In line with what Thunderbrd was saying a few days ago, I've decided to open this thread to provide specific thoughts and queries on the Prehistoric Era. After all, this era is going to be the first 300+ turns of every game and has the greatest impact on the game, so it needs to be the best thought-out, as far as I'm concerned.
Language
* The Language civics have no strategy whatsoever. You simply take the latest option to get even bigger universal bonuses than before.
* The Stinging Insults and Goad promotions are identical and appear to be simply a weaker version of Flanking. What purpose do they serve in the game?
* If all those Natural Wonders that Language incongruously unlocks are there because you can't add them to a mapscript, simply move those to Nomadic Lifestyle and avoid the odd idea that you don't get them if you go through Nomadic Lifestyle rather than Language.
Oral Tradition
* The Silver Tongue promotions don't appear to do anything at all, except be restricted to Diplomats.
Shelter Building
* Apparently, this tech allows you to build an Abatis (or "build a Abatis" as it appears in-game) and a Fortified Cave, twice over. Something is wrong with the display there.
Controlled Fire
* This reveals the Ash and Charcoal resources. What purpose do they serve? No one ever needs to trade them, because everyone has them, and they don't appear to do anything.
Soft-Hammer Percussion
* Compared to Hard-Hammer Percussion, this tech is underwhelming, allowing just one building, one wonder and a natural wonder. However, its successors (Chopping, Scraping and Piercing) are even worse. All four add +1 beaker to Stone Tool Workshops, with just two promotions and the Spiked Clubman and Public Stoning spread thinly between them. Simply merge all four into a single Soft-Hammer tech and then (if desired) reduces the beaker bonus to only +2 to compensate.
Prehistoric Music (and Folk Music)
* These enable four different types of instrument resources and their respective buildings, which add to the commerce bloat by there simply being so many buildings which grant +1 commerce. If you merged the four different types of instrument makers into one and removed the resources, you'd have just one building adding culture and commerce and the Music Hut then doesn't grant vast happiness bonuses (based on all those instrument types) and can be set to a much more reasonable number.
* Even having just one constructed resource instead of four would help reduce the huge numbers which quickly build up and can quickly unbalance the game, so just reining in the numbers should make for a much more tactical early game.
Natural Pigments
* This allows access to three different types of Sand resource and you can build them all if you meet each pre-requisite. Why do we need three Sand resources? The Sand Paintings from Petroglyphs require the Sand resource, so why not simply make the Sand Paintings require the terrain options from the Sand resources and simply cut the resource? Resources that everyone has do not need to be resources. What's more, they clog the Diplomacy screen awfully.
* Likewise, why do we need two type of clay resource (Common and Fine), where one would presumably do?
Naturopathy and Druidism
* Naturopathy allows you to build the Nature Altar, but doesn't found Druidism. Either scrap the Druidism tech altogether or move the Nature Altar to the Druidism tech, so that it isn't a useless dead-end tech for every civilisation except one.
* Why are there five different Nature Circles? Why not simply have one circle, which can be built if you have any of the five resources and gives +5% food (total) for doing so?
* The Potato God circle does not need an E in "potato".
Simple Woodworking
* The Driftwood Gatherer never obsoletes, as it really should do.
* I think SW should grant access to the Ironwood Clubman (see Heat Treatment).
Fine Edge Tools and Microlith
* These two techs seem like they should be the same tech. They both grant +25% worker speed (this could be merged as 40%) and +1 hammer to the Stone Tool Maker. Microlith's +1 hammer to the Stone Tools Workshop could stay and even be joined by the bonus hammer from Flint Knapping (below). Together, FET & M also allow two wonders, one building and a promotion, which is hardly overpowering as one tech, rather than two.
Flint Knapping and Composite Tools
* Composite Tools has the same issue as above, in as much as FK grants the same +25% worker speed and +1 hammer to the Stone Tools Workshop that CT does, and only unlocks one unit and one building besides that. I would merge the two and transfer the bonus workshop hammer to Fine Edge Tools (above).
* FK reveals the Pumice Stone resource, which again does nothing. What purpose does it serve?
Heat Treatment
* This is very weak, as it only gives one unit and one building. The Ironwood Clubman could be given to Simple Woodworking and the Branding Hut placed in the Tattoos tech to bulk that one out a bit.
