Prehistoric Era [BNW] - Total Conversion

carloscodex

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The Prehistoric Era (BNW)
a Total Conversion Mod (Current Version: v0.2.10a, Steam v13)

v0.2.10a https://github.com/carlosfhernandez...Era (BNW) (v 13)__v0.2.10a__.civ5mod?raw=true
v0.3.0e Test: https://github.com/carlosfhernandez...c Era (BNW) (v0.3.0e-build212) [test].civ5mod


This is my first mod (inspired from the retired Muppets). I have been recommended to create an "OP" for this project since I've been using Google Docs and GitHub and Steam Forum. Thanks to TPangolin, knightmare13, and Pouakai for pointing me in the right direction. I will try to emulate other project posts and stick with a known format. Please advise me where needed.

This mod adds millions of years of human prehistory starting with "apes coming down from the trees". The first technology, Extinction Event, takes place 10M - 15M years ago. The following events (technologies) lead up to the start of the game, starting with Bipedal Adaption, which allowed early man to walk upright and therefore expand their horizons, travel more distances, and discover new technologies. This was the DAWN OF MAN.


Current Release

Steam: v13 (v0.2.10a) or URL http://steamcommunity.com/sharedfiles/filedetails/?id=187671255
GitHub: v13 (v0.2.10a) https://github.com/carlosfhernandez...historic Era (BNW) (v 13)__v0.2.10a__.civ5mod


Upcoming Release

Latest Test: v0.3.0e-build212 (GitHub): https://github.com/carlosfhernandez...c Era (BNW) (v0.3.0e-build212) [test].civ5mod


Previous Releases

https://github.com/carlosfhernandez/civ5-prehistoric/tree/master/releases



Highlights & Summary (Current Release)
  • New Era: Prehistoric Era.
  • 17 new Technologies: Fire, Gathering, Simple Tools, Numbers, and more.
  • 6 new buildings, 4 wonders, and the Outpost improvement.
  • 8 New Units: Autocthon, Primitive Archer, Shaman, Caveman, Savage (and 2 more below).
  • Laborer to build early improvements (a weaker form of the Worker)
  • Upgrade Scout to Explorer.
  • Tech Tree Spoiler:
    Spoiler :






Game Concepts


Brief Summary (Placeholder):
  • Early civilization are nomadic with no permanent Settlement. They follow a Leader who acts as a Settlement.
  • Mapping is inactive at first, since early humans could not communicate enough to propagate Terrain information.
  • The first Settlement is based around a campfire with a very limited population.
  • There is a progression of Social Structure: Band -> Tribe -> Clan -> Chiefdom -- each has its bonuses.
  • Each Era change provides a game-play change and possible bonuses.
  • Progressive level of Belief System as humans progress through time. There will be three levels of Beliefs. Religion follows afterwards, as normal. The first Belief will not be based on Faith points.
  • Early Resources will be "improved" by assigning multi-use units (e.g. Hunter) to the Resource. They will deplete after time. New ones will "sprout up" randomly. This is to emulate humans early nomadic lifestyle and following resources. Some can have progressive Improvements such as Berries which can be used by a Gatherer but can later have a Plantation.
  • Negative Events





Negative Events:

  • drought: terrain changes (I believe there are current gfx issues with this).
  • famine: agricultural-type improvements will be affected due to game weather elements.
  • disease: can affect either population of city or nearby animal resources depending on certain conditions (such as population density, lack of certain sanitation systems when population reaches threshold).
  • volcano: I had worked on this one a while ago. random volcano location will erupt with certain probability, changing landscape around them.
  • tsunami: affects coastal tiles




 


Eras

Currently, everything is clumped into the era called, "Prehistoric".

This should change into multiple eras with their respective technologies to go along with each era.The Ancient Era will need to be changed to fit into a more historically accurate era naming system.

  1. Pliocene [5.3M - 2.6M BC]
  2. Lower Paleolithic [2.6M - 300K BC]
  3. Middle Paleolithic [300K - 50K BC]
  4. Upper Paleolithic [50K - 20K BC]
  5. Mesolithic (Middle Stone Age) [20K - 10K BC]
  6. Neolithic (New Stone Age) [10,000 BC - 3600 BC]
  7. Copper Age (Chalcolithic) [3600 BC - 2600 BC]
  8. Bronze Age [2600 BC - 1200 BC]
  9. Iron Age or Classical [1200 BC - 600 AD]


{FUTURE!} Taking it back to the dinosaurs.
Spoiler :

There is a possibility of a future (version 3) mod expansion that takes the game ever further back. This would probably have fantastical elements since it would probably incorporate MAN WALKING WITH DINOSAURS.

  1. Jurassic (the famous one) [201.3M - 145M BC]
  2. Cretaceous [145M - 66M BC]
  3. Paleocene "Mass Extinction Event" [66M - 56M BC] (first epoch of the Paleogene Period in the modern Cenozoic Era)
  4. Eocene [56M - 34M BC]
  5. Oligocene [34M - 23M BC]
  6. Miocene "Age of Primates" [23M - 5.3M BC]


Era Considerations

  • Some of these names are a little too technical, perhaps, and I would like to use a more game-friendly name. Suggestions?
  • Each Era has a defining moment of transition -- a revolution of sorts. A game event will happen during these transitions (beyond the standard).
  • Examples
    • Early man, with no mapping or language, could not permanently reveal dark areas. They only had immediate visibility (1,2,3 spaces depending on unit). A defining moment in one era could be the advent of language and communication and thus being able to communicate mapping of areas.


Era Details


Pliocene (5.3M - 2.6M BC)


* REFERENCE *

  • 4M BC: bipedal adaptian
    During this time, early human species that lived near open areas and dense woods. Their bodies had evolved in ways that enabled them to walk upright most of the time, but still climb trees. As a results, they could take advantage of both habitats.
  • 3.5M BC: Australopithecus afarensis foraged for fruits, nuts, and seeds
  • 3.2M BC: Lucy


* GAME *


Limited Range

I would love to have some sort of limited movement to certain terrains as it was in the dawn of man. I thought about limiting movement to only certain areas such as forests, grasslands, and plains, but this would create issues with civs that start in other areas, like desert.

So my conclusion was that perhaps each civ is limited to their primary terrain type along with one or two secondary types. Movement in other terrains would be either:
  1. impassible
  2. double movement cost
  3. limited duration (e.g. life lost)
?What do you think?


Dark Areas Stay Dark

Because of lack of complex language, there was no way to communicate "discovered" tiles. The only visible areas are those within the unit's direct visible line. Once the unit leaves that tile, it returns to black.


No Permanent Settlements

This, at least to me at first glance, seems like a bit of challenge. I don't want permanent settlements just yet. The civilization will be based around a Leader. This would be a new game concept. The Leader will act as the Palace or Settlement, providing bonuses to the civilizations. Very small "builds" will be able to enhance the Leader.


Notes

Foraging was crude at this point and will not be introduced as a technology.





