Rise of the Homos(Development Thread)

This is a very interesting mod.
And here I thought no one was developing enough ancient world mods!

johny smith said:
I am posting a new timeline that I think is good for Fabula Terra. Let me know if anyone feels different.

These are possible times if we go before permanent cities are built.
12500 BC Acheulean
64000 BC Levallois
33000 BC Aurignacian
18000 BC Magdalenian
10700 BC Mesolithic


This begins the default now.
7500 BC Neolithic
4300 BC Copper
2700 BC Bronze
1100 BC Iron
300 BC Antiquity
500 AD Dark
900 AD Middle
1300 AD Renaissance
1500 AD Discovery
1700 AD Enlightenment
1800 AD Industrial
1900 AD Machine
1950 AD Atomic
2000 AD Information
2025 AD Genetic
2050 AD Future

But, if you were to a make a mod centered on Prehistory (12500 BC and after), what other techs might be available, besides axes, bows, and clubs, and tents?

Also, I think if you were to add the default game to your mod, wouldn't it be a bit like Next War, except backwards by every standard? In Next War, you would start in the ancient world and everything goes as it does until in the Future Era the mod comes up. This is a bit of the same thing, except first comes the mod and then the game.
How about a game completely centered in Prehistory, say, maybe, 12500 BC to 10700 BC?
I think it would be more interesting, and plus, you could add a dangerous Atlantis civ in the mod while you're at it to enhance the gameplay dynamics in a rather experimental way, albeit.
 
This is a very interesting mod.
And here I thought no one was developing enough ancient world mods!



But, if you were to a make a mod centered on Prehistory (12500 BC and after), what other techs might be available, besides axes, bows, and clubs, and tents?

Also, I think if you were to add the default game to your mod, wouldn't it be a bit like Next War, except backwards by every standard? In Next War, you would start in the ancient world and everything goes as it does until in the Future Era the mod comes up. This is a bit of the same thing, except first comes the mod and then the game.
How about a game completely centered in Prehistory, say, maybe, 12500 BC to 10700 BC?
I think it would be more interesting, and plus, you could add a dangerous Atlantis civ in the mod while you're at it to enhance the gameplay dynamics in a rather experimental way, albeit.

I tend to like CivTycoon's idea. I think Fabula Terra would be all the more Fabulous if modding time was all spent creating a wonderful prehistoric experience, birthing a total conversion that wouldn't have the Classical era and beyond.
 
Well I completely agree I would like prehistoric. But we need to come together on what we can do in a mod. At this point I do not know the mechanics for Civ5 really. I am sticking to what people are willing to agree to help mod first. If we get a tech tree that is logical form Neolithic forward then we have already pasted a big hurdle to go backwards in time. There are things that will apply to Fabula Terra that we can alter for a prehistoric setting.

There are various developments that I am thinking in a prehistoric setting that would shape your first real civilization as how a city would look. As for Atlantis and etc that has not been ruled out yet. We just need to get people on board a common theme. We know already that there will be hundreds of civilizations added by modders. So I want to try to get the community involved first. Then begin to expand on the basic idea.

Climate for example is a must for a prehistoric mod, and animal migration patterns. I would have the first domestication begin in the Mesolithic. Then finishing in the Neolithic. The mechanism to change your tribe through time would be applied from the model of changing civs. I would want navigable rivers and a requirement of water for a prehistoric period. I am looking at the long term. I mean in mechanics that would need to be applied to make a more accurate mod. We will have a climate model, a new improved resource system, and water for determining the cap on cities in Fabula Terra.

We have 2 SDK modders at this point making mechanics for Fabula Terra. The resources would be like unique resources in a way as well for civs. I mean each tech will have say a different type of unit based on the resource available. But that is all in the air till we see if we can add resources easily or not. The civs since you can not trade techs in this version there will not be as much or a loss for having individual tech trees. This would mean different types of stone tools to upgrade to in a prehistoric setting.

Anyway I am looking at goal first that we are all motivated to do first then expand after that goal is met. I have not ruled out ROH completely and it may in the future just have a prehistoric mod separate from the whole mod. Just we need to get the people together that can mod first and begin making the mechanics that can be used by both.
 