Axe Making and Spear Making
* Do these two need to be separate? Together, they grant five units, one wonder and +2 commerce to the Stone Tools Maker. The economy certainly wouldn't miss losing one of those two commerce bonuses.
Counting and Arithmetic
* These techs seem a bit feeble on their own. I think it would be better to remove Counting and add its stuff to Arithmetic, or the reverse, depending on whether you see it leading to Barter or as a result of it.
* Tally Stone & Counting Sticks are essentially the same building, with different resource requirements. Just merge the requirements and stick with one of them.
Bark Working
* Produces the Bark resource, which I think would be better modelled by requiring the Bark Worker building. If you want bark in every city, build the worker in every city, which makes more sense than apparently having huge shipments of bark sent between your cities. The Ecstasy Lab can do without the bark requirement, as your empire should be long past such things by then.
Sewing
* Similarly, the Clothing resource is rather odd. Are we to assume that a civ without this 'resource' has naked citizens? I think it would make much more sense to have those things which reference clothing to instead rely on the Seamstress' Hut or the Tailor's Shop. This would make the clothing-related buildings much more of an opportunity cost, rather than "oh, I have a Seamstress's Hut somewhere in my empire".
Atlatl Making
* This is another weak-feeling tech. Perhaps Sidestep II would be better in Spearfishing and its two units moved to Axe/Spear Making, which could then be renamed Weapon Making (and become an important go-to tech for militarists). The remaining bonus commerce to the Stone Tools Workshop could then either disappear to help the economy, or bundle with Weapon Making's bonus to give +2 commerce instead.
Earth Oven
* This has just one building. Wouldn't the Imu be better off in Fire Making?
Slash and Burn
* Is burning forests and vegetation really worthy of a whole tech by itself? We already have Controlled Fire and Fire Making, plus Earth Ovens.
* The tech name is two verbs, rather than nouns or adverbs. Perhaps it could be renamed to fit in slightly better?
Conduct
* Other than Crime (Corruption) which is unlocked here, the only point of this tech is to build an Executioner's Hut. I don't think it would be unbalancing at all to move both of them to Chiefdom (and maybe adjust Chiefdom's tech cost if that's an issue).
Poultry Domestication
* The Myth of Birds should probably be here, instead of Falconry, in line with the other Domestication techs.
* Why is Fine Leather a resource? It does nothing and there is already a Leather resource, which actually has effects tied to it.
Falconry
* This is another underwhelming tech, granting only two buildings and penalising the Myth of Birds, so there's little reason to take this tech until you want Aristocracy in the Classical Era.
* Why is this a Prehistoric tech? Even its own civilipedia text suggests a date of 2000 BC, which I would have thought places it in the Ancient Era.
Sedentary Lifestyle
* Why does this require Megalith Construction? If anything, I'd have thought that any culture that is building huge stone structures is highly unlikely to be nomadic.
Miscellaneous Sounds and Text
* The Hit and Run promotion needs to have a capitalised R.
* The Bark resource conflicts with the Bark promotion in the Civilopedia. I suggest renaming the promotion.
* Religious techs have the same name as their religion messes with the Civilopedia's hot-linking system.
* The Christianity tech is missing its strategy section.
* Falconry's strategy needs redoing, apparently.
* Atlatl Making and Spearfishing still have the same tech quote.
General Thoughts
* Can the AI handle the Culture wonders? They can be pretty expensive and then grant access to the Cree unit (or what-have-you), which they don't appear to use. What's more, the AI tend to like building those wonders and then not doing anything with them, which is not a good idea. I think the vanilla idea of unique units by civilisation (making the Assimilation option interesting) is a much more effective idea.
* Ritualism and Soft-Hammer Percussion both seem to unlock the Public Stoning building, which seems a bit odd.
* Why is Cactus Hill under Axe Making? Wouldn't it be better under Flint Knapping or Fine Edge Tools?
* What is the point of the Stone Tools resource? It's unlocked by Hard-Hammer Percussion, given out by various wonders and seems to do nothing.
* The shared resource mechanic is particularly odd in the case of organic resources, such as Grass, Bark, Vines and Straw. Are we to assume that cities are literally sending boats and what-have-you between each city, loaded with these perishable resources, rather than simply building the appropriate Prehistoric building and having a local supply? Having them as resources also implies that they have timeless appeal, which is very hard to suggest in almost any later era.