Lower Paleolithic (2.6M - 300K BC)


* REFERENCE *

  • 2.5M - 1.5M: scavengers - simple tools to extract/scrape meat.
  • 2.6M: Oldowan (former Abbevillian) tradition of tool manufacturing - Simple Tools
    Stone tools in the Oldowan Tradition were made from cobbles by hard-hammer percussion, and they include large scrapers, choppers, hammerstones, and a range of smaller tools from stone flakes such as awls and smaller scrapers. Oldowan includes the earliest stone tools found to date (with the possible exception of KBS), and is usually associated with our ancestor Homo habilis.
  • 2.4M: carrying tools / containers
  • 1.8M & 600K: two major migrations
  • 1.6M: First hints of social structure beyond traditional ape social structure
  • 1.6M - 500K: Acheulean tool manufacturing - Complex Tools
    • first hand axe
  • 1.1M: fire use
  • 800K: first controlled use of fire
  • 800K - 300K: Rapid increase in brain size. Human brain size evolved most rapidly during a time of dramatic climate change. Larger, more complex brains enabled humans of this time period to interact with each other and with their surroundings in new and different ways. As the environment became more unpredictable, bigger brains helped our ancestors survive.
  • 600K: Basic Hunting and Gathering
  • 400K: Cannibalism


* GAME *


Migrations

As primitive humans adapted to different environments and created tools and containers, they were able travel greater distances. I am not sure if I will add a technology called Migration or an Era Bonus at the start of the Lower Paleolithic. This bonus/tech would:
  • Remove the terrain limit on each civ
  • Remove limits on unit visibility, if some of the Pliocene Era units had limits.


First Settlement

The first settlement will be based around fire -- a small camp. It will have a population limit. I don't know what that will be just yet.





Middle Paleolithic [300K - 50K BC]


* REFERENCE *


  • evolution
    • anatomically modern humans [195K BC, Africa]
    • phylogenetic separation of humans
    • "mitochondrial Eve" [150K BC]
    • "y-chromosomal Adam" [90K BC]
  • Venus of Tan-Tan [300K BC]
  • art[100K BC]
    • Blombos Cave [100K BC]
    • bracelets
    • beads
    • body art
    • ochre (for painting)
  • social
    • group hunting large animals
    • small band societies
    • band societies
    • gender division of labor
  • food
    • cooked food [250K BC]
    • barbed fishing points [90K BC]
    • shellfish [110K BC]
  • resources
    • flint [300K BC]
    • basalt
    • mudstone
  • technology
    • Mousterian tool manufacturing (e.g. flint tools) [300K BC]
    • general stone tools - one tool does all
    • composite tools
    • prepared-core tool making technique [200K] removal of flakes from a piece of stone to achieve desired shape and thickness
  • language [100K BC]
  • warfare [200K BC]
    • spear throwing [200K BC]
    • large scale fighting [60K BC] There is no known archaeological evidence of large-scale fighting until well into the Aurignacian.






Upper Paleolithic [50K - 20K BC]


* REFERENCE *


  • art
    • cave painting [50K BC]
    • idols / venus figurines [35K BC]
    • petroglyphs
    • carvings
    • engravings
  • technology
    • specialized tools [50K BC] - different tools for different purposes
  • social
    • campsites [22K BC]
    • planned cooperation [40K BC]
  • caribou / wild reindeier hunting
  • oil lamp
  • rope
  • needle
  • clothing [26K BC]
  • warfare
    • darts [40K BC]
    • archery [15K - 30K BC]
      • first bow and arrow (hunting) [30K BC]
      • archery [70K BC] (claims)
  • wonders
    • Theopetra Cave




Mesolithic: "Middle Stone Age" [20K - 10K BC]


* REFERENCE *


  • swamps and wetlands burned
  • microliths (tiny tools)
  • bone tools
  • harpooning
  • basic fish hooks
  • seine fishing
  • wooden tracks to cross wetlands
  • sunken floor housing
  • cemetery
  • social stratification
  • cairns
  • burin
  • trapping pits
  • domestication of reindeer [14K BC]
  • first work animal domestication: dogs [20K - 15K BC]
  • domestication of cats [12K BC]
  • resources
    • clay [15K BC]
    • elm (bows)
    • yew (bows)
  • wonders
    • Spotted Horses
    • Pech Merle cave
    • Dordogne, France are painted [18,000 BC]
  • Mode V tools employed in composite devices – harpoon, bow and arrow. Other devices such as fish – basket, boats
  • Clays
    Spoiler :
    exhibit plasticity when mixed with water in certain proportions. When dry, clay becomes firm and when fired in a kiln, permanent physical and chemical changes occur. These reactions, among other changes, cause the clay to be converted into a ceramic material. Because of these properties, clay is used for making pottery items, both utilitarian and decorative, and construction products,[3] such as bricks, wall and floor tiles. Different types of clay, when used with different minerals and firing conditions, are used to produce earthenware, stoneware, and porcelain. Prehistoric humans discovered the useful properties of clay. Some of the earliest pottery shards recovered are from central Honshu, Japan. They are associated with theJomon culture and the deposits from which they were recovered have been radiocarbon dated to around 14000 BC.[4] Depending on the content of the soil, clay can appear in various colors, from a dull gray to a deep orange-red.

    Clay tablets were used as the first known writing medium, inscribed with cuneiform script through the use of a blunt reed called a stylus. Purpose-made clay balls were also used as sling ammunition.

    Clays sintered in fire were the first form of ceramic. Bricks, cooking pots, art objects, dishware, and even musical instruments such as the ocarina can all be shaped from clay before being fired. Clay is also used in many industrial processes, such as paper making, cement production, and chemical filtering. Clay is also often used in the manufacture of pipes for smoking tobacco. Until the late 20th century bentonite clay was widely used as a mold binder in the manufacture of sand castings.

    Clay, being relatively impermeable to water, is also used where natural seals are needed, such as in the cores of dams, or as a barrier in landfills against toxic seepage (lining the landfill, preferably in combination with geotextiles). (See Puddling.)

    Recent studies have investigated clay's absorption capacities in various applications, such as the removal of heavy metals from waste water and air purification.






Neolithic "New Stone Age" [10,000 BC - 3600 BC]

beginning with the rise of farming, which produced the "Neolithic Revolution", and ending when metal tools became widespread in the Copper Age


* REFERENCE *


  • animals
    • goat - 7500 BC
    • sheep - 7000 BC
    • pig - 6500 BC
    • cattle - 6000 BC
    • chickens - 5200 BC [china]
  • food
    • figs - 9400 BC
    • peas - 6500 BC
    • rice - 6500 BC [yangtzee, china]
  • agriculture
    • wild cereals and wheat domestication - 10,200 BC
    • irrigation - 6000 BC
    • terraced rice farming - 5000 BC [china]
    • plow - 4500 BC
    • sickle blade
    • grinding stone
  • construction
    • megaliths - 9000 BC
  • clothing
    • wool for textiles - 4000 BC
    • textiles of flax - 6500 BC
    • cotton - 5500 BC [india]
    • animal skins
    • wool & linen
  • science
    • spinning (10,000 BC): spindle & whorl
    • animal domestication - 7500 BC
    • pottery - 6400 BC
    • metallurgy - 6000 BC
    • weaving 6000 BC
    • smelting - 6000 BC
    • faience - 5500 BC [egypt]
    • cuneiform - 5000 BC [sumer]
    • numbers - 4400 BC
  • hard tech
    • wheel - 3650 BC
  • resources
    • limestone - 8000* BC
    • gold - 6000 BC
    • copper - 4200 BC
  • religion
    • rituals - 8500 BC
    • temples - 5200 [sumeria]
    • gods and aferlife - 4000 BC [egypt]
  • social
    • first human settlement - 7000 BC [cypress]
    • first walled city - 6500 BC [jericho, pop 2500]
    • villages - 5000 BC [china]
  • travel & trade
    • obsidian long distance trade - 7500 BC
    • rowing - 4700 BC [china]
  • wonders
    • Zeolots of Jericho [8000 BC, palestine]
    • Çatalhöyük [7400 BC, turkey]

Misc:
  • aulos musical instruments - 5000 BC
  • cursus monuments (old)
  • causeway enclosure (trade, temporary living, defense, animals)
  • food preservation / salt
  • selective breeding
  • mudbrick circular housing
  • longhouse (europe - built from waddle and daub)
  • circular ditches
  • henges -
  • flint mining
  • adze (wood clearing axe)
  • canoe (quicker river movement?)
  • wood for shelter
  • Neolithic religion

Polished stone tools, devices useful in subsistence farming and defense – chisel, hoe, plough, yoke, reaping-hook, grain pourer, loom, earthenware (pottery) and weapons.


