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Prehistoric Civilisations

kragen2179

Chieftain
Joined
Oct 30, 2008
Messages
31
Looking for a few things... This will be a long read but thanks in advance for persevering.

Ideally I would like a total conversion mod similar to Caveman 2 Cosmos from Civ4?

In the absence of a total conversion, I was wondering if there are any mods (or if anyone can create mods) that would do the following...

> Start in a "Prehistoric" (Stone Age) Era.
> Replace starting "Settler" unit with a "Nomad" or "Tribe" unit that CANNOT found cities at the start.
> Replace Barbarians in the Prehistoric Era with Wildlife, and allow wildlife to evolve alongside barbarians through the ages.
> Refine the Science Tech Trees to reflect the addition of Prehistoric Era.
> Create/edit units/buildings to compliment the mod.

Lets look at these more closely

> Start in Prehistoric (Stone Age) Era.
Put simply, start in the Stone Age as a nomadic tribe (say around 20,000 BC) Era would end with discovery of "Bronze working" which would trigger the "Ancient" (Bronze/Iron Age) Era.
Volcanic Activity and sea levels could be higher at the start and decrease during this period.

> Replace starting "Settler" unit with a "Nomad" or "Tribe" unit that CANNOT found cities at the start.
The idea behind this is that the new unit "Nomad" explore's the land and behaves like a wandering city until it reaches a certain milestone (civilization discovers tech "settlements")
The Nomad has the ability to found a city but that is locked until tech "Settlements" is discovered.
While the Nomad is wandering, the Science research tree would need to be available (instead of being triggered when a city is founded).
The Nomad could also be able to "Harvest" tiles as they wander. Instead of building farms/mines etc. Nomad would extract Resources from that tile which would provide additional food,gold,faith,science or culture points depending on the tile harvested. Harvested tiles cannot be re harvested for 30 turns.
Nomads CANNOT enter "Water Tiles" or "River Tiles" until the tech "Watercraft" is discovered, limiting the area that can be explored in the very early game as nomad would have to follow river to source and go round (if possible).
Nomads CANNOT be built or purchased in the production menu.
Nomads CAN enter combat as they may have to defend against other tribes and/or wildlife. The Nomad unit can earn promotions through combat granting additional warrior units (MAX 3 for a total of four warriors) upon founding civilization's first city.

> Replace Barbarians in the Prehistoric Era with Wildlife, and allow wildlife to evolve alongside barbarians through the ages.
Barbarian Villages would not be able to spawn until the Ancient Era starts but would be replaced with "Wildlife" (Dinosaurs) in the Prehistoric Era. Dinosaurs would die out at the end of the Prehistoric Era.
After the Ancient Era begins and Barbarians start to appear, Wildlife would evolve to match the Era and would spawn randomly in place of barbarians. Effectively reducing number of barbarian villages while maintaining the threat level of unsettled lands.
Defeated Prehistoric/Ancient Wildlife spawn Archaeological sites when Archaeology is discovered and produce fossils for display in museums.

> Refine the Science Tech Trees to reflect the addition of prehistoric Era.
Move relevant techs to the Prehistoric Era, with the Era ending on the discovery of "Settlements"
Prehistoric techs tree example...

- Astrology - moved from Ancient Era
- Hunter Gatherer - Reveals early bonus land resources, Leads to Fishing (with Watercraft)
allows nomad unit to harvest early bonus land resources (animals, wheat, etc.)
- Tools - Leads to Watercraft
double amount of food/animal resources that nomad can harvest
- Watercraft - Reveals early bonus water resources, Leads to Fishing (with Hunter/Gatherer)
allows ALL land units (including nomads) to cross rivers and enter coastal water (units are limited to water tiles adjacent to land ONLY) would still need embark to cross seas.
- Fishing
allows Nomads to harvest early bonus water resources (fish, etc.)
- Weapons - Leads to Ranged Weapons
increases Nomad attack strength
- Ranged Weapons
allows Nomad to make ranged attacks (one tile gap)
Finally, once all above has been researched...
- Settlements
allows Nomad to found a city (consuming the nomad)

> Create/edit units/buildings to compliment the mod.
Not a lot of things to add here right now, this is what I can think of...
- Units
Nomad - See above
Trapper - Requires Zoo, Captures wildlife to display in Zoos in the same manner that Archaeologists find exhibits for museums.
- Buildings
Hill Fort/Palisade - Early city defense, can be built from the start, replaced by city walls, does not provide housing bonus.
Zoo - Edit Zoos to allow Animal Exhibits and use a special unit "Trapper" units to capture animals to display in Zoos
 
Stone axes> Yield 1x tile specific resource per turn when worked, otherwise 5x the base tile yield when harvested.
Bronze axes> 2x yield > 7 harvested.
Iron Axe> 3x yield > 10 harvested.
Steel Axe, chainsaw> modern tools.

Same for arrows or other working tools.

Everything else sounds just about perfect. If only water was a resource as well, like ice for ice creams, it would be easier to put the cherry on the cake :D


Maybe nomad units could early settle in rain forests, some jungle invisible neighbour-cities here and there, and later add an exploration action to scouts and other units, or research tile function, to search for habitable zones that could serve as natural harbors for human life. Hollow caves, and so on, which would be invisible to everyone that does not perfom the action, sort like civ V archeologists, but with fog of war in mind. They were way more stealthier than we do.
 
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