Prehistoric Era

please... PLEASE ad this to the next update... it would be sooooo cool :D
 
I just made a search and found this thread. I am working on a prehistory mod. The camp unit from the Warlords mongol mod I have as a moving city. It can produce units and can be set to turn into a city after sitting still for so many turns with a certain tech already researched . The camp itself can produce commerce like a city so it creates research points.

I also made a bunch of techs in the Rapture tech tree made in a Neolithic era, but I am planning to remake of all of this. Anyway I wanted to ask one question as well. How bad does it sound to people if the Ancient era was replaced with at least the Bronze Age and Iron Age?
 
I suppose it's the elephant in the room that El Triturador has a really nice Stone Age mod, starting in 50,000 BC even before the harnessing of fire and tools and which replaces the Ancient Era with the Epipalaeolithic, Mesolithic and Neolithic Eras.

As it is, the current Classical Era consists mostly of the Bronze Age and Iron Age technologies. It would be really cool to be able to progress from the Stone Age through to the Transhuman Era, but it would probably take a 2,000 turn game into well over 3,000 turns just on Marathon :)
 
I have the same principle disagreement with El Triturador's mod. I don't think you should have cities before agriculture. And I don't like starting with normal default civs when playing a Stone Age mod.

There is plenty of stuff to use in it though. El Triturador's mod and my mod have some techs that you guys may want to use instead of reinventing the wheel on some ideas I mean.

I am planning to butcher the classical era as well. I am thinking of it fitting in between an Iron Age and Medieval at the moment, but that may be changed.
 
Well, you don't have much option with your civ choices, unless you have an RFC situation, but the latest version of SA disables racial traits until the Mesolithic or Neolithic era, so in effect you're not playing a default civilisation at all.
 
Well, you don't have much option with your civ choices, unless you have an RFC situation, but the latest version of SA disables racial traits until the Mesolithic or Neolithic era, so in effect you're not playing a default civilisation at all.

Ok I did not try the latest. I am trying to use the "limit civs starting era" sdk component from tholish and "civ specific techs" component. I hope to allow you to change your civ when you select a certain tech and change your entire tech tree. So just planning things out like for example the domestication of horses would give you a brand new tech tree based on the idea of the proto-indo-european Kurgan hypothesis.

http://en.wikipedia.org/wiki/Kurgan_hypothesis
 
I have the same principle disagreement with El Triturador's mod. I don't think you should have cities before agriculture.

Except there is plenty of archeological evidence that cities, or at least large settlements, existed before agriculture and were probably the reason for agriculture. Perhaps if we could limit city size to 2-3 before ag?
 
Except there is plenty of archeological evidence that cities, or at least large settlements, existed before agriculture and were probably the reason for agriculture. Perhaps if we could limit city size to 2-3 before ag?

Well there might have been a city before agriculture (with some specialized industry) a 1000 years or so that traded for food. Not in 50,000 BC. That is my grip with the mod.

There is semi-sedentary cities little earlier. Which might need to be displayed somehow. But I don't think you are going to abandon a city and back to in Civ4.

There were a few groups that could substain on fishing, and there were probably even I bet a few permanent cities early on. The majority like 90% probably were not before knowing about substance farming. Agriculture I think is the later end of farming during the Neolithic.

Anyway the thread is about pre-history and not necessarily the Stone Age. You do not have to go back that far. You can go back to when the first cities were built. That still gives you time to play with.

I am just saying to summarize it depends how far back you are going. Agriculture I said to relate to Civ4 terms since it only has one tech. There are different stages of farming. I am planning to have 3 stages with a camp anyway. One at the beginning and one after better fishing and/or animal domestication. After agriculture it is there just until it turns into a city.
 
Well, we have recorded history as far back as 6000 BC with the early Sumerians. Any further back and you're definitely in the Neolithic era.

Besides which, having cities in Civilisation really is the elephant in the room. I prefer to see the early "cities" as semi-nomadic hunting camps and the custom graphics confirm that.
 
Well, we have recorded history as far back as 6000 BC with the early Sumerians. Any further back and you're definitely in the Neolithic era.

I am not disagreeing with this. It is just that many civs began using writing much later.

So in order to make the civilizations more balanced I was planning to make unique tech trees. So I am thinking Sumeria just kicks butt to begin with in forming cities and writing. They would lack some other special military advantages in replace of it for example was my idea. That way they start early but have some disadvantages.

Besides which, having cities in Civilisation really is the elephant in the room. I prefer to see the early "cities" as semi-nomadic hunting camps and the custom graphics confirm that.

Yes true. So I am not releasing anything till a few more kinks are worked out. I do not know how long it will take, or if it will ever get done. I am just planning out right now more things around it. So not that I think people are bad for making an pre-farming city mod I just could not be happy with it.

The graphics I have is the same camp from the mongol mod from Warlords. There is a strange python function that is somewhere in the exe that allows this unit to change to the camp. So I have worked on the texture of the mongol unit that walks around to look like a settler and when it stops in one place it changes to a camp.

Fierabras make a download of the unit from Warlords if you want to see it and have not yet.
http://forums.civfanatics.com/downloads.php?do=file&id=8847
 
What's the situation about the MOD?
I think this could be a very attractive expansion, more as modmod of AND; maybe a CIV could acquire specific traits based on the long prehistoric period, or an option if depleting a resource (e.g.horse in North America) for immediate benefit either preserve it, but accepting a malus, could give more deep to the game.
So, please, also if you choose a difficult task, don't stop development!!
 
What's the situation about the MOD?
I think this could be a very attractive expansion, more as modmod of AND; maybe a CIV could acquire specific traits based on the long prehistoric period, or an option if depleting a resource (e.g.horse in North America) for immediate benefit either preserve it, but accepting a malus, could give more deep to the game.
So, please, also if you choose a difficult task, don't stop development!!

I don't think it has gotten past the discussion point so far:(. I have not had time to do any work on it.
 
I just had weird idea - some combination of this mod/minor civs/religions - what if there would be some starting tribes with random names (or names from list or geographic locations (cartography mod idea from afforess would fit here well, like Tribe of Red Lake or Clan of Silent Hills etc.), then after researching certain techs (maybe make technology sounding similar to nationalism, but the idea would be that tribe realize themself as nation rather than clan, maybe make it combination of certain checkpoint techs and/or reaching certain population/territory limit), they would have an option (or it would happen automatically) to transform into full-blooded civilization (from list of ones we currently have) giving them couple bonus techs which civ they evolving into has now in ROM/AND. The way it happens with minors right now, except you wont be able to choose your final civ from beginning of game, like it is now with religions, but rather work your way towards it.

p.s. And taken Culturally linked starts let player choose at beginning of game which area of mankind he wants to be part of - european/middle east/mesoamerican/african/eastern/polinesian/whatever else. So when he reaches point to make his choose of civ, he would only be able to select from list of civs belonging to that area.
p.p.s. Another option - make particular type of Great People specifically for founding civilization with according building (obsolete after forming civ) and make that only this person is able to build Palace, necessary to form a nation.
p.p.p.s. Btw, offtopic, i would like to see Palace upgrade building line through eras/civics/religions. This could be made into separate modmod imho. Further it could be made that previous version of Palace gives penalties (for example Monarchy/Despotic ones give Unhappiness for Democracy and vice versa).
 
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