 



Technologies


Tech Tree Summary


Prehistoric Mod G&K Original
Code:
                                       ANCIENT                                                                          CLASSICAL
______________________________________________________________________________________________________________________________________________
|                                                                                                        ┊
|                                                                                       ┌─Sailing────────┊
|                                     ┌──Art───────┬──Idols────────┬──Pottery───────────┼─Calendar───────┊
|           ┌──Tools──────────────────┼──Fire──────┤               │                    └─Writing────────┊
|           │                         └──Scouting──┼──Agriculture──┤                                     ┊
|           │                                      │               ├──Animal Husbandry──┬─Trapping─────┬─┊
| Language──┼──Hunting and Gathering──┬──Trading───┤               │                    │              │ ┊
|           │                         │            ├──Leadership───┼──Archery───────────┴─The Wheel────┼─┊
|           └──Social Structure───────┴──Warfare───┘               │                                   │ ┊
|                                                                  └──Mining────────────┬─Masonry──────┴─┊
|                                                                                       └─Bronze Working─┊
|_____________________________________________________________________________________________________________________________________________


(Question: Anyone know how to widen the code box?)

Prehistoric Mod BNW - Preresearched
Code:
     0                    1                      2                     3                    
  ┌─────────────────────────────────────────────────────────────────────────────────────────-----
  │                                                                                          
0 │                                          
1 │                                          
2 │                                          
3 │                                          
4 │  Extinction Event─────Adaptive Radiation─────Primate Cognition─────Great Divergence─────-----
5 │                                          
6 │                                          
7 │                                          
8 │                                          
9 │                                                                                          
  └─────────────────────────────────────────────────────────────────────────────────────────-----
     0                    1                      2                     3

Prehistoric Mod BNW - Rest of Tech Tree - SPOILER ALERT!
Spoiler :
Code:
                                                                                                                                                                                                                   (Copper)                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          
    PREHISTORIC           LOWER PALEOLITHIC                                                   PAELOLITHIC                             NEOLITHIC                                                                   ANCIENT (Neolithic)                                                         CLASSICAL                                   MEDIEVAL                             RENAISSANCE                              INDUSTRIAL                                 MODERN                                   ATOMIC                                    INFORMATION                                                  
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                
     4                    5                     6                       7                     8                 9                        10                         11                        12                     13              14            15                        16                  17                 18                       19                20                 21                 22                    23                     24                  25                    36                 27                 28                     29                      30
  ┌─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────
  │                                                                                                                                   ░                                                                           ░                                                                           ░                                           ░                                    ░                                        ░                                          ░                                        ░                                         ░                                                            █
0 │                                                                  ┌──Scavenging─────────┬──Complex Tools─────Hunting───────────┬───░──Coordinated Hunting─────┬──Collaborative Hunting──────────────────┐      ░                                                       ┌──Sailing──────────░──Optics───────────────────────────────────░─────────────────┬──Compass─────┐   ░                                        ░                                          ░                                        ░                                         ░                       ┌──The Internet──────┐               █
1 │                                          ┌──Advanced Perception──┼──Curiousity─────────┤                                      ├───░──Orienteering────────────┘                                         │      ░               ┌──Pottery───────Numbers────────────────┼──Calendar─────────░─────────────────────Philosophy────────┬───░──Theology───────┤              ├───░──Astronomy──────────Navigation─────┬───░──Archaeology─────────┬──Biology──────┬───░──Refrigeration──────────────────────┬──░──Penicillin──────┬──Ecology──────────┬──░──Telecommunication────┼──Globalization─────┤               █
2 │                                          │                       │                     ├──???????????????                     └───░──Scouting─────────────────────────────────────────────Archery──────┤      ░               │                                       └──Writing──────────░─────────────────────Drama and Poetry──┤   ░                 ├──Education───┤   ░                                    │   ░                      ├──Electricity──┼───░──Radio──────────────┬──Plastics─────┤  ░                  │                   ├──░──Mobile Tactics───────┼──Particle Physics──┤               █
3 │                                          │                       │                     │                                          ░                                                    ┌──Idols────────┤      ░               │                                                           ░                                       │   ░                 │              ├───░──Acoustics───────┬──Architecture───┼───░──Scientific Theory───┤               ├───░──Replaceable Parts──┤               ├──░──Atomic Theory───┼──Nuclear Fission──┤  ░                       │                    │               █ 
4 │  Bipedal Adaption─────Bipedalism─────────┼──Adapted Tools────────┴──Simple Tools───────┼──Migration─────────Fire──────────────┬───░──Cooking────────────────────Expression─────────────┴──Painting─────┼──────░──Agriculture──┼──Trapping───┬──Animal Domestication!──┬──Husbandry────────░──Horseback Riding─────────────────────┼───░──Civil Service──┤              │   ░                  │                 │   ░                      │               │   ░                     ├──Electronics──┤  ░                  │                   ├──░──Advanced Ballistics──┤                    ├──Future Tech  █
5 │                                          │                                             ├──Adhesives─────────Foraging──────────┘   ░                          ┌──Harpooning─────────────┬──Beading──────┤      ░               │             │                         │                   ░                                       │   ░                 ├──Chivlary────┼───░──Banking─────────┼──Economics──────┼───░──Industrialization───┼──Steam Power──┼───░──Flight─────────────┼──Ballistics───┼──░──Radar───────────┼──Rocketry─────────┼──░──Satellites───────────┼──Nuclear Fusion────┤               █
6 │                                          ├──Locomotion─────────────────────────────────┴──Containers────────Gathering─────────────░──────────────────────────┴──Tool Specialization────┼──Warfare──────┤      ░               ├──Trading────┴──The Wheel──────────────┼──Caravaning───────░──Mathematics──────┬─Currency──────────┴───░──Guilds*────────┤              │   ░                  │                 ├───░──Rifling─────────────┘               │   ░                     │               │  ░                  │                   ├──░──Robotics─────────────┼──Nanotechnology────┤               █
7 │                                          │                                                               ┌──Symbolism─────────┬───░──Symbolic Communication──┬──Language───────────────┼──Cooperation──┘      ░               │                                       │                   ░                   ├─Engineering───────┬───░─────────────────┴──Machinery───┼───░──Printing Press──┤                 │   ░                                      ├───░──Railroad───────────┴──Combustion───┴──░──Combined Arms*──┴──Computers────────┴──░──Lasers───────────────┴──Stealth───────────┘               █
8 │                                          └──Grunts & Growls───────────────────────────────Family Ties────┴──Social Structure──┴───░──Planning────────────────┴──Leadership─────────────┘                      ░               └──Mining────────Mineralogy─────────────┼──Masonry──────────░──Construction─────┘                   ├───░──Metal Casting──┬──Physics─────┤   ░                  ├──Metallurgy─────┼───░──Military Science────┬──Dynamite─────┘   ░                                        ░                                         ░                                                            █
9 │                                                                                                                                   ░                                                                           ░                                                       └──Bronze Working───░─────────────────────Iron Working──────┘   ░                 └──Steel───────┴───░──Gunpowder───────┴──Chemistry──────┴───░──Fertilizer──────────┘                   ░                                        ░                                         ░                                                            █
  └─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────
     4                    5                     6                       7                     8                 9                        10                         11                        12                     13              14            15                        16                  17                 18                       19                20                 21                 22                    23                     24                  25                    36                 27                 28                     29                      30