Well I completely agree I would like prehistoric. But we need to come together on what we can do in a mod. At this point I do not know the mechanics for Civ5 really. I am sticking to what people are willing to agree to help mod first. If we get a tech tree that is logical form Neolithic forward then we have already pasted a big hurdle to go backwards in time. There are things that will apply to Fabula Terra that we can alter for a prehistoric setting.

There are various developments that I am thinking in a prehistoric setting that would shape your first real civilization as how a city would look. As for Atlantis and etc that has not been ruled out yet. We just need to get people on board a common theme. We know already that there will be hundreds of civilizations added by modders. So I want to try to get the community involved first. Then begin to expand on the basic idea.

Climate for example is a must for a prehistoric mod, and animal migration patterns. I would have the first domestication begin in the Mesolithic. Then finishing in the Neolithic. The mechanism to change your tribe through time would be applied from the model of changing civs. I would want navigable rivers and a requirement of water for a prehistoric period. I am looking at the long term. I mean in mechanics that would need to be applied to make a more accurate mod. We will have a climate model, a new improved resource system, and water for determining the cap on cities.

We have 2 SDK modders at this point making mechanics for Fabula Terra. The resources would be like unique resources in a way as well for civs. I mean each tech will have say a different type of unit based on the resource available. But that is all in the air till we see if we can add resources easily or not. The civs since you can not trade techs in this version there will not be as much or a loss for having individual tech trees. This would mean different types of stone tools to upgrade to in a prehistoric setting.

Anyway I am looking at goal first that we are all motivated to do first then expand after that goal is met. I have not ruled out ROH completely and it may in the future just have a prehistoric mod separate from the whole mod. Just we need to get the people together that can mod first and begin making the mechanics that can be used by both.

Just let me see if I understand it:
- RoH is what would be the full prehistoric period.. or does RoH mean the different hominid species that are not planned for Fabula Terra?
- Fabula Terra encompasses the whole history till modern, and might have an expanded prehistory, taken for RoH.
- The core of FT are the core revamped features (trade, resources, climate) and the spore-like transformation of civs over eras.

How are the SDK modders making stuff yet if they don't know the SDK? I'd love to take part.

I think that when a good summary of FT's premise can be put forth, a new thread could be made for it here. It would help attract people.
 
Just let me see if I understand it:
- RoH is what would be the full prehistoric period.. or does RoH mean the different hominid species that are not planned for Fabula Terra?
- Fabula Terra encompasses the whole history till modern, and might have an expanded prehistory, taken for RoH.
- The core of FT are the core revamped features (trade, resources, climate) and the spore-like transformation of civs over eras.

How are the SDK modders making stuff yet if they don't know the SDK? I'd love to take part.

I think that when a good summary of FT's premise can be put forth, a new thread could be made for it here. It would help attract people.

Yes ROH will be the hominid species. It will have a whole other art direction as well. We will need a large amount of animals for example. Different types of Stone tools. When we say an axe for example there is not just one axe. These are things that would be like an expansion to FT, or a separate mod altogether. I could see having the hominids die off and work well with FT. If we have alternate species for civilizations well that is another mod I think.

FT will effect what the times are in the game now. The SDK modders are very experienced with Civ4 and do programming as a job. They are not like me for example trying to decipher the code and only able to make small changes. And the key to having any large mod with such changes is very able programmers. Anyone is invited to help as well.

Yes FT needs a new thread. We are planning a new thread. But it will immediately will be linked to forums we are creating to go into further discussion. Basically no offense to CFC but the project area in CFC would not work to fulfill all are needs to display for the mod, and CFC is based on a popularity poll to determine subforums as well. So yes anyone can start a thread on FT, but I want to have a comprehensive explanation for all of the planned features and a link to the FT forums.
 
Well I completely agree I would like prehistoric. But we need to come together on what we can do in a mod. At this point I do not know the mechanics for Civ5 really. I am sticking to what people are willing to agree to help mod first. If we get a tech tree that is logical form Neolithic forward then we have already pasted a big hurdle to go backwards in time. There are things that will apply to Fabula Terra that we can alter for a prehistoric setting.

There are various developments that I am thinking in a prehistoric setting that would shape your first real civilization as how a city would look. As for Atlantis and etc that has not been ruled out yet. We just need to get people on board a common theme. We know already that there will be hundreds of civilizations added by modders. So I want to try to get the community involved first. Then begin to expand on the basic idea.

