UncivilizedGuy

The Village Idiot
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This thread is about the development of my newest project, Saga of Man 2. My original mod is available on Steam.
For download information and details of my original creation please go here: Saga Of Man original creation

!!!!!Newest Alpha version (3 Oct 22) download>>>>>>>>>>>> Newest Alpha <<<<<<<<<<<<<<<<<

:c5war::c5war:FEATURES:c5war::c5war:
  • Historical Timeline: Tech tree redesigned to be more like a historical timeline to force historical accuracy and eliminate silly beelines
  • Lithic Era: A prehistoric era that begins when Homo Sapiens emerged 200,000 years ago
  • Realistic growth and expansion: Stunted early game growth for more realistic city sizes. Settler unlocked at beginning of Ancient Era.
  • Historical Buildings: No filler buildings. Just real buildings from history with a realistic approach to upgrade paths and yields.
  • Important Civilizations: The addition of important civilizations that are missing from the base game with new leader screens for all civilizations using historical imagery
  • Culture Groups: Civilizations are grouped by shared culture. Meaning they share unique units, buildings, improvements, wonders and even unique techs.
  • Important Resources: A selective approach to adding the most important resources from history without flooding the map.
  • Realistic strategic resource and building requirements for units and buildings.
  • Mod pack: A thoughtful approach as to what other mods will be added to this project. The goal is realism and immersion.
  • Recommended Mods for best experience: Custom Advanced Set Up Screen and Enhanced User Interface
Alpha 1.000 Description: This first alpha version has a fully assembled Lithic Era (Stone Age). The Ancient era is only partially complete. Nile River and Mesopotamian culture groups are mostly complete until I think of something else to add. I'm open for suggestions. I'm posting this for feedback. It's time consuming for me to create the mod and test it at the same time. Especially now that it is getting larger. I have already fixed some minor issues since posting the first alpha version.

Spoiler Alpha Version 1.000 with credits :

Note: There was an earlier alpha version that I created a few years ago. I have decided to take a different approach with the tech tree so I'm considering this my first Alpha.

Techs
Lithic Era

  • Lower Paleolithic (free starting tech)
  • Middle Paleolithic I
  • Middle Paleolithic II
  • Upper Paleolithic I
  • Upper Paleolithic II
  • Mesolithic I
  • Mesolithic II
  • Early Neolithic I
  • Early Neolithic II
  • Early Neolithic III
  • Middle Neolithic I
  • Middle Neolithic II
  • Late Neolithic I
  • Late Neolithic II
  • Late Neolithic III
  • Chalcolithic I
  • Chalcolithic II
  • Chalcolithic III
  • Chalcolithic IV (leaf tech that includes Stonehenge and other wonders)
Ancient Era
  • Early Bronze Age I
  • Early Bronze Age II
  • Early Bronze Age III
  • Early Bronze Age IV
  • Early Mesopotamia (unique to Akkad, Assyria, Babylon, Sumer)
  • Old Kingdom (unique to Egypt, Nubia, Hyksos)
  • Late Bronze Age I
  • Late Bronze Age II
  • Late Bronze Age III
  • New Kingdom (unique to Egypt, Nubia, Hyksos)
  • Late Mesopotamia (unique to Akkad, Assyria, Babylon, Sumer)
  • Iron Age I
  • Iron Age II
  • Classical Antiquity I
  • Classical Antiquity II
  • Classical Antiquity III
  • Wonders of Greece (unique to Greece)
  • Wonders of Rome (unique to Rome)
  • Wonders of China (unique to China)
  • Late Antiquity
Medieval Era
  • Future Tech (for the time being). Game ends here until I complete the first two eras.
Early Modern
Industrial
Late Modern
Contemporary
Future