Tech Tree Stats Progression

Spoiler :
Code:
TODO SYMBOLS
- T Text
- X Actions (bonuses, promotions, etc)
- I Icon / Gfx
- M Modification
- N Rename

LEGEND
- u unit
- b building
- c capitol building / palace
- e capitol or palace enhancement
- w wonder
- n national wonder
- l limited wonder
- g natural wonder
- r resource
- i improvement
- x ability or action gained (e.g. mining)
- d dummy building
- p policy
- y promotion
- s city states
- f religion
- o flavor
- k unlocked 
- v event


╒═════════════════════════════════════════╤═══════════════════════════════════════════════════════╕
│                        STATISTICS       │                                                       │
╞═════════════════════════════════════════╪══════════╤══╤══╤══╤══╤══╤══╤══╤══╤══╤══╤══╤══╤══╤══╤══╡
│    [BG] Base Gold                       │   $│MT│BG│GO│HA│PR│SI│CU│FD│FA│TU│TR│IM│RS│PU│CI│  │  │ 
│    [GO] Gold                            │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │ 
│    [HA] Happiness                       │   C│ M│ B│ G│ H│  │  │  │  │  │  │  │  │  │  │  │  │  │ 
│    [PR] Production                      │   o│ a│ a│ o│ a│ P│ S│ C│ F│ F│ T│ T│ I│ R│ p│ C│  │  │ 
│    [SI] Science                         │   s│ i│ s│ l│ p│ r│ c│ u│ o│ a│ o│ r│ m│ e│ r│ i│  │  │ 
│    [CU] Culture                         │   t│ n│ e│ d│ p│ o│ i│ l│ d│ i│ u│ a│ p│ s│ o│ t│  │  │ 
│    [FD] Food                            │    │ t│  │  │ i│ d│ e│ t│ d│ t│ r│ d│ r│ o│ m│ y│  │  │ 
│    [FA] Faith                           │    │ e│ G│  │ n│ u│ n│ u│  │ h│ i│ e│ o│ u│ o│  │  │  │ 
│    [TU] Tourism                         │    │ n│ o│  │ e│ c│ c│ r│  │  │ s│  │ v│ r│  │ B│  │  │ 
│    [TR] Trade                           │    │ a│ l│  │ s│ t│ e│ e│  │  │ m│  │ e│ c│ u│ o│  │  │  
│    [IM] Improvements                    │    │ n│ d│  │ s│ i│  │  │  │  │  │  │ m│ e│ n│ n│  │  │  
│    [RS] Resources                       │    │ c│  │  │  │ o│  │  │  │  │  │  │ e│ s│ i│ u│  │  │ 
│    [MT] Maintenance                     │    │ e│  │  │  │ n│  │  │  │  │  │  │ n│  │ t│ s│  │  │
│    [$]  Cost                            │    │  │  │  │  │  │  │  │  │  │  │  │ t│  │  │  │  │  │
│    [CI] City Bonus                      │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│    [PR] Promotion/Bonus Uni             │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
╞═════════════════════════════════════════╪════╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╡
│                                    Base │    │  │  │* │ 1│ 1│  │  │  │  │  │  │  │  │  │  │  │  │
╞═════════════════════════════════════════╪════╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╡
│ PREHISTORIC                             │                                                       │
╞═════════════════════════════════════════╪═══════════════════════════════════════════════════════╡
│                                         │ $  Cost      SC Science   IM Improvem                 │
│                                         │ MT Maintenan CU Culture   RS Resource                 │
│                                         │              FD Food      PU Promotio                 │
│                                         │ GO Gold      FA Faith     CI CityBonu                 │
│                                         │ HA Happiness TU Tourism                               │
│                                         │ PR Productio TR Trade                                 │
│                                         │                                                       │
├─────────────────────────────────────────┼──────────┬──┬──┬──┬──┬──┬──┬──┬──┬──┬──┬──┬──┬──┬──┬──┤
│ 0                                       │   $│MT│BG│GO│HA│PR│SI│CU│FD│FA│TU│TR│IM│RS│PU│CI│ C│  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│ EXTINCTION_EVENT                        │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         ├────┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
├─────────────────────────────────────────┼────┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤
│ 1                                       │   $│MT│BG│GO│HA│PR│SI│CU│FD│FA│TU│TR│IM│RS│PU│CI│ C│  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│ ADAPTIVE_RADIATION                      │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│     b-Tree                              │   4│ 0│  │ 1│-?│  │  │  │  │  │  │  │  │  │  │  │  │  │  TODO: Cost: ResX
│     c-Tree of Life !!!!!!               │   *│  │*2│*2│  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│     ------------------------------------┤    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         ├────┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤
│                                         │    │  │  │ 3│  │  │  │  │  │  │  │  │  │  │  │  │  │  │
├─────────────────────────────────────────┼────┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤
│ 2                                       │   $│MT│BG│GO│HA│PR│SI│CU│FD│FA│TU│TR│IM│RS│PU│CI│ C│  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│ PRIMATE_COGNITION                       │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│   * u-Alpha (t:leader)                  │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│     ------------------------------------┤    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         ├────┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
├─────────────────────────────────────────┼────┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤
│ 3                                       │   $│MT│BG│GO│HA│PR│SI│CU│FD│FA│TU│TR│IM│RS│PU│CI│ C│  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│ Great Divergence                        │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│     w-Ardi                              │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │ TODO: 
│     ------------------------------------┤    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         ├────┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
├─────────────────────────────────────────┼────┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤
│ 4                                       │   $│MT│BG│GO│HA│PR│SI│CU│FD│FA│TU│TR│IM│RS│PU│CI│ C│  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│ Bipedal Adaption                        │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│     u-Australopithecus (t:offense)      │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│     b-Lookout Rock                      │   6│ 0│  │  │  │  │  │  │  │  │  │  │  │  │ 1│ 1│  │  │ TODO: Visibility for City (or unit class)
│     w-Laetoli Footprints                │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │ TODO: 
│     w-Lucy                              │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │ TODO: 
│     ------------------------------------┤    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│     b:1 u:1 c:0 w:2: r:0 p:             │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│     ┌ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─  ─ ─ ─ ─┤    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  
│      b:- u:- c:- w:- r:- p:-            │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│     └ ─ ─ ─ ─ ── ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─┤    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         ├────┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │ 1│ 1│  │  │
├─────────────────────────────────────────┼────┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
╞═════════════════════════════════════════╪════╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╪══╡
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
╞═════════════════════════════════════════╪════╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╧══╡
│ LOWER PALEOLITHIC                       │                                                       │
╞═════════════════════════════════════════╪═══════════════════════════════════════════════════════╡
│                                         │ $  Cost      SC Science   IM Improvem                 │
│                                         │ MT Maintenan CU Culture   RS Resource                 │
│                                         │              FD Food      PR Promotio                 │
│                                         │ GO Gold      FA Faith     CI CityBonu                 │
│                                         │ HA Happiness TU Tourism                               │
│                                         │ PR Productio TR Trade                                 │
│                                         │                                                       │
├─────────────────────────────────────────┼──────────┬──┬──┬──┬──┬──┬──┬──┬──┬──┬──┬──┬──┬──┬──┬──┤
│ 5                                       │   $│MT│BG│GO│HA│PR│SI│CU│FD│FA│TU│TR│IM│RS│PU│CI│ C│  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│ Bipedalism                              │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│   * u-Wanderer (t:scout)                │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│   * u-Nomad Wanderer (t:scout)          │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │ TODO: Position
│     b-Spring Source                     │   6│ 0│  │  │  │  │  │  │  │  │  │  │  │  │ 1│  │  │  │ TODO: Move+ for unit class X
│     b-Golden Path                       │   6│ 0│  │  │  │  │  │  │  │  │  │  │  │  │  │ 1│  │  │ TODO: City increase access to resources (distance)
│     ------------------------------------┤    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│     b:2 u:1 p:                          │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         ├────┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
├─────────────────────────────────────────┼────┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤
│ 6                                       │   $│MT│BG│GO│HA│PR│SI│CU│FD│FA│TU│TR│IM│RS│PU│CI│ C│  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│ Advanced Perception                     │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│     b-Stone Pile                        │    │  │  │  │  │ 1│  │  │  │  │  │  │  │  │ 1│  │  │  │ TODO: +Available Stone; promotions for stone units; stone wall extra defense
│   * u-Watcher (t:sentinel)              │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │ TODO: *
│     c-Grand Overlook                    │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │ TODO: Name, ?
│     b-Overlook                          │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │ TODO: 
│     w-First Chopper                     │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │ TODO: TX
│     ------------------------------------┤    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│                                         │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│ Adapted Tools                           │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│     b-Chert Deposit                     │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │ TODO: TX
│     r-Stone                             │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │
│   * u-Rock Thrower (t:ranged)           │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │ TODO: *
│     w-Olduvai Gorge Tools               │    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │ TODO: TX
│     ------------------------------------┤    │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │  │



