More Builts ModMod

Joined
Dec 19, 2016
Messages
122
After a good long break, I come back to put this in motion. This adds more buildings to various different techs throughout the mod.

Spoiler Prehistoric :

Memorial Caves: Cave Dwelling
Caves where important things happened. 1 :culture: building

Nomad Sage: Nomadism
A sage wise in the ways of nomadism. 2 education and 1 :hammers:% building

Language

Scavenging

Noodling: Gathering
Catching catfish or other large biting fish with one's bare hands. 1 :food: building

Trails

Riddler: Deception
Some who makes riddles. 1 :), 3 education, 2 :culture: building

Tool Making

Herbalism

Controlled Fire

Weaving

Fabulist: Oral Tradition
A person who creates moral fables. 3 education, 3 :culture:, 1 :) building

Strongman’s Place: Shelter Building
Place of the local strongman. 5 crime fighting, 1 :gold: upkeep, building

Communal Meetings: Cooperation
Local daily clan meetings. 1 :), 3 :hammers: 1 :science:, and 5 education building

Knapping Instructor: Hard Hammer Percussion
A member of the clan that teaches knapping. 2 :hammers:, 1 education building


Persistence Hunting

Basketry

Music Teacher: Prehistoric Music
A member of the clan that teaches music. 3 education, 2 :culture:, 1 :) building

Whip Maker: Binding
Somebody who makes whips. 1 Crime-fighting and 1 :gold: building

Counting

Soft-Hammer Percussion

Ground Stone

Night Ritual: Ritualism
1 health, 2 culture building

Recipist: Cooking
2 Food and 2 education building

Scraping

Chopper Flaker: Chopping
1 Gold and 2 production building

Piercing

Rodent Traps: Trapping
1 food, 1 health building

Age Markings: Natural Pigments
3 culture building

Cultural Markings: Cultural Identity
1 culture building

Bark Artist: Bark Working
2 culture building

Flayist: Skinning
5 crime fighting, 1 sickness building

Stone Carvings: Carving
1 Gold and 1 culture building

Celt Maker: Sharpening
2 production, 1 gold building

Poisoning Punishment: Poison Crafting
1 sickness, 5 crime fighting

Clothes Line: Drying
1 Health, 1 production building

Games

Plaster Maker: Adhesives
1 production and 1 gold

Bone Totem Maker: Bone Working
1 Culture and 1 gold building

Flint Knapping

Tracking

Musical Caves: Petroglyphs
2 happiness, 3 culture building

Ceremonial Weapon Artisan: Personal Adornments
3 culture, 2 gold building

Hafter: Composite Tools
1 Production and 1 gold building

Digging Stick Maker: Simple Wood Working
1 food, 1 gold, 1 production building

Stone Nail Maker: Microlith
3 production, 1 gold building

Naturopathy

Hooligan’s Area: Theft
5 crime, 1 gold building

Conduct Stone: Codes of Conduct
2 Crime-fighting building

Javelin Competition: Spear Making
1 happiness, 3 culture building

Bead Making

Fishermens Raft: Raft Building
4 food building

Smokehouse: Fire Making
3 food, 1 health building

Axe Maker: Axe Making
Increases production of prehistoric axe units by 25%, 1 gold building

Portable Shelters

Tattoos

Sea Burial: Ceremonial Burial
1 Happiness, 1 health, and 2 culture building

Spearfishing

Heat Treatment

Tanning

Woodworking

Stone Building

Bead Trader: Barter
2 Gold and 2 food building

Slash-and-Burn

Carpentry

Atltal Maker: Atltal Making
Increases production of the atltalist by 25%, 1 gold.

Pictographic History: Pictographs
2 science, 3 culture, 3 education building

Boat Building

Obsidian Weapons

Arithmetist: Arithmetic
3 production and 1 gold building

Tribalism

Hunting

Ethnogen Ritual: Animism
2 Happiness and 3 culture building

Rod Maker: Fishing
2 food, 1 gold building

Earth Oven

House of Kinship: Chiefdom
1 Happiness, 3 education, and 3 culture building.

Night Watch: Nocturnalism
3 crime-fighting and 1 espionage building

Trident Maker: Harpoon Making
2 production and 3 crime fighting building

Mock War: Warfare
Gives 3 exp to military units, 3 culture, 2 happiness, 1 gold upkeep building

Cattle Bartering: Animal Husbandry
3 gold, 2 production building

Flogging Post: Slavery
7 crime fighting, 1 sickness building

Religious Festival: Celebration
2 Happiness and 2 culture building

Service Dog Trainer: Canine Domestication
1 Health, 1 production, 2 espionage building

Feline Domestication

Chicken Ritual: Poultry Domestication
2 culture and 1 health building

Elephant Rides: Elephant Domestication
1 Gold and 1 happiness building

Equine Domestication

Camelild Domestication


Cultural Myth: Mysticism
5 culture, 1 happiness, 3 education building

Horseback Hunting: Animal Riding
3 food building

Guide Stone: Megalith Construction
7 crime fighting, 2 all commerce, 5 education building

Paracera Carriers: Megafauna Domestication
10 production commerce building
 
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Some of these are great ideas. Some are already in the game. I'm open to anyone evaluating for inclusion of new concepts presented here but we should consider where they may upgrade as well, what they might upgrade to, and more unifying details. For example, rodent catcher - should that require that you have some sort of pest and for the time just mitigates the problem the pest provides?
 
Some of these are great ideas. Some are already in the game. I'm open to anyone evaluating for inclusion of new concepts presented here but we should consider where they may upgrade as well, what they might upgrade to, and more unifying details. For example, rodent catcher - should that require that you have some sort of pest and for the time just mitigates the problem the pest provides?

I'm likely to include upgrades at some point and the various interaction between builts, etc. I think it's a bit too early for that, tho. I like to do things one at a time, so everything can be done well, rather than everything be done in a timely manner poorly.
 
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