Jeckel
Great Reverend
EDIT(April 15): Note on Civ4 v1.61 compatability with FirstAge v0.3 and erlyer. Choosing China as your civ will crash to desktop.
EDIT(April 27): Finishing the last playtesting and polishing on v0.4. Should have it uploaded in a couple days or so.
EDIT(April 30): I'm uploading version 0.4 now, should be linked in a few hours.
EDIT(April 30, later that day): v0.4 is uploaded and linked.
EDIT(September 15, 2006): I reuploaded v0.4, this time on CivFanatics File Database. To meet the CFCDB 10MB file limit I had to take the 3 Wonder Movie files out of the main zip file. They are included in the link right below the main one. Just put the 3 Wonder Movie files in the <Civ4>/Mods/FirstAge/Assets/Art/Movies/ directory.
Basic Idea:
This mod takes place in the Ancient Era, mainly in the Stone Age. Many new techs have been added, though a couple from the Classical Era have been incorporated aswell. There are new units and building and wonders from other peoples mods are mixed in. This mod is for those who enjoy the first age of the game and don't mind a slower pace for the first 80 or so turns.
File: FirstAge_v04_NoMovies.zip
Compatible: Civ4 v1.61
Mod Folder: Mods\FirstAge
Size: 9.6
CivFanatics: FirstAge v0.4 Mod with No Wonder Movie Files File Now Available
File: FirstAge_v0.4_WonderMovies.zip
Compatible: Civ4 v1.61, FirstAge Mod v0.4
Mod Folder: Mods\FirstAge\Assets\Art\Movies
Size: 1.77
CivFanatics: FirstAge v0.4 Mod Wonder Movies Patch File Now Available
v0.4 Changes:
v0.32 Changes:
v0.31 Changes:
v0.3 Changes:
Pre v0.3 Version History:
EDIT(April 27): Finishing the last playtesting and polishing on v0.4. Should have it uploaded in a couple days or so.
EDIT(April 30): I'm uploading version 0.4 now, should be linked in a few hours.
EDIT(April 30, later that day): v0.4 is uploaded and linked.
EDIT(September 15, 2006): I reuploaded v0.4, this time on CivFanatics File Database. To meet the CFCDB 10MB file limit I had to take the 3 Wonder Movie files out of the main zip file. They are included in the link right below the main one. Just put the 3 Wonder Movie files in the <Civ4>/Mods/FirstAge/Assets/Art/Movies/ directory.
Basic Idea:
This mod takes place in the Ancient Era, mainly in the Stone Age. Many new techs have been added, though a couple from the Classical Era have been incorporated aswell. There are new units and building and wonders from other peoples mods are mixed in. This mod is for those who enjoy the first age of the game and don't mind a slower pace for the first 80 or so turns.
File: FirstAge_v04_NoMovies.zip
Compatible: Civ4 v1.61
Mod Folder: Mods\FirstAge
Size: 9.6
CivFanatics: FirstAge v0.4 Mod with No Wonder Movie Files File Now Available
File: FirstAge_v0.4_WonderMovies.zip
Compatible: Civ4 v1.61, FirstAge Mod v0.4
Mod Folder: Mods\FirstAge\Assets\Art\Movies
Size: 1.77
CivFanatics: FirstAge v0.4 Mod Wonder Movies Patch File Now Available
v0.4 Changes:
Spoiler :
General Changes:
Various little play balance, cost, type fixes/changes.
Please see v0.32 for major changes between this version and previously released version(v0.31).
Various little play balance, cost, type fixes/changes.
Please see v0.32 for major changes between this version and previously released version(v0.31).
v0.32 Changes:
Spoiler :
General Changes:
Starting year changed from 10,000 bc to 4,000 bc.
Mod Changes:
Removed all Python python mods.
Added in GP Trickle Mod by TheLopez.
Forbidden Palace - Now only allows 1 Statesman Specialist, instead of 2.
Castle - Now only allows 1 Statesman Specialist, instead of 2.
Added in Modified Special Domestic Advisor v1.8e by 12monkeys.
Units Added:
Great Chief
Warrior Shaman
Warrior Thug
Unit Changes:
Missionaries are now captured instead of destroyed.
Great People are now captured instead of destroyed.
Canoe - Cargo raised from 1 to 2.
Canoe - Can now move through impassable.
Canoe - Move raised from 1 to 2.
Galley - Cargo raised from 2 to 3.
Galley - Move raised from 2 to 3.
Clubman - Raised City Attack from 0 to 10
Stone Clubman - Raised City Attack from 0 to 10
Settler - Now counts as a Special Person, like scout.