Language
* The Language civics have no strategy whatsoever. You simply take the latest option to get even bigger universal bonuses than before.
* The Stinging Insults and Goad promotions are identical and appear to be simply a weaker version of Flanking. What purpose do they serve in the game?
* If all those Natural Wonders that Language incongruously unlocks are there because you can't add them to a mapscript, simply move those to Nomadic Lifestyle and avoid the odd idea that you don't get them if you go through Nomadic Lifestyle rather than Language.
Oral Tradition
* The Silver Tongue promotions don't appear to do anything at all, except be restricted to Diplomats.
Shelter Building
* Apparently, this tech allows you to build an Abatis (or "build a Abatis" as it appears in-game) and a Fortified Cave, twice over. Something is wrong with the display there.
Controlled Fire
* This reveals the Ash and Charcoal resources. What purpose do they serve? No one ever needs to trade them, because everyone has them, and they don't appear to do anything.
Soft-Hammer Percussion
* Compared to Hard-Hammer Percussion, this tech is underwhelming, allowing just one building, one wonder and a natural wonder. However, its successors (Chopping, Scraping and Piercing) are even worse. All four add +1 beaker to Stone Tool Workshops, with just two promotions and the Spiked Clubman and Public Stoning spread thinly between them. Simply merge all four into a single Soft-Hammer tech and then (if desired) reduces the beaker bonus to only +2 to compensate.
Prehistoric Music (and Folk Music)
* These enable four different types of instrument resources and their respective buildings, which add to the commerce bloat by there simply being so many buildings which grant +1 commerce. If you merged the four different types of instrument makers into one and removed the resources, you'd have just one building adding culture and commerce and the Music Hut then doesn't grant vast happiness bonuses (based on all those instrument types) and can be set to a much more reasonable number.
* Even having just one constructed resource instead of four would help reduce the huge numbers which quickly build up and can quickly unbalance the game, so just reining in the numbers should make for a much more tactical early game.
Natural Pigments
* This allows access to three different types of Sand resource and you can build them all if you meet each pre-requisite. Why do we need three Sand resources? The Sand Paintings from Petroglyphs require the Sand resource, so why not simply make the Sand Paintings require the terrain options from the Sand resources and simply cut the resource? Resources that everyone has do not need to be resources. What's more, they clog the Diplomacy screen awfully.
* Likewise, why do we need two type of clay resource (Common and Fine), where one would presumably do?
Naturopathy and Druidism
* Naturopathy allows you to build the Nature Altar, but doesn't found Druidism. Either scrap the Druidism tech altogether or move the Nature Altar to the Druidism tech, so that it isn't a useless dead-end tech for every civilisation except one.
* Why are there five different Nature Circles? Why not simply have one circle, which can be built if you have any of the five resources and gives +5% food (total) for doing so?
* The Potato God circle does not need an E in "potato".
Simple Woodworking
* The Driftwood Gatherer never obsoletes, as it really should do.
* I think SW should grant access to the Ironwood Clubman (see Heat Treatment).
Fine Edge Tools and Microlith
* These two techs seem like they should be the same tech. They both grant +25% worker speed (this could be merged as 40%) and +1 hammer to the Stone Tool Maker. Microlith's +1 hammer to the Stone Tools Workshop could stay and even be joined by the bonus hammer from Flint Knapping (below). Together, FET & M also allow two wonders, one building and a promotion, which is hardly overpowering as one tech, rather than two.
Flint Knapping and Composite Tools
* Composite Tools has the same issue as above, in as much as FK grants the same +25% worker speed and +1 hammer to the Stone Tools Workshop that CT does, and only unlocks one unit and one building besides that. I would merge the two and transfer the bonus workshop hammer to Fine Edge Tools (above).
* FK reveals the Pumice Stone resource, which again does nothing. What purpose does it serve?
Heat Treatment
* This is very weak, as it only gives one unit and one building. The Ironwood Clubman could be given to Simple Woodworking and the Branding Hut placed in the Tattoos tech to bulk that one out a bit.
Axe Making and Spear Making
* Do these two need to be separate? Together, they grant five units, one wonder and +2 commerce to the Stone Tools Maker. The economy certainly wouldn't miss losing one of those two commerce bonuses.
