city for example. Or the fact that I have apple in my bread increases the whole gold production of the ciry by 3%. IMHO more or less no buildings or wonders should give % bonuses.
Maybe we need to get clear on what % and +/- really means. I think this was brought up a while back and it was stated that we couldn't have +/- x commerce based on an existing bonus but that then I found in the code where we could but the conversation had moved on. It would be a subject of discussion but more importantly would take an enormous amount of xml effort (simple to learn how btw!) to do anything about it. In some situations, like this one, the main thing we'd need to do is get some more manpower on the project ;)

Commerce and sliders:
I know that this "attacks" the foundation that CIV is built upon. But the current system where cities produce a certain amount of commerce which is then gathered on a national level and split between science, culture, espionage and gold by using sliders is really strange. Especially since the majority of the Gold production will come from the cities instead of being produced by lowering any of the top left sliders.
Wouldn't a way cooler method of doing this be to have any gold generating building generate commerce instead and thereby forcing the player to utilize the sliders in otder to get some income in their civ? I at least find it rather boring to be able to always have 100% research in the game. Of course that approach also means that Civ's strange look on what taxes is need to be overhauled. In an extension of that system perhaps every city could have their own slider controlling what should be pooled as national commerce to be used for science/espionage civ/troops maintenance and so on, and what should be local commerce for the city and thereby be used for local maintenance and local culture for example.
There's some things that do make sense about this system and some things that don't but to improve it would mean not building it this way from scratch with a new game. (Don't think we haven't considered this! lol)

Limiting exploration:
With plyed around a bit with how the game could be more limited in the beginning of the game so that not a whole continent has been explored already in the prehistoric. Couldn't something be done where it isnät possible to go more than X steps outside of your cultural border (where X could be tech dependant or similar). Or perhaps have the troop maintenance to be dependant on the distance from the border (and then let techs or similar control that maintenance factor)? for us the ultimate solution would be if Civ somehow changed "scale" depending on the time or era (or tech) but I can see how that would be really hard to accomplish.
DH was going to do something along these lines. I think it'd drive me nuts to have a hard limit but an increasing unit support cost might work sorta. I've another idea in mind but I'll be sure to make it an option when I get around to it.

Cultural population in cities:
I know that the cultural population in the cities somehow affects the rev mod but shouldn't it also affect the defenses in a city. Let's say that my Roman city has 30% Assyrian population and Assyria attacks my city. Wouldn't it be cool if my city defenses where then 30% lower than they should be due to the large Assyrian population in my city? This could of course be expanded upon more, where the different civics could give different effects on the multi-cultural cities (I'm absolutely not saying that all effects should be negative either). Of course we would then need to open up the possibility to do an equivilent of the inquisitor but for culture/population instead (nazi-germany anyone?).
If more effects came from the "split" population this could also then be connected to trade routes, where every traderoute to a foreign city brought with it some amount of "culture" from that nation as well. Suddenly the closed borders option would give more game meaning as well.
One other use (and positive effect) of the cultural mixes in a city could also be research bonuses for techs. Let's say that 10% of the population in my Roman city is Assyrian, then I could get a research bonus for any tech that I research that the Assyrians already know of. Perhaps this could also affect my relations with assyria (depending on if I have "good" or "bad" civics for my foreign population.
With C2C it becomes important to make a distinction here. This is NATIONAL culture %s you're talking about. A plan to be developed hopefully soon is to have Cultural culture tracking and to be able to see various %'s in similar ways there in each city. This will obviously have numerous potential effects and some of what you mention should be considered when we work on that I think.
 
And the hooha over the Leader traits to begin with was a terrible mess.
How so? I'm quite happy with traits today (for now.)
 
My testing of Movement Limits suggests it is viable up until Sedentary Lifestyle at which point you can get half way round the world with the limits. However that was with the last version. Yes I have found the code and Platypings fixes to my reported bugs.

You just reminded me to check that the limits adjust to map size and by leader trait.

edit I think expansive should add 1 to the base movement of all units and then double that base movement for land units. Seafaring should increase the base movement of sea units and then double it.

The formula for calculating the movement of a unit is something like
Actual Movement = Adjusted Base Movement * Adjusted Movement Multiplier

where

Adjusted Base Movement = Unit Class Base Movement + Movement Adjustments for Tech, Bonuses, Traits and Promotions

Adjusted Movement Modifier = 1 + Multiplier Adjustments for Tech, Bonuses, Traits and Promotions

where

Unit Class Base Movement is based on domain (land or sea), Map size and Game speed.​
 
Hi,

Limiting exploration:
With plyed around a bit with how the game could be more limited in the beginning of the game so that not a whole continent has been explored already in the prehistoric. Couldn't something be done where it isnät possible to go more than X steps outside of your cultural border (where X could be tech dependant or similar). Or perhaps have the troop maintenance to be dependant on the distance from the border (and then let techs or similar control that maintenance factor)? for us the ultimate solution would be if Civ somehow changed "scale" depending on the time or era (or tech) but I can see how that would be really hard to accomplish.