 



Resources


Mineral & Earth

Copper — "Traces of metalworking appear as early as 8000 B.C., when people simply cold-hammered native copper. Later, beginning about 6500 B.C., metalworkers improved the hardness of copper by annealing it — heating and then hammering and shaping it. True copper metallurgy began about 5500 B.C., when metalworkers started to smelt (or heat) copper ores to obtain the usable copper. Over the next several thousand years, craftsmen became skillful in the use of other metals, including bronze and gold." [Western Civilization: Origins and Traditions, pp. 8-9.]

Bronze — Around 4000 B.C.E. copper began to be mixed with tin to make bronze. This development occurred around the Black Sear and in Southwest Asia. Use of the metal allowed faster manufacture of a greater variety of tools than those of stone or bone. Metal hoes, plows, and other implements proved useful to both agricultural and nomadic societies. This gave rise to a specialized artisans and encouraged trade because tin, in particular, was difficult to find.

Reeds & Clay — used for mudbrick housing because of lack of stone



Animal

  1. Additions to Barnyard and Field — agriculture became more complex after the domestication of wheat, barley, sheep and goats. Additional animals and plants were brought under control. Most were used as new sources of food. Others for
    • use in rituals
    • use in decoration
    • pulling
    • riding
    • protection
  2. horse — Ukraine or steppes by 3,300 B.C.
    • meat
    • milk
    • pack animals
    • important in warfare (chariots) by 1500 B.C.
    • riding
  3. chicken in Indus Valley by 2000 B.C. — in Mesopotamia by 1400 B.C.
  4. geese by 3000 B.C. in Egypt
  5. nubian wild ass by 3000 B.C.aa
    • food
    • pack animals
  6. pigs by 6,500 B.C.
    • meat
    • nomads did not keep pigs because they are not easily herded and are poorly adapted to arid conditions
  7. cattle — southeastern Europe and Anatolia by 6,500 B.C.
    • meat
    • milk
    • leather
  8. oxen — pulled plows
  9. dogs — highlands around Mesopotamia c. 10,000 B.C.




Improvements





 


URBAN REVOLUTION


  • Egypt and Mesopotamia
    Development of cities

    • Surplus crops
      Increased population
      Labor specialization

      • Government officials
        Priests
        Soldiers
        Craftsmen
        Potters — people began to fire clay to produce pottery after early farming villages were established. Pottery vessels were more useful than baskets or skin bags

        • cooking
          transporting and storing water
          protecting stored grain from mice


 



Units


Combat System

(Even though I use this system for my prehistoric mod, I am trying to create it in a modular fashion so it can be re-used by anyone wishing to change the standard combat system.)



The current combat system for v0.3.x-alpha does not redefined the COMBAT CLASS, but it does add an opposing circular system where a unit on the combat circle has certain bonuses (and weakness) to the directly opposing unit type (and less bonuses to the unit types next to the directly opposing unit type). This may sound confusing and I'll add pictures to illustrate the concept. As an example now, a melee-range unit (long spears, pikes) has a bonus against mounted, which is directly opposing on the combat class circle.

"non prehistoric after this line" just means it is not part of my prehistoric mod, not necessarily implying that units before are from prehistoric times; they could be up to the copper age or a redefined era for a unit.