So does this mean that the mod will only be available to Civ V, and not to Civ IV? Or to both games? :confused:

Also, I would suggest that the "cities" in this mod are movable, for the only people we know of to have inhabited the earth 12,000+ yrs were nomads who moved their dwellings from place to place. I think this would be very cool option, if implemented.
 
So does this mean that the mod will only be available to Civ V, and not to Civ IV? Or to both games? :confused:

Also, I would suggest that the "cities" in this mod are movable, for the only people we know of to have inhabited the earth 12,000+ yrs were nomads who moved their dwellings from place to place. I think this would be very cool option, if implemented.

It would be Civ5 not Civ4.

That is why I made the split in eras above. Neolithic is when permanent cities begin. Before that requires moving cities.
 
Perhaps it would be interesting for the game to take place entirely in the prehisoric era, and have a new victory condition, settling into a civilization. I don't know how the mechanics might work, but it may be fun to race to settle down while competing for animal herds and depleting surface metal deposites. Just my thoughts...
 
Perhaps it would be interesting for the game to take place entirely in the prehisoric era, and have a new victory condition, settling into a civilization. I don't know how the mechanics might work, but it may be fun to race to settle down while competing for animal herds and depleting surface metal deposites. Just my thoughts...

Well no reason it has to stop there. It could continue on till you deplete the entire planet.:lol:
 
I think this is better than before.

It gives the possibility of more West Europe Civs. And opens up a Central Europe category.

Edit: Two more changes. Splitting Ethiopia and Egypt into two categories giving more things for Ethiopia to do then. And moving Borneo into a Indian Subcontinent influence.
 
This may just be horrible. I placed a second layer on the map. This is just for the beginning stages. Later on it will get even more complicated. Well I hope the map is at least some what usable for guide. I really can not get into any closer detail without bumping the size of the file up.

Spoiler :
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Just incase nobody thought of mentioning it already (truth be told I haven't read through all nine pages) I reckon the other 'species'(?) (Neanderthals, etc.) should lean towards being warlike. From what little I know of sapien-neanderthal relations, it's widely believed that the two often engaged in war - so like with the vanilla game when you can set AI to warlike tendencies, a similar level of hostility should be displayed?

Anyway I love the sound of the mod.
 
Just incase nobody thought of mentioning it already (truth be told I haven't read through all nine pages) I reckon the other 'species'(?) (Neanderthals, etc.) should lean towards being warlike. From what little I know of sapien-neanderthal relations, it's widely believed that the two often engaged in war - so like with the vanilla game when you can set AI to warlike tendencies, a similar level of hostility should be displayed?

Anyway I love the sound of the mod.

Well Neanderthals were not just war only. They might of even invented music. They were probably living in a warmer climate than versus previous thought. Everything goes back and forth on views. Those that want to look at maybe the Neanderthals being even more intelligent than humans, and those that want to turn them into dumb grunts. Oh yes then classic reason that is repeated for Homo Sapiens Sapiens success is they were more artistic. No one knows for sure.

There has been evidence they even lived together in Spain. So warlike only is not really correct, but may still do it to make it interesting. I don't know till I get something made to try it out to see what is better balanced and fun.

I only want the other non Homo Sapiens Sapiens as nonplayable civs without cities at this point. So not really that much in civ the game to represent culture effects when not having a city anyway.

I am glad you like the idea though. I hope to make something in the future, but there needs to be a lot changes in mechanics of the game first.
 
Yeah they say Sapiens Sapiens was far more inventive, curious, inquiring, and Neanderthals were always playing catch up. I love how obscure these huge periods of history are. I love to think how long they lasted, yet how little we know. Definitely the most interesting part of our history, for me.
 
Just another quick one - would the player play a specific group of sapiens, i.e. the Cro-Magnons? If you are wanting to feature extensive Neanderthal-Sapien relations (in any form), the Cro-Magnons might be the best option? I'm not really 100% though, I'd have to read up on this part of history a little more. It's not my speciality :L
 
Just another quick one - would the player play a specific group of sapiens, i.e. the Cro-Magnons? If you are wanting to feature extensive Neanderthal-Sapien relations (in any form), the Cro-Magnons might be the best option? I'm not really 100% though, I'd have to read up on this part of history a little more. It's not my speciality :L

Cro-Magnon is another name(some thought a different group before) for Homo Sapiens Sapiens. Yes the player would be playing them.
 
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