A couple of years ago Lplate created an "Unexplore" module for Rise from Erebus (RifE), a Fall from Heaven 2 modmod. I never tried it myself, nor do I know if it's compatible with the last version of RifE, but there might be some ideas in it that the team will find appealing.

http://forums.civfanatics.com/showthread.php?t=476383
 
That is a good suggestion Nor'easter, having areas revert to Unexplored area when having not seen it for a long enough while.

Another suggestion I have, when it comes to Culture:
Keep full Culture on Global Culture gains but have Culture on plots work like the properties by decaying over time, though by both a percentage as well as a fixed amount, so 1+%, so it can reach zero.
That way after having taken over a city, or removed an opponents influence over a plot (by removing the city that influences it) the plot will given enough time be completely owned by the only one having constant influence over the plot.
As for City Culture, as that is different from Plot Culture, that can either remain as it is or also decay over time, making the cultural expansions more of a fight to get instead of happening over time regardless of what one does anyway. Adds another dimansion of "do I go for culture to expand borders or get more wonders, or go for money, or commerce, or....".

Cheers
 
A couple of years ago Lplate created an "Unexplore" module for Rise from Erebus (RifE), a Fall from Heaven 2 modmod. I never tried it myself, nor do I know if it's compatible with the last version of RifE, but there might be some ideas in it that the team will find appealing.

http://forums.civfanatics.com/showthread.php?t=476383

I really hate this or at least I hate the way it has been implemented in the mods that I have tried. Ancient Europe does it the best with even goody huts possibly appearing in the now hidden areas.

The main problem is that the human remembers the terrain but the AI does not. Without the gooody huts respawning it means that the human gets most of them, since they explore only where they have not gone before while the AI goes back over areas it has already explored.

When we get the WLBO mod's Indigenous Peoples back in things will be more complex since IP replace the Goody Hut when you pop it. They are a very simple version of independent cities. They aren't real cities and only have events tied to them based on your relationship with them in general.
 
I really hate this or at least I hate the way it has been implemented in the mods that I have tried. Ancient Europe does it the best with even goody huts possibly appearing in the now hidden areas.

The main problem is that the human remembers the terrain but the AI does not. Without the gooody huts respawning it means that the human gets most of them, since they explore only where they have not gone before while the AI goes back over areas it has already explored.

When we get the WLBO mod's Indigenous Peoples back in things will be more complex since IP replace the Goody Hut when you pop it. They are a very simple version of independent cities. They aren't real cities and only have events tied to them based on your relationship with them in general.
Perhaps we can try to implement this with 2 caveats:
1) We make it an option
and
2) We make it possible for goody huts to respawn but only in areas no player can see.

I think this mod component would be critical for a proper Nomadic Start.

Too much on the plate to worry about it for now though.
 
Even the author says it is a big handicap to the AI and changes it so it only works in single player mode and only for the human.

If goody huts respawn then you will end up with every plot being an IP village. Probably not a good idea.
 
Not so hard to get it to balance out I think. We can make each plot have a .001% chance of spawning a goody when darkened out if needbe. Processing wise it can be done rather quickly in the dll.

Additionally... all AI problems CAN be solved. Furthermore, if done in an environment where the city is not fixed for a time to come it can help tremendously with giving the sensation of migration with generations forgetting what the previous generations encountered. I'd think it difficult to recall the whole lay of the land behind you.

Again... would certainly make it optional for those who dislike it.
 
In addition to Thunderbrd's suggestion of making "Unexplore" optional, I thought of two other possible implementations:

1) Is it possible to program it so that "Unexplore" affects only human players and not the AI? Dancing Hoskuld makes an important point that human players will remember the terrain -- or at least most of it -- while the AI won't. That might be the simplest solution.

2) More complicated, and certainly more RAM- and processor-intensive: have concealed terrain experience random changes to either base terrain or features or both until the terrain becomes permanently visible whenever the appropriate technology is researched.

I know that, strictly speaking, this wouldn't be scientifically accurate -- cataclysms like earthquakes and volcanoes notwithstanding. Within the confines of the game engine, however, it might be a way to simulate the loss of knowledge over the centuries? millennia? represented by each turn in the prehistoric era. ("Lore passed down from our ancestors says there are mountains 4 tiles to the north, but we see that they are actually hills, 3 tiles to the northwest. The lore must have been exaggerated over the generations.") Again, this would stop once your civ learns how to make maps and keep permanent records of the explored territory, at whatever the appropriate tech is.

#2 might be too difficult to program, and I don't know how much it would tax RAM and processor speed. Plus, it might represent a direction the team doesn't want to take. And of course, if implemented, it would have to be very clearly explained in the 'pedia.
 