  • Greats
  • Leaders (new type)
  • Civilians (many new hybrid types)
  • Combat Land
    • Generic
      • Australopithecus
    • Offense
      • Heavy
        • Neanderthal
        • Bone Warrior
      • Light
        • Autochthon
        • Caveman (stick)
        • Club Pounder
      • Range (e.g. long pikes)
      • Unclassified
        • -- non-prehistoric after this line
        • Spartan
        • Rajput
        • Kern
        • Auxilia
        • Pantodapoi
        • Conqueror
    • Foot Infantry - Defensive
      • Protector
      • Village Guard
      • -- non-prehistoric after this line
      • Guard
      • Shaolin Monk
      • Trench Soldier
      • Peltast
      • Hypaspists
      • Sparabara
    • Sentinel
      • Watcher
      • Lookout
      • Sentinel
      • -- non-prehistoric after this line
      • Picket
    • Skirmish
      • Runner
      • Raider
      • Outrider
      • Scorcher
      • -- non-prehistoric after this line
      • Guerilla
      • Velites
      • Agrianians
      • Gymnitai
      • Ekdromos
      • Psiloi
    • Vanguard
      • Bushman
      • Initiate
      • Rhino Rider
      • -- non-prehistoric after this line
      • Vanguard
      • Gladiator
      • Fianna
    • Siege
      • Savage
      • Bruiser
      • Brute
      • Warmonger
      • Battering Ram (handheld)
      • Swinging Ram
      • -- non-prehistoric after this line
      • Ballista (retouched)
      • Scorpion
      • Torsion Catapult
      • Siege Cannon
    • Ranged
      • Rock Thrower
      • Spear Hunter
      • Primitive Archer
      • Slinger (very first sling type)
      • Axe Thrower
      • Woomerist
      • Ox Cart Archer
      • Kylist
      • Atlatlist (the real ancient kind)
      • -- non-prehistoric after this line
      • Gastraphete
      • Sande (botoo and pima, c. africa)
      • Cretan Archer
      • Tocotai
      • Scythed Chariots
    • Support
      • Shaman
      • Thinker
      • Healer
      • Mystic
      • Sapper
      • -- non-prehistoric after this line
      • Holy Warrior
      • Flamer Thrower (modern)
      • Bio Warrior
      • Sniper
      • Ming Mechanic (mechanical landmine)
      • Ming Nester (nest of bees)
      • Ming Warrior (dao)
      • Aenator
    • Mounted
      • Mammoth Rider
      • -- non-prehistoric after this line
      • Khalsa (initiated sikhs)
      • Cavalier
      • Faris (arab knight)
      • Dragoon
      • Prodromoi
      • Paeonian Cavalry
      • Thracian Cavalry
      • Achaean League
      • Hetaoroi
    • Carriaged
      • Oxen Cart
    • Companioned
      • War Dogs
    • Stealth
      • -- non-prehistoric after this line
      • Spetsnaz
      • Viet Cong (punji sticks)
    • Royal
      • Chhetri
      • Immunes
    • Criminal
      • -- non-prehistoric after this line
      • Yakuza
      • Pirate (always need a pirate)
      • Modern Pirate
    • Special
      • Hunter
      • Keeper (of the hearth)
      • Harbinger
      • -- non-prehistoric after this line
      • Interragator
    • Militia
      • (Family Member (fn1) )
      • Tribesman(Tribesperson)
      • Clansman(person)
      • Villager
      • -- non-prehistoric after this line
      • Militia
      • Citizen Soldier
      • Reserve
    • Recon
      • Wanderer
      • Nomad
      • Adventurer
      • Scout (redone)
      • -- non-prehistoric after this line
      • Explorer
  • Combat Sea
    • Log
    • Raft
    • Papyrus Raft
    • Reed Raft
    • Sickle Boat
    • Skin Boat
    • Dugout
    • Dhow
    • Coracle
    • Ancient Kayak
    • Junk
    • Outrigger
    • Orinico
    • Clinker
    • Bitumen
    • GableBoat
    • Yoal (Ness)
    • Oselvar
    • River Barge
    • Solar
    • Philistine man-o-war
    • Liburnian
    • Unireme
    • Bireme
    • Trireme
    • Abydos
    • Galley
      • Ancient Galley
      • Berlinn
      • Balinger
      • Lantern
      • Half-Galley
      • Galiot
      • Fustas
      • Brigantine
      • Fregatas
    • Cog
    • Nef




Early Man Unit Notes
(not implemented but a reference of possible very early units)


head col1|head col2|head col3|head col4
Sahelanthropus_tchadensis|7M|-|- first bipedal (only when needed)
Orrorin_tugenensis |6.1__5.7M|-|is a postulated early species of Homininae, estimated at 6.1 to 5.7 million years (Ma) and discovered in 2000. It is not confirmed how Orrorin is related to modern humans. Its discovery was an argument against the hypothesis that australopithecines are human ancestors, as much as it still remains the most prevalent hypothesis of human evolution as of 2012.
Ardipithecus_kadabba |5.6M|late_Miocene|a "probable chronospecies" (i.e. ancestor) of A. ramidus
Ardipithecus_ramidus |5.0__4.4M|early_Pliocene|:c5citizen: big toe adapted for locomotion in the trees :c5citizen: other features of its skeleton reflect adaptation to bipedalism on the ground :c5citizen: brain size of modern bonobo or female common chimpanzee (between 300 and 350 cm cubed) -- 20% the size of modern humans :c5citizen: much more prognathic than modern humans :c5citizen: teeth of A. ramidus lacked the specialization of other apes, and suggest that it was a generalized omnivore and frugivore (fruit eater) with a diet that did not depend heavily on fibrous plants, ripe fruit or hard or abrasive food :c5citizen: less pronounced nature of the upper canine teeth used to infer that the last common ancestor of hominids and African apes was characterized by relatively little aggression between males and between groups (equal in size between males and females, which suggests reduced male-to-male conflict, increased pair-bonding, and increased parental investment) :c5citizen: A. ramidus existed more recently than the most recent common ancestor of humans and chimpanzees (CLCA or Pan-Homo LCA) Now we test linebreaks: \linebreak one \newline two \\ three
Australopithecus_anamensis|4.2__3.9M|-|"mostly bipedal" but could still climb trees
Australopithecus afarensis |4.0__2.7M|-|-
Australopithecus africanus |3.0__2.0M|-|-
Australopithecus robustus |2.2__1.6M|-|-
Homo rudolfensis* |2.5__1.5M|-|:c5citizen: (also Australopithecus rudolfensis) is an extinct species of the Hominini tribe known only through a handful of representative fossils, the first of which was discovered by Bernard Ngeneo, a member of a team led by anthropologist Richard Leakey and zoologist Meave Leakey in 1972, at Koobi Fora on the east side of Lake Rudolf (now Lake Turkana) in Kenya. :c5citizen: The scientific name Pithecanthropus rudolfensis was proposed in 1978 by V. P. Alekseyev who later (1986) changed it Homo rudolfensis. for the specimen Skull 1470 (KNM ER 1470). It remains an open debate whether the fossil evidence represents sufficient for postulating a separate species, and if so whether this species should be classified as within the Homo or Australopithecus genus.
Homo habilis |2.2__1.6M|-|-
Homo erectus |2.0__0.4M|-|-
Homo heidelgerbensis |-|-
Homo sapiens archaic |400__200K|-|-
Homo_sapiens_neanderthalensis|-|-
Homo sapiens |-|-
Homo sapiens sapiens |200K__|-|-





 

Attachments

  • human-tree-intermix.png
    human-tree-intermix.png
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Land & Terrain



Land Settlement Types

i. open plain

a. domestic sheep and goats
b. Auroch
c. Onager
d. Gazelle
e. Gerbils
f. Nonita lizard
g. Wild Cat (Trigoncella)
h. Weasel (Procepis)
i. Hyaena
j. Canary grass
k. Weeds

ii. Barley Fields

a. Rye Grass
b. Aegilops
c. Wheat
d. Wild oats
e. Bandicoot rat
f. Wild Alfalfa
g. Milk Vetch

iii. marsh

a. Wild boar
b. Duck
c. Turtle
d. Goose
e. Swamp plants
f. Heron
g. Carp
h. Catfish

iv. Salt River

a. Mussels
b. Black partridge
c. Tamarisk
d. Chenopods



Re-purposed Graphics

Certain graphics for terrain and features can be re-purposed as other terrain features (with just a little editing and "flattening" they will look very different). Here are some example of FLATTENED FEATURES.


petosi flat


mt sinai flat


uluru flat












testing table:

head col1|head col2|head col3
row1 col1|row1 col2|row1 col3
row2 col1|row2 col2|row2 col3
 
v0.2.7a (steam v10) released


__ RELEASE NOTES v0.2.7a __

Additions

+ Buildings: Shelter, Midden
+ Resources: Berries
+ Improvements: Foraging Site


Fixes




Modification

/ More gold production in early game.


Removals

- Outpost: Too overpowered. I am changing it to only work for certain early mineral-type resources.
 