Settler - Now requires Cultural Expansion, instead of Cultural Identity.
Worker - Now counts as a Special Person, like scout.
Great People - Now counts as a Special Person, like scout.
Warrior - Changed UnitAI so computer will use it to gaurd city.
Building Changes:
Palace - Now requires Ruling Class, instead of Cultural Identity.
Forbidden Palace - Now requires Ruling Class and Masonry.
Techs Added:
Cultural Expansion - Cost 60
Ruling Class - Cost 110
Starting year changed from 10,000 bc to 4,000 bc.
Mod Changes:
Removed all Python python mods.
Added in GP Trickle Mod by TheLopez.
Forbidden Palace - Now only allows 1 Statesman Specialist, instead of 2.
Castle - Now only allows 1 Statesman Specialist, instead of 2.
Added in Modified Special Domestic Advisor v1.8e by 12monkeys.
Units Added:
Great Chief
Warrior Shaman
Warrior Thug
Unit Changes:
Missionaries are now captured instead of destroyed.
Great People are now captured instead of destroyed.
Canoe - Cargo raised from 1 to 2.
Canoe - Can now move through impassable.
Canoe - Move raised from 1 to 2.
Galley - Cargo raised from 2 to 3.
Galley - Move raised from 2 to 3.
Clubman - Raised City Attack from 0 to 10
Stone Clubman - Raised City Attack from 0 to 10
Settler - Now counts as a Special Person, like scout.
Settler - Now requires Cultural Expansion, instead of Cultural Identity.
Worker - Now counts as a Special Person, like scout.
Great People - Now counts as a Special Person, like scout.
Warrior - Changed UnitAI so computer will use it to gaurd city.
Building Changes:
Palace - Now requires Ruling Class, instead of Cultural Identity.
Forbidden Palace - Now requires Ruling Class and Masonry.
Techs Added:
Cultural Expansion - Cost 60
Ruling Class - Cost 110
v0.31 Changes:
Spoiler :
Civ4 v1.61 changes:
China's Leader name changed to be compatable with Civ4 v1.61.
Fixed TXT_KEYs for Forbidden Palace and Three Gorges Dam.
Removed Mercenaries Mod until a Civ4 v1.61 compatable version comes out.
General Changes:
Starting year changed from 80,000 bc to 10,000 bc.
Mod Changes:
Added in Modified Domestic Advisor by 12Monkeys.
Typo Fixes: (Thanx to FatherDagon for pointing them out. :>)
Beaten Paths quote.
Domesticate Horses quote.
Warfare quote.
Trade quote now calls the right TXT_KEY_TECH.
Cartography now calls the right TXT_KEY_TECH for _PEDIA and _STRATEGY.
Music Added:
Added the four songs from the Classical Era and 4 of the songs from the Medival Era.
Building Changes:
Palace tech prereq Cultural Identity removed, now ONLY requires Masonry tech.
Palace city prereq of 4 lowered to 2.
Palace Cost lowered from 160 to 140.
Training Yard Cost lowered from 60 to 50.
Techs Added:
Animal Riding requires Domesticate Camels, Domesticate Elephants, or Domesticate Horses and leads to Mounted Warfare.
Tech Changes:
Warfare tech prereq Hunting removed, now requires NOTHING to research.
Mounted Warfare now requires Animal Riding tech instead of Animal Handling tech.
Tracking Cost lowered from 80 to 40.
Fishing Cost lowered from 40 to 20.
Agriculture Cost lowered from 60 to 40.
Wood Working Cost lowered from 50 to 30.
Stone Working Cost lowered from 60 to 40.
Beaten Paths Cost lowered from 40 to 20.
Oral Tradition Cost lowered from 70 to 30.
Mysticism Cost lowered from 50 to 30.
Warfare Cost lowered from 225 to 100.
Ranged Combat Cost lowered from 310 to 160.
Military Defense Cost lowered from 350 to 140.
Military Offence Cost lowered from 400 to 170.
Archery Cost lowered from 420 to 215.
City Defense Cost lowered from 450 to 225.
Stone Weapons Cost lowered from 520 to 350.
Mounted Warfare Cost lowered from 540 to 360.
Unit Changes:
Warrior now limited to 6 per player instead of 10.
Warrior's strength raised from 1 to 2 and raised City Defense from 255 to 50%, added -50% City Attack and 25% Animal Attack.
China's Leader name changed to be compatable with Civ4 v1.61.
Fixed TXT_KEYs for Forbidden Palace and Three Gorges Dam.