This mod, as well as some others on here, are more about being realistic to history and actuality, teaching us why some countries and people are like they are today, rather than sacrificing realism for gaming balance. That's the point of this mod. Though a amazing game, this mod is more of a history and social lecture on why and what happened rather than a game. May not be a perfect balance according to gamer and gaming standards, but you always will walk away understanding why xxx group of people are yyy, or why and how of a stereotype or misconception is. Or with a massive increase in interest and excitement about one's own ancestors. That being said, may I weigh in?

"XP for specialists:
While it is a really nice feature that different Specialists in the city generate XP to different types of units it gets broken by the fact that so many units are classified as civilians. Since Civilan Specialists are unlimited I can easily assign vast amounts of XP to civilian types of units built in a city, for example:
Town Watchmen and equivilent (here it is really broken since I seem to be able to get all levels of Policing from the start)
Healers (although these get limited a bit since the different promotions are limited)
Spys (also rather broken since this means that I will never build spies that reveal their nationality)
"

Absolutely. But as far as spies, spies with hidden natoinalities didnt become a common occurence to much later. Many spies, were actually originally from another nation, but the rival nation offered these individuals a much better incentive to spy on their homeland. I.E. Egypt and Nubia's back-and-forth struggles with each other.

"% Buildings:
There seems to be way too many buildings giving different % bonuses to commerce, science, gold, hammers. This makes balancing for the mod more or less impossible and also gives no real sense. Why should the fact that I have baskets give +1% to all gold generated by the city for example. Or the fact that I have apple in my bread increases the whole gold production of the ciry by 3%. IMHO more or less no buildings or wonders should give % bonuses.
"

Because the people are willing to give more goods for those things, and others not of the tribe/nation are also willing to visit/tourist the place just for something so small. It still happens today. For the sake of realism, all buildings and wonders (with the exception of a few) should always give %.

"Limiting exploration:
With plyed around a bit with how the game could be more limited in the beginning of the game so that not a whole continent has been explored already in the prehistoric. Couldn't something be done where it isnät possible to go more than X steps outside of your cultural border (where X could be tech dependant or similar). Or perhaps have the troop maintenance to be dependant on the distance from the border (and then let techs or similar control that maintenance factor)? for us the ultimate solution would be if Civ somehow changed "scale" depending on the time or era (or tech) but I can see how that would be really hard to accomplish.
"

Maybe if a unit has been outside their borders for X amt of time, they automatically return? Or if relations/contact with another nation (without writing) isnt frequented, all contacts are lost and the other nation only remain as myth/stories? Perhaps what was once contact can (if contact is not made again after xx amt of time) become a legend/myth? I.E. the "monster" men of the great Nordic areas, the mythic societies around the ME/Africa, the "giants of patagonia".

Cultural population in cities:
I know that the cultural population in the cities somehow affects the rev mod but shouldn't it also affect the defenses in a city. Let's say that my Roman city has 30% Assyrian population and Assyria attacks my city. Wouldn't it be cool if my city defenses where then 30% lower than they should be due to the large Assyrian population in my city?

YES! This is how Rome fell thanks to the prejudicely treated large number of Scandinavian immigrants. And what America was controversially building a defense against happening.
This could of course be expanded upon more, where the different civics could give different effects on the multi-cultural cities (I'm absolutely not saying that all effects should be negative either). Of course we would then need to open up the possibility to do an equivilent of the inquisitor but for culture/population instead (nazi-germany anyone?).
Don't forget the KKK. Some of the Moors' prejudice (and racist?) treatment of white Spaniards, Shaka's genocidal campaigns, etc. But how? Maybe if a % of the conquered or immigrant population's native/original land is not on good terms with you, your native people build resentment against them. And the more they grow or stay within your state, and you do nothing to quell your ppl or build bridges, a random inquisitor unit can be spawned? Or your people may prefer a prejudice/racist/genocial action?
If more effects came from the "split" population this could also then be connected to trade routes, where every traderoute to a foreign city brought with it some amount of "culture" from that nation as well. Suddenly the closed borders option would give more game meaning as well.
One other use (and positive effect) of the cultural mixes in a city could also be research bonuses for techs. Let's say that 10% of the population in my Roman city is Assyrian, then I could get a research bonus for any tech that I research that the Assyrians already know of. Perhaps this could also affect my relations with assyria (depending on if I have "good" or "bad" civics for my foreign population.

This, but maybe it can be coupled with a negative feedback from your pop? A resistance of foreign culture unless you do something or build something to build a good relation with their home nation?
 
How so? I'm quite happy with traits today (for now.)

My my my how short some ppl's memories are. I'll quote myself to get you into the right timeframe,
the hooha over the Leader traits to begin with...
You had sgtslick and you squablling along with ls612 so disgusted over what was going on with sgtslick that he created a completely different set of LH Traits. So that we had 3 Options over LH Traits.