Attachments

  • Prehistoric Era (BNW) (v 10)__v0.2.7a__.civ5mod
    5.2 MB · Views: 1,207
I really like your approach but I wonder how the transition between the prehistoric tribes and budding civilizations works. Realistically there were many tribes of which only a handful made it to a civilization. Is there a way to start a prehistoric game with like 30 tribes of which only the fittest evolve into a civilization and yet maintain a decent amount of civilizations to play gainst in the original game span?

I believe one way to prevent mass murdering of other tribes will be to limit the reach of units in the prehistoric ages: like airplanes land units have either a range or suffer attrition when being more than x tiles away from their leader.
 
I really like your approach but I wonder how the transition between the prehistoric tribes and budding civilizations works. Realistically there were many tribes of which only a handful made it to a civilization. Is there a way to start a prehistoric game with like 30 tribes of which only the fittest evolve into a civilization and yet maintain a decent amount of civilizations to play gainst in the original game span?

I believe one way to prevent mass murdering of other tribes will be to limit the reach of units in the prehistoric ages: like airplanes land units have either a range or suffer attrition when being more than x tiles away from their leader.

I have played this mod a number of times and this is exactly what happens. MOST civilizations never make it out of the Pre-historic era. It is NOT that they are being conquered but that they simply stagnate. The AI doesn't maintain a proper economy and they end up with zero science each turn. Usually playing 16 civs at start only 3 or 4 will make it to the classical era. This mod is very accurate for its' intended purpose.
 
I have played this mod a number of times and this is exactly what happens. MOST civilizations never make it out of the Pre-historic era. It is NOT that they are being conquered but that they simply stagnate. The AI doesn't maintain a proper economy and they end up with zero science each turn. Usually playing 16 civs at start only 3 or 4 will make it to the classical era. This mod is very accurate for its' intended purpose.

First of all, I like the idea of many civilizations at the beginning. You are right -- this is what happened. Even complete sub-species and species of 'Homo' completely disappeared.

I would have have to say that if I were to undertake that I would do it definitely in a major v3 release (after all my current plans) and that I would probably work on AssignStartingPlots first (I really need to add some terrain types).

In regards to Novu's point: I hope this has been fixed with the last release. The issue was that at certain points, there was not enough to build and so the civs built units, which cost gold, which stagnated them.

I've also added a bit more golf producing buildings.

This seems to have drastically helped the civs from dying off.
 
This looks rather promising - might I suggest for the city size limits to impose a growth threshold like in Caveman 2 Cosmos (Civ IV) instead of a hard-cap.
 
This is great! I grew up playing the various iterations of Civilization, and I was hoping someone would make a prehistoric mod. I've read a lot of popular world history books over the past few years (e.g. Jared Diamond's "Guns, Germs & Steel", Nicholas Wade's "Before The Dawn") and they really bring out how much innovation there was during these periods and make it exciting.

I really like the "dark areas stay dark" feature early on, as well as using a "leader" in lieu of a city.

Not sure if you did this, but it seems like you could break out "Agriculture" and "Animal Husbandry" into separate techs for each major animal & crop that are domesticated, and require access to these as resources. Same thing for materials - you can add in wood working, stone working, copper working, tin (for bronze working), iron working etc. and require access to the resources to make the units.

Horses and other draft animals (oxen, donkeys, elephants), along with the wheel, should not only enable military units like horseman and chariots, but also an upgrade for the laborer & caravan units since the advent plowing fro agriculture and carts for transportation was truly revolutionary.

I like the break-into eras and the idea of a "revolution" needed to progress to a new era. Historians & anthropologists posit several of these in the past:

(1) "The Upper Paleolthic Revolution" that led to a higher cognitive abilities in humans that enabled language and symbolic thought (primitive art & music), along with trade & rudimentary religion.

(2) "The Neolithic Revolution" that marked the transition from hunting & gathering to horticulture (i.e. small-scale farming with hand tools, without irrigation or plows) and domestication of meat animals.

(3) "The Urban Revolution" saw the rise of the first cities, and in both Eurasia & the Americas it occurred roughly around the invention of bronze working. This revolution should require some intensive agriculture in the form of irrigation & terracing to feed a city. You probably start to see bronze working around this time because it takes a higher degree of coordination than simple copper working. Not only do you get bronze smelting & towns turning into city-states, but this is also where writing, mathematics, architecture, and organized religion evolve as part of the effort to coordinate & control the needs of the city-state.

(4) "The Secondary Products Revolution" is an awkward name (coined by Andrew Sherrat), but it's pretty important. It marked the transition from using domesticated animals strictly for meat to using them for transport, plowing, wool & milk. This is a big jump in productivity, and in Eurasia it occurred around the time of the Urban Revolution, but if we looks at civilizations in the Americas it's clear that you can have enough productivity to build cities without horses or other draft animals. But when we look at the difference between the Old World and the New World, it seems pretty clear that you can't get to what we think of as the "Classical" or "Iron Age" level (think Rome & Han dynasty China) without draft animals. Horses (or camels, elephants) are also critical to transforming from a city-state to a kingdom, since it increases your troops mobility and enables them to respond to threats on the fringes of your territory quicker.
* It seems like the only way to get a comparable control over a large area without draft animals is with fast ships & navigational advances, but this would only help if you're building a maritime empire out of islands or a landmass with lots of navigable rivers. Even then, cultures with advanced sailing abilties but without draft animals - like the Polynesians - never really constructed maritime empires like the Carthiginians or Vikings. This is probably linked back to the fact that without draft animals they didn't have enough productivity to grow enough food & build enough weapons to field a large military force.

(5) "Iron Age Revolution" is really the next phase, since when you develop iron smelting your military doesn't just have stronger weapons, but because iron is far more common than copper & tin it enables you to make a lot MORE weapons & outfit a much larger military. This is where kingdoms start to transform into the first empires (e.g. Persian Empire), and this in turn pushes the development of new modes of thinking like large-scale religions & life philosophies (e.g. Zoroastrianism, Hinduism, Buddhism, Confuciansim, Taoism, Hellenistic philosophy, etc.) that help make sense of living in a multi-ethnic, cosmopolitan world with lots of warfare, trade, and other types of interactions between cultures that were formerly separated. Basically, the "Iron Age Revolution" enables empires that lead to what historians call the "Axial Age Revolution".
 


Latest Releases (v0.2.8a - 0.2.10a) (steam v11-13)


Gameplay docs for latest changes:


Gold

More :c5gold: Gold availability in the early game. The AI's priority shifted more towards advancement than producing Units and running out of money (Although I still hear reports of the AI getting 'stuck' with just Units. I am not sure why. The Units Flavors are between 2-7 while Buildings are 10-25. Any ideas modders?)

Resources: Flint and Obsidian

I have added two new resources using the ResourceGen script. Since this script adds resources after the initial resource generation (and thus overloads the map on resources), I have somewhat created a new type of resource: alternatively-strategic (no real name, yet).

This resource provides no immediate bonus to the terrain, but it does provide a bonus if worked. It can also provide other bonuses if within your city boundaries (or close to your city) like opening up Buildings. These worked resources may provide terrain bonuses (e.g. :c5production: Production, :c5food: Food) or may just give units a new Promotion (e.g. Flint provides attack bonus for Primitive Archer [TBD]).