Removed Mercenaries Mod until a Civ4 v1.61 compatable version comes out.
General Changes:
Starting year changed from 80,000 bc to 10,000 bc.
Mod Changes:
Added in Modified Domestic Advisor by 12Monkeys.
Typo Fixes: (Thanx to FatherDagon for pointing them out. :>)
Beaten Paths quote.
Domesticate Horses quote.
Warfare quote.
Trade quote now calls the right TXT_KEY_TECH.
Cartography now calls the right TXT_KEY_TECH for _PEDIA and _STRATEGY.
Music Added:
Added the four songs from the Classical Era and 4 of the songs from the Medival Era.
Building Changes:
Palace tech prereq Cultural Identity removed, now ONLY requires Masonry tech.
Palace city prereq of 4 lowered to 2.
Palace Cost lowered from 160 to 140.
Training Yard Cost lowered from 60 to 50.
Techs Added:
Animal Riding requires Domesticate Camels, Domesticate Elephants, or Domesticate Horses and leads to Mounted Warfare.
Tech Changes:
Warfare tech prereq Hunting removed, now requires NOTHING to research.
Mounted Warfare now requires Animal Riding tech instead of Animal Handling tech.
Tracking Cost lowered from 80 to 40.
Fishing Cost lowered from 40 to 20.
Agriculture Cost lowered from 60 to 40.
Wood Working Cost lowered from 50 to 30.
Stone Working Cost lowered from 60 to 40.
Beaten Paths Cost lowered from 40 to 20.
Oral Tradition Cost lowered from 70 to 30.
Mysticism Cost lowered from 50 to 30.
Warfare Cost lowered from 225 to 100.
Ranged Combat Cost lowered from 310 to 160.
Military Defense Cost lowered from 350 to 140.
Military Offence Cost lowered from 400 to 170.
Archery Cost lowered from 420 to 215.
City Defense Cost lowered from 450 to 225.
Stone Weapons Cost lowered from 520 to 350.
Mounted Warfare Cost lowered from 540 to 360.
Unit Changes:
Warrior now limited to 6 per player instead of 10.
Warrior's strength raised from 1 to 2 and raised City Defense from 255 to 50%, added -50% City Attack and 25% Animal Attack.
v0.3 Changes:
Spoiler :
v0.3
General Changes:
Warfare branch of Tech Tree moved farther to the right.
Bird, Brown Bear, Lion, and Wolf Handling moved closer to Animal Handling on the Tech tree.
Unit Changes:
Worker's Workrate lowered from 100 to 70 and Cost lowered from 60 to 30.
Missionary units can move through rival territory.
Settlers cannot found cities in Desert squares unless it is next to Frest Water or Coast.
Hunter cost lowered from 60 to 40, added -50% city attack, now can't capture cities.
Ranger cost lowered from 120 to 70, added -40% city attack, now can't capture cities.
Ranger's Bird Handling tech prereq removed.
Basecamps now have Medic 2 promotion, aswell as Medic 1.
Settlers are captured instead of destroyed.
Beast Trainer prereq of Hunting changed to Tracking and can no longer move through impassable.
Tech Changes:
Pottery gives +1 health in all cities, instead of nothing.
Gold Working gives +1 Trade Route and +1 Happyness, instead of nothing.
Silver Working gives +1 Trade Route and +1 Happyness, instead of nothing.
Warfare's Agriculture and Fishing tech orprereqs removed. Now JUST requires Hunting.
Wagon Wheel now gives +1 Road Movement, instead of nothing.
Stone Working now also gives +10 to Worker's Workrate.
Copper Working gives +20 to Worker's Workrate, instead of nothing.
Bird Handling's Cost lowered from 410 to 310.
Brown Bear Handling's Cost lowered from 500 to 370.
Lion Handling's Cost lowered from 450 to 340.
Wolf handling's Cost lowered from 420 to 320.
Civ Changes:
Gave each Civ 2 beginning Techs.
Arabia -- Beaten Paths, Oral Tradition
Aztec -- Beaten Paths, Tracking
China -- Agriculture, Stone Working
Egypt -- Agriculture, Beaten Paths
Greece -- Fishing, Tracking
Inca -- Agriculture, Wood Working
India -- Oral Tradition, Stone Working
Japan -- Beaten Paths, Fishing
Mali -- Fishing, Stone Working
Mongol -- Beaten Paths, Tracking
Persia -- Agriculture, Tracking
Rome -- Beaten Paths, Stone Working
Wonder Changes:
Art of War added from Lost Wonders Mod, requires Warfare and Masonry.
Great Wall added from Lost Wonders Mod, requires Construction.