Counting and Arithmetic
* These techs seem a bit feeble on their own. I think it would be better to remove Counting and add its stuff to Arithmetic, or the reverse, depending on whether you see it leading to Barter or as a result of it.
* Tally Stone & Counting Sticks are essentially the same building, with different resource requirements. Just merge the requirements and stick with one of them.
Bark Working
* Produces the Bark resource, which I think would be better modelled by requiring the Bark Worker building. If you want bark in every city, build the worker in every city, which makes more sense than apparently having huge shipments of bark sent between your cities. The Ecstasy Lab can do without the bark requirement, as your empire should be long past such things by then.
Sewing
* Similarly, the Clothing resource is rather odd. Are we to assume that a civ without this 'resource' has naked citizens? I think it would make much more sense to have those things which reference clothing to instead rely on the Seamstress' Hut or the Tailor's Shop. This would make the clothing-related buildings much more of an opportunity cost, rather than "oh, I have a Seamstress's Hut somewhere in my empire".
Atlatl Making
* This is another weak-feeling tech. Perhaps Sidestep II would be better in Spearfishing and its two units moved to Axe/Spear Making, which could then be renamed Weapon Making (and become an important go-to tech for militarists). The remaining bonus commerce to the Stone Tools Workshop could then either disappear to help the economy, or bundle with Weapon Making's bonus to give +2 commerce instead.
Earth Oven
* This has just one building. Wouldn't the Imu be better off in Fire Making?
Slash and Burn
* Is burning forests and vegetation really worthy of a whole tech by itself? We already have Controlled Fire and Fire Making, plus Earth Ovens.
* The tech name is two verbs, rather than nouns or adverbs. Perhaps it could be renamed to fit in slightly better?
Conduct
* Other than Crime (Corruption) which is unlocked here, the only point of this tech is to build an Executioner's Hut. I don't think it would be unbalancing at all to move both of them to Chiefdom (and maybe adjust Chiefdom's tech cost if that's an issue).
Poultry Domestication
* The Myth of Birds should probably be here, instead of Falconry, in line with the other Domestication techs.
* Why is Fine Leather a resource? It does nothing and there is already a Leather resource, which actually has effects tied to it.
Falconry
* This is another underwhelming tech, granting only two buildings and penalising the Myth of Birds, so there's little reason to take this tech until you want Aristocracy in the Classical Era.
* Why is this a Prehistoric tech? Even its own civilipedia text suggests a date of 2000 BC, which I would have thought places it in the Ancient Era.
Sedentary Lifestyle
* Why does this require Megalith Construction? If anything, I'd have thought that any culture that is building huge stone structures is highly unlikely to be nomadic.
Miscellaneous Sounds and Text
* The Hit and Run promotion needs to have a capitalised R.
* The Bark resource conflicts with the Bark promotion in the Civilopedia. I suggest renaming the promotion.
* Religious techs have the same name as their religion messes with the Civilopedia's hot-linking system.
* The Christianity tech is missing its strategy section.
* Falconry's strategy needs redoing, apparently.
* Atlatl Making and Spearfishing still have the same tech quote.
General Thoughts
* Can the AI handle the Culture wonders? They can be pretty expensive and then grant access to the Cree unit (or what-have-you), which they don't appear to use. What's more, the AI tend to like building those wonders and then not doing anything with them, which is not a good idea. I think the vanilla idea of unique units by civilisation (making the Assimilation option interesting) is a much more effective idea.
* Ritualism and Soft-Hammer Percussion both seem to unlock the Public Stoning building, which seems a bit odd.
* Why is Cactus Hill under Axe Making? Wouldn't it be better under Flint Knapping or Fine Edge Tools?
* What is the point of the Stone Tools resource? It's unlocked by Hard-Hammer Percussion, given out by various wonders and seems to do nothing.
* The shared resource mechanic is particularly odd in the case of organic resources, such as Grass, Bark, Vines and Straw. Are we to assume that cities are literally sending boats and what-have-you between each city, loaded with these perishable resources, rather than simply building the appropriate Prehistoric building and having a local supply? Having them as resources also implies that they have timeless appeal, which is very hard to suggest in almost any later era.