And while you may be "happy" with a set doesn't mean others are, now does it?

@Boonkie,
This mod is Not a "realistic to history" it's a "What IF" mod. Tried to be Historical for a short time but could not stay that way with the content involved. And it swings to and from trying to be "realistic" with every iteration. But it is Not a Historically Realistic Mod.

JosEPh
 
This mod is Not a "realistic to history" it's a "What IF" mod. Tried to be Historical for a short time but could not stay that way with the content involved. And it swings to and from trying to be "realistic" with every iteration. But it is Not a Historically Realistic Mod.

JosEPh

Well, yeah this mod nor any civ game is realistic to history concerning events, except maybe Rhye's. But the thing is, the civs, religions, civics, etc. are realistic to historical fact. Much more so than any civ game to date. And C2C tries to be more faithful to historical facts, which is really good to educate alot of non-history buffs in a fun and amazing way.
I didnt mean "realistic to history" as meaning the events, people placements, placements of civs x, y and z, etc are dead on to what actually happened. But I meant realistic to history as in the civs and aspects of the game being historically correct. You know, like Egyptians being dressed as they are, language, building styles, attitudes, etc. But the what-if comes in with random placement, religion placement, etc...well you know what Im trying to say. With a few exceptions, this mod is pretty historically realistic. The people, look, buildings, etc are very historically correct. Not 100%, but much is. No disrespect meant if I came across that way.
 
Joe said:
My my my how short some ppl's memories are.
Oh I'm not forgetting any of this... There was just a few things you could've been pointing to with that comment and I wanted to be clear which things you were referring to.

You had sgtslick and you squablling along with ls612 so disgusted over what was going on with sgtslick that he created a completely different set of LH Traits. So that we had 3 Options over LH Traits.
They were squabbling without me. To be fair I wasn't really in agreement with either of their approaches but wanted desperately to show some respect for their opinions despite those opinions being completely incompatible with each other.

I felt ls612 was more undercutting in the whole thing, particularly by trying to make the claim that his structure was somehow unquestioningly 'better' (a claim I disagree with) and that it was more about control over the mod for him whereas slick had been given charge of that region but was perhaps not as focused in trying to resolve it as I was hoping to see.

So we were left with a few sets because they could not get along. Which do you prefer? I'm not very happy with either but I haven't taken the time to get a set of my own put forward, in part out of respect for their efforts. If and when I must choose I clearly leave it on default and NOT use focused traits (ls612's set.) But that's mostly because I found most of his 'superior' design ideas there to be poor choices.

Nevertheless I saw both of their approaches as representing the opinions many players would have - and if modders can disagree that vehemently then players surely would as well in their expectations.

And while you may be "happy" with a set doesn't mean others are, now does it?
Well... no... but what are YOU unhappy with there (specifically?)
 
In addition to Thunderbrd's suggestion of making "Unexplore" optional, I thought of two other possible implementations:

2) More complicated, and certainly more RAM- and processor-intensive: have concealed terrain experience random changes to either base terrain or features or both until the terrain becomes permanently visible whenever the appropriate technology is researched.
.

Speaking of changing terrain..do people realize that as the game starts 50,000 BC, the game covers a large part of the Ice Age?

Looking at a timeline of human prehistory
http://en.wikipedia.org/wiki/Timeline_of_human_prehistory
it reads that 50,000 years ago, the Sahara area was wet and fertile.

Roughly 12,000 years ago the last ice age ended. This caused the sea level
to rise about 110 meters over time and made the Sahara a lot dryer (although
it didn't turn into a desert until 5900 years ago)

People (even today) have a tendency to concentrate near the coast.
So you'd expect the remains of the oldest human settlements, from
the ice age era, to be under sea water, roughly 100 meters deep.

In fact I have seen several youtube videos about underwater
archaeologists who found what looked clearly like artificial stone
structures very deep underwater off the coast of India and East Asia.

This suggests that the earliest human civilizations predate the Egyptians
or Babylonians but that the evidence of those civilizations was
buried below rising sea levels.

Many of the oldest civilizations all over the world have myths about a great
flood that destroyed cities. The myths of Atlantis or Noahs Ark are some of the many
examples. Old Asian and American civilizations have similar stories.

So what about a world wide Great Cataclysm event called "The End of the Ice Age"?

This event (or series of events) would:
-trigger the already in-game global warming events several times, possibly destroying coastal
settlements through rising sea waters and changing a lot of terrains.
-reset all map knowledge and all diplomatic contacts. Of course you will immediately gain a part
of it back through surviving units and settlements.
 
That would be a project after Nomadic Start is enabled so that cities aren't likely to be settled as terrains are changing out of an ice age period - and quite an interesting project at that.
 
Back
Top Bottom