Mosoleum of ? added from Lost Wonders Mod, requires Alphabet and Masonry.
ModComp Changes:
Mercenaries Mod updated from v0.5.2 to v0.5.3
General Changes:
Warfare branch of Tech Tree moved farther to the right.
Bird, Brown Bear, Lion, and Wolf Handling moved closer to Animal Handling on the Tech tree.
Unit Changes:
Worker's Workrate lowered from 100 to 70 and Cost lowered from 60 to 30.
Missionary units can move through rival territory.
Settlers cannot found cities in Desert squares unless it is next to Frest Water or Coast.
Hunter cost lowered from 60 to 40, added -50% city attack, now can't capture cities.
Ranger cost lowered from 120 to 70, added -40% city attack, now can't capture cities.
Ranger's Bird Handling tech prereq removed.
Basecamps now have Medic 2 promotion, aswell as Medic 1.
Settlers are captured instead of destroyed.
Beast Trainer prereq of Hunting changed to Tracking and can no longer move through impassable.
Tech Changes:
Pottery gives +1 health in all cities, instead of nothing.
Gold Working gives +1 Trade Route and +1 Happyness, instead of nothing.
Silver Working gives +1 Trade Route and +1 Happyness, instead of nothing.
Warfare's Agriculture and Fishing tech orprereqs removed. Now JUST requires Hunting.
Wagon Wheel now gives +1 Road Movement, instead of nothing.
Stone Working now also gives +10 to Worker's Workrate.
Copper Working gives +20 to Worker's Workrate, instead of nothing.
Bird Handling's Cost lowered from 410 to 310.
Brown Bear Handling's Cost lowered from 500 to 370.
Lion Handling's Cost lowered from 450 to 340.
Wolf handling's Cost lowered from 420 to 320.
Civ Changes:
Gave each Civ 2 beginning Techs.
Arabia -- Beaten Paths, Oral Tradition
Aztec -- Beaten Paths, Tracking
China -- Agriculture, Stone Working
Egypt -- Agriculture, Beaten Paths
Greece -- Fishing, Tracking
Inca -- Agriculture, Wood Working
India -- Oral Tradition, Stone Working
Japan -- Beaten Paths, Fishing
Mali -- Fishing, Stone Working
Mongol -- Beaten Paths, Tracking
Persia -- Agriculture, Tracking
Rome -- Beaten Paths, Stone Working
Wonder Changes:
Art of War added from Lost Wonders Mod, requires Warfare and Masonry.
Great Wall added from Lost Wonders Mod, requires Construction.
Mosoleum of ? added from Lost Wonders Mod, requires Alphabet and Masonry.
ModComp Changes:
Mercenaries Mod updated from v0.5.2 to v0.5.3
Pre v0.3 Version History:
Spoiler :
v0.1 Basic reworking of of vanilla Civ4.
v0.2 Added TheLopez's Mercenaries Mod Special Edition including Zuul's Promotions & Perks.
v0.21 Added TheLopez's Not Just Another Game Clock Mod.
v0.22 Added TheDarkside's Building Demolition Mod.
v0.23 Added Simcutie's SimcutiePedia Mod.
v0.24 Added Crayton's Forever Speed.
v0.25 Added 12Monkeys' Special Domestic Advisor Mod.
v0.26 Removed Simcutie's SimcutiePedia Mod, the Index and Unit Upgrade pages wouldn't work.
v0.261 Reworked unit upgrades to appropriate branches.
v0.262 Added the TXT_KEYs for the promotions added in v0.2
v0.263 Put the Warrior back as a 1/1 unit, starting with and limited to 2 per player.
v0.27 Fixed CTD glitch. Reworked tech costs to follow logical progression along branches.
v0.2 Added TheLopez's Mercenaries Mod Special Edition including Zuul's Promotions & Perks.
v0.21 Added TheLopez's Not Just Another Game Clock Mod.
v0.22 Added TheDarkside's Building Demolition Mod.
v0.23 Added Simcutie's SimcutiePedia Mod.
v0.24 Added Crayton's Forever Speed.
v0.25 Added 12Monkeys' Special Domestic Advisor Mod.
v0.26 Removed Simcutie's SimcutiePedia Mod, the Index and Unit Upgrade pages wouldn't work.
v0.261 Reworked unit upgrades to appropriate branches.
v0.262 Added the TXT_KEYs for the promotions added in v0.2
v0.263 Put the Warrior back as a 1/1 unit, starting with and limited to 2 per player.
v0.27 Fixed CTD glitch. Reworked tech costs to follow logical progression along branches.