Sorry bout being away for so long - bit of a long story so I won't get into it.
The mod is still on - but I had decided to wait until the SDK was out before doing more work on it.
I am as of now going to be working full tilt on this mod, and hope to have a release version in roughly a month or so.
My apologies again to everybody for leaving it so long to get back to you, I still am yet to read the replies for while I have been absent.
I am planning to restart this mod, as there is a lot of things I intend on changing to what was already made, and think that it will be easier just to rewrite it rather than modify what was already done.
ty for everyones suggestions.
AS
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KK - as it now stands with the remake in mind the mod component of this mod that I am going to spend the next bit of time working on will be the Paleolithic Era.
I have been spending most of the day going over what I had done before - remembering what I did and did not like about what I had done before.
So, a brief list of what I plan to include in the Paleolithic Era.
A central unit - kind of like a settler, this unit is called a
Band, it can grow to a
Small Tribe and then to a
Large Tribe, but only if you have the
Tribalism Civic. This in turn can grow to a
Small Chiefdom which in turn can grow into a
Large Chiefdom, but only if you have the
Chiefdom Civic, Chiefdoms have the unique ability to produce
Bands. Loose all your Bands/Tribes/Chiefdoms - and that is game over! I will note here that I intend to make the
Chiefdom Civic so expensive that you would only use it to quickly pump out a
Band, then revert back to
Tribalism Civic, and that it would not be really that wise to remain in this mode for long. Perhaps even to the extent that while in
Chiefdom Civic mode you can only build
Bands, while all other unit building is put on hold.
Every
Band, Small Tribe, Large Tribe, Small Chiefdom, and
Large Chiefdom can produce other military units, at the price of mobility, while working on a unit, the Band/Tribe/Chiefdom must sit still for the duration of the build.
I was also thinking of making an inventory of sorts, kind of like how gold operates, but with hammers and food as well.
Then when you have enough food and hammers, your bands/tribes/chiefdoms can go find a safe spot to sit and build a unit. consuming the collected resources in the process, perhaps, and I am not sure really on actuall data and numbers yet, I was thinking of it taking roughly about 5 turns depending on game speed to build the most basic unit, the warrior(which might yet have a different name - not 100%
yet.
Units that I have thought of putting into the Paleolithic Era are currently...
Gatherer(Paleolithic Dawn) - has the ability to build trails that don't really add any bonus to movement, but do churn out an extra food or hammer
IF there is a settler style unit on the network to recieve it.(
See Reqources below)
Hunter(Paleolithic Dawn)
Fisherman(Only effective on river squares, with the ability to enter coast)(Paleolithic Dawn)
Stone Clubmen(Early Paleolithic)
Paleolithic Archer(Early Paleolithic)
**The aforementioned 5 Settler style units**
Cannoe(Exploration Only - high sight range, with enhanced movement)
Scout(Exploration Only - high sight range, with enhanced movement)
Stone Axemen(Mid Paleolithic)
Stone Knifemen(Late Paleolithic)
Sooth-Sayer(I was intending that you start with one of these, and that they are also available from goody huts(
See Resources below, and that each one gives you so many research points to advance your technology, without them you get no technology advance).
Fire-Carrier(Paleolithic Dawn) - a revenue creator unit, can not enter the same settler unit twice, but upon entering the settler unit provides a boost of 5-20 gold. No combat abilities - Enhanced movement.
Animals(From The Start) - taking the place of barbarians, there will be a wide variety of creatures, including snakes, wild boar, panther, leopard, lions, wolves, horses, and more, I have already started work on the graphics, but more help would be appreciated, I also wanted to include a vicious Neandrethal style unit that took the place of the regular barbarians, amking them slightly tougher than the regular units that the player has at their disposal.
Buildings...
I am not certain they had buildings in this era, but they did have cave paintings, suggesting they did dwell in caves, I was going to put caves in various mountains, and allow a defensive bonus for them, making the settler style units almost invincible while they are within - at least from predators.
So...
Caves
Cave Paintings(the starts of culture are here)
Burial Grounds(the starts of religion are here)
Shrines (Not stone, just like little flower beds scattered about the countryside, a special place for the tribe - the dawn of culture and the starts of religion)
Wooden Baracades (A defensive wall - but only for caves - it is not infinitely improbable that early man strengthened the defensive capabilities from caves!)
Dig Outs (Takes just 2 turns at quick, say about 6 or more at marathon, provides defensive capabilites for bands/tribes/chiefdoms when a cave cannot be found - requires technology aquired from burial)
More - yet to be decided.
Resources...
I was going to do resources differently to the conventional Civ IV game, I have plans to make it so that a resource pops up for a few turns and then disappears, either through harvest, or just out of a change in season. The other thing I was going to do was to make hammers and food drop from animal/neandrethal encounters. As mentioned earlier, I was going to work on some code that will allow the player and AI to collect Gold, Food, Hammers, Research, and Culture in stores that will allow purchase of units and technologies.
Some resources that will grow on the terrain will include...
Flax
Hemp
Jute
Maguey
Nattle
Papyrus
Sisal
Yucca
Fish (in coast/ocean and on rivers)
Mushrooms(Various)
Fruits(Various)
Nuts(Various)
Grubs/Termites/Grasshoppers
Crayfish/Crabs
Snails/Clams/Mussels
Beehives/Brids Nests/Small Animals Den
Vines
Springs(Fresh Water can be a hassle in this period)
Civics
I have only really thought of the one civic for this period so far..
Organization-
+Bands
+Tribalism
+Chiefdoms
The values of these I am yet to decide.
Religion
There is really only one religion in this period - one that Bevertje refers top as Animism, the rest come later, and this religion is far from the minds of most Paleolithic people, this in mind I am going to include it - but only as a precursor to the next age (Mesolithic Era), it will bring with it it's own bonuses, but I am thinking they will be fairly limited until later in the game, I am still deciding as to wether to have early Animism/Late Animism, or just Animism - ?!? who knows - suggestions are welcomed.
Diplomacy
Basic War or Peace
Trade of Hammers/Food/Gold did exist in the early tribes (according to the books I have read anyhow)
Gifts of Hammers/Food/Gold did also exist, and were more prevelent than trades in early times (it was percieved that the person who gave the most was the big man, and the one who had the most, but did not give was the little person - hence it is those who are poorest who get the most aid - something I will include in AI - since in this Era, for the bands/tribes/chiefdoms, life was more about survival than warfare).