These Resources may later be worked with more modern Improvements to give a better (or different) bonus. As an example, Flint was a somewhat common building material and could provide some sort of building bonus [TBD].

Outpost Improvement

Establishes an Outpost at a Resource site, providing protection and gaining some bonus (see above).

Right now, they provide +1 Production on Obsidian and Flint.

Buildings: FirePit and Causeway

FirePit can be built if animal Resources are found within 3 hexes of the city. Animal Resources also include those that traditionally provide non-food bonuses like Furs or Ivory.

[TBD] Right now the FirePit can be built even if the animals have not yet been discovered by its required Technology. This should not be.

Causeway can be built if a settlement is close to a Marsh (3 hexes). It provides the settlement +1 :c5production: Production as well as +1 :c5production: Production for Marsh Resources (which get discovered much later -- Sugar and Truffles).

Lighthouse and Harbor Crash Fixed

This was Era related.
Code:
ArtInfoEraVariation
was not playing nice with the new Era order.




__ RELEASE NOTES v0.2.10a __

Fixes
= Lighthouse and Harbor issue fixed.
= Other Era-related issues fixed.


__ RELEASE NOTES v0.2.9a __

Fixes
= Causeway and FirePit properly detected, now


__ RELEASE NOTES v0.2.8a __

Additions
+ Buildings: FirePit
+ Resources: Flint, Obsidian

Fixes
= Outpost adds bonus to resources

Modification
/ More gold production in early game.


 
This is great! I grew up playing the various iterations of Civilization, and I was hoping someone would make a prehistoric mod. I've read a lot of popular world history books over the past few years (e.g. Jared Diamond's "Guns, Germs & Steel", Nicholas Wade's "Before The Dawn") and they really bring out how much innovation there was during these periods and make it exciting.

I have read those and others and once I started making this mod I began reading a lot more of the textbooks and research papers related to Prehistoric Man. It's been fun.


I really like the "dark areas stay dark" feature early on, as well as using a "leader" in lieu of a city.

Not sure if you did this, but it seems like you could break out "Agriculture" and "Animal Husbandry" into separate techs for each major animal & crop that are domesticated, and require access to these as resources. Same thing for materials - you can add in wood working, stone working, copper working, tin (for bronze working), iron working etc. and require access to the resources to make the units.

Resources get discovered according to their respective Technology and in the order in which they were actually discovered. As an example:

Simple Tools: Stone
Gathering: Bananas, Berries
Hunting: Deer
Art: Dyes
Agriculture: Wheat, Sugar, Citrus
...

I like your idea of further separating Agriculture Resources by other Technologies. I was planning on adding some of the early crops like Emmer, Lentils, Peas, Flax. I have to be careful about over-resourcing and need to figure out how to properly spread these crops.

1. I could add more Wheat to the map and then substitute parts of it with some of these early crops.
2. I could add Resource Groups like Cereals (Wheat, Barley) and Pulses (Peas, Lentils) and upon Farming you could pick the specific crop/improvement which would provide slightly different bonuses.

And YES! I am adding Tin as a prerequisite (along with Copper) for Bronze Working.

I have added Flint and Obsidian and I am planning on adding a few more very early resources, also. In fact, I need to add resources that spread the balance across terrain types.

What is your idea for Wood Working?


Horses and other draft animals (oxen, donkeys, elephants), along with the wheel, should not only enable military units like horseman and chariots, but also an upgrade for the laborer & caravan units since the advent plowing fro agriculture and carts for transportation was truly revolutionary.

Yes, I agree that certain Resources should provide more than just military gains. Any other suggestions?



I like the break-into eras and the idea of a "revolution" needed to progress to a new era. Historians & anthropologists posit several of these in the past:

(1) "The Upper Paleolthic Revolution" that led to a higher cognitive abilities in humans that enabled language and symbolic thought (primitive art & music), along with trade & rudimentary religion..

And even earlier we have certain breakthroughs that also started new Eras

1. Partial-Bipedalism: (Miocene Era 23M - 5.3M) provided primitive man/primate with the ability to spread out further and change the way in which it dealt with resources. Small migrations started and other technologies became necessary (containers) in order to adapt to this new life. This was all due to a massive change in climate that create a much more diverse landscape: shrublands, grasslands, open woodlands, and more diverse canopied forests (esp. near lakes and streams). It wasn't just primates that changed in locomotive skills, but many other animals, also.

2. True Bipedalism: (Pliocene Era 5.3M - 2.6M) is when bipedalism became more common and larger migrations happened. Theories state that early bipedals were more efficient in long distance travel and early quadrupeds.

3. Cooking: (Lower Paleolithic 2.6M - 300K) allowed for a larger brain and more cognitive thought. Oldowan style tool manufacturing (very simple tools) changed into Acheulean-style of tool making (hand-axes, cleavers, scrapers).


(2) "The Neolithic Revolution" that marked the transition from hunting & gathering to horticulture (i.e. small-scale farming with hand tools, without irrigation or plows) and domestication of meat animals.

(3) "The Urban Revolution" saw the rise of the first cities, and in both Eurasia & the Americas it occurred roughly around the invention of bronze working. This revolution should require some intensive agriculture in the form of irrigation & terracing to feed a city. You probably start to see bronze working around this time because it takes a higher degree of coordination than simple copper working. Not only do you get bronze smelting & towns turning into city-states, but this is also where writing, mathematics, architecture, and organized religion evolve as part of the effort to coordinate & control the needs of the city-state.

(4) "The Secondary Products Revolution" is an awkward name (coined by Andrew Sherrat), but it's pretty important. It marked the transition from using domesticated animals strictly for meat to using them for transport, plowing, wool & milk. This is a big jump in productivity, and in Eurasia it occurred around the time of the Urban Revolution, but if we looks at civilizations in the Americas it's clear that you can have enough productivity to build cities without horses or other draft animals. But when we look at the difference between the Old World and the New World, it seems pretty clear that you can't get to what we think of as the "Classical" or "Iron Age" level (think Rome & Han dynasty China) without draft animals. Horses (or camels, elephants) are also critical to transforming from a city-state to a kingdom, since it increases your troops mobility and enables them to respond to threats on the fringes of your territory quicker.
* It seems like the only way to get a comparable control over a large area without draft animals is with fast ships & navigational advances, but this would only help if you're building a maritime empire out of islands or a landmass with lots of navigable rivers. Even then, cultures with advanced sailing abilties but without draft animals - like the Polynesians - never really constructed maritime empires like the Carthiginians or Vikings. This is probably linked back to the fact that without draft animals they didn't have enough productivity to grow enough food & build enough weapons to field a large military force.

(5) "Iron Age Revolution" is really the next phase, since when you develop iron smelting your military doesn't just have stronger weapons, but because iron is far more common than copper & tin it enables you to make a lot MORE weapons & outfit a much larger military. This is where kingdoms start to transform into the first empires (e.g. Persian Empire), and this in turn pushes the development of new modes of thinking like large-scale religions & life philosophies (e.g. Zoroastrianism, Hinduism, Buddhism, Confuciansim, Taoism, Hellenistic philosophy, etc.) that help make sense of living in a multi-ethnic, cosmopolitan world with lots of warfare, trade, and other types of interactions between cultures that were formerly separated. Basically, the "Iron Age Revolution" enables empires that lead to what historians call the "Axial Age Revolution".

I love your thoughts. I'll touch on this in a later past, but would love more of your input, esp related to transition into gameplay.
 
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