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Primeval (WIP)

Discussion in 'Civ6 - Unreleased Mods' started by Salmo, Jun 28, 2017.

  1. Salmo

    Salmo Chieftain

    Joined:
    Oct 24, 2016
    Messages:
    54
    Gender:
    Male


    Introducing 'Primeval', my first modding for Civ 6. It's very much a WIP at the moment, but I'd value feedback from the community. The idea is to introduce some gameplay involving early man. Some changes to gameplay listed below.

    Eras:
    Added an earlier PREHISTORIC era

    Civics:

    Most of the legacy civics tree is kept intact. Only added new earlier-era civics -
    * CEREMONIAL_BURIAL
    * DIVISION_OF_LABOUR
    * CAVE_PAINTING
    * CODE_OF_HAMMURABI (replaces code of laws)

    Technolgies:
    Most of the legacy tech tree is kept intact. Added early technologies -
    * HUNTING (unlocks many animal resources)
    * STONE TOOLS (unlocks harvestable resources)
    * FIRE (unlock cooking ingredients)
    * SHELTER (unlocks settlers)
    * ZODIAC (unlocks builders)
    * AGRICULTURE (unlocks farmed resources)
    * METALERGY (unlocks base metal resources)

    Goverments:
    Added earlier goverment types -
    * GENIOCRACY (no policy slots)
    * KRATEROCRACY ( 1 wildcard policy slot)

    Units:
    Players start with "nomads"
    Settlers not available until "Shelter" is researched
    Builders not available until "Zodiac" is researched

    Resources:
    Only resources that would be immediately apparent to a nomad-wanderer will be seen on the map when the game starts. Resources are unlocked (and become visible on the map) as technologies are researched. This tends to force the player to research all of the early tech tree in order to reveal map resources for the later game.

    Download HERE https://www.mediafire.com/?er7mlm55xmkf2zk
     
    Last edited: Jun 28, 2017
    Amom likes this.
  2. Salmo

    Salmo Chieftain

    Joined:
    Oct 24, 2016
    Messages:
    54
    Gender:
    Male
    Reserved ....

    Known issues:
    * Policy to increase nomad movement does not work yet
    * Game art is not done so you may get odd icons when building units etc
    * Have not fully examined the Ai actions related to the early game changes. Please report any significant Ai problems
    * KRATEROCRACY Govt type should have 1 wildcard policy slot; sometimes it appears with two slots. Haven't figured out yet why this happens.
    * Some Civs have legacy bonus units on game start. Haven't fully modified those bonus units yet.
     
    Last edited: Jun 28, 2017
  3. Baleur

    Baleur Chieftain

    Joined:
    Jul 9, 2010
    Messages:
    506
    Location:
    Qingdao, China
    I would love this. Always wanted an earlier age for Civ6. My favorite part of Caveman 2 Cosmos for Civ4 was the prehistoric ages.
     
    Amom likes this.

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