Shared Units
  • Hunter - Recon unit. Cheap, slow, and weak. Starts with Survivalism 1 and has a defense bonus near capital. Upgrades to Scout. Goes obsolete at Early Neolithic I. (credit JTitan)
  • Gatherer - Worker unit. Builds Camps, Quarries, Mines, Forest Gardens. Gets consumed with each improvement created, similar to Work Boat. Goes obsolete at Middle Neolithic II. (credit JTitan)
  • Shaman - Expensive unit that requires Burial Ground. Creates Ritual Sites. Goes obsolete at Late Antiquity. (credit JTitan)
  • Canoe - Cheap, slow, weak naval melee unit. Upgrades to Trireme. Goes obsolete at Classical Antiquity I. (credit Deliverator)
  • Tribe - First Settler unit and the only one you'll ever get. (credit JTitan)
  • Mammoth - Barbarian unit. Strong but slow. (credit Deliverator)
  • Wolf - barbarian unit. Can attack twice on same turn and heal after killing enemy because he eats you. (I know, I'm evil). (credit Kwadjh)
  • Lion - barbarian unit. Same abilities as Wolf. (credit Deliverator)
  • Bronze Age Swordsman. Same abilities as regular Swordsman but requires Copper.
  • Bronze Age Spearman. Same abilities as regular Spearman. Requires Copper. Regular Spearman now requires Iron.
  • Galley for Civs mod by Barrowulf. Early ranged naval unit. 2 range, 3 moves.
  • Battering Ram: no longer unique to Huns, available to everyone, upgrades to Cannon
  • Horse Archer: no longer unique to Huns, available to everyone
Shared Improvements
  • Forest Garden , +1 Food. Created by the Gatherer. Can only be constructed on Forests and Jungle. (There is no improvement art for this. You will simply see the yield change)
  • Nomadic Camps - replaces the Ancient Ruins as the goody hut. Uses the Encampment graphic.
  • Lairs, replaces the Barbarian Encampment. A Lair looks like a Cave. I wanted something humans and animals can occupy. (credit Nomad or What)
  • Shrine, +3 Faith. Created by the Shaman. Uses the Antiquity Site graphic. Removed Shrine building.
  • Antiquity Sites now use the Ancient Ruins graphic. I know this is confusing 😝
  • Lumber Camps are Lumber Mills renamed. Lumber camps produce the strategic Timber resource.
Resources
  • Resources are now unlocked by techs. The idea is to reveal them when they became important to civilization.
  • Maize - bonus (credit framedarchitecture)
  • Rice - bonus (credit framedarchitecture)
  • Tobacco - luxury (credit framedarchitecture)
  • Tea -luxury (credit framedarchitecture)
  • Timber - strategic, produced by Lumber Camps. This resource will be required to build ships and siege warfare.(credit Hulfgar)
  • Leather - luxury, produced by Tannery
  • Textiles - luxury, produced by Loom. Uses Silk icon and Silk now has a new icon.
  • Shell Beads - luxury, produced by Blombos Cave
  • Chinese silk embroideries - luxury produced by Tai Shan Temples
  • Roman statues: luxury produced by Forum of Rome
Shared Buildings
Note: when buildings are replaced by new buildings you retain the yields of the first building you constructed. Replacing a building simply means that the new building will show up in the production menu in place of the first building. The purpose is to make some buildings go obsolete for the sake of realism. This way you are not building Neolithic buildings in the Modern era when you settle new cities.

Lithic Era
  • Baskets, 5% city growth, replaced by Wheeled Carts
  • Bonfire, 1 culture, 1 happiness
  • Cairn, 1 faith, 1 culture, 0.5 city defense, 5 HP, requires Stone or Marble, mutually exclusive to Causewayed Enclosure and Tumulus
  • Causewayed Enclosure, 1 faith, 1 city defense, 10 HP, city must be on hill, mutually exclusive to Cairn and Tumulus
  • Tumulus, 2 faith, requires Stone or Marble, mutually exclusive to Cairn and Causewayed Enclosure
  • Cave Painting, 1 culture, 1 happiness, replaced by Stele
  • Dolmen, 1 faith, receives bonuses from beliefs and policies in place of the Shrine, for now
  • Dwelling, 1 production, 1 happiness, 1 city defense
  • Earth Oven, 10% city growth, 1 happiness, replaced by Smokehouse
  • Burial Ground, 1 faith, replaced by Necropolis
  • Henge, 1 culture, 1 faith, .5 city defense, 5 HP, city must be on flat terrain, mutually exclusive to Stone Circle
  • Stone Circle, 1 faith, 1 culture, 1 happiness, city must be on flat terrain, requires Stone or Marble, mutually exclusive to Henge
  • Temporary Shelter, 1 happiness, .5 city defense, replaced by Dwelling
  • Kiln, 10% production, 1 gold to each source of Gold and Silver near the city, requires Pottery
  • Loom, 1 culture to improved Sheep, Silk, Cotton, Dyes and requires one these resources, produces 2 Textile luxury resources, requires Baskets
  • Menhir, 1 culture, requires Cave Painting
  • Shell Midden, 5% city growth, 1 happiness, requires coast, replaced by Lighthouse
  • Mudbrick Walls, 1 city defense, 10 HP, requires desert, replaced by Stone Walls, mutually exclusive to Palisade
  • Palisade, 1 city defense, 10 HP, requires Timber, replaced by Stone Walls, mutually exclusive to Mudbrick Walls, uses original Walls icon
  • Stone Walls (Walls renamed), yields unchanged, requires Stone, new icon
  • Long House, 1 production, 1 culture, 5% city growth, 1 city defense, 5 HP, requires Timber
  • Obsidian Works, 1 production, 5 XP to all land and naval units constructed in the city, requires nearby Mountain, replaced by Barracks
  • Pottery, 5% city growth, 1 happiness, +1 production at Early Mesopotamia
  • Smokehouse, 25% city growth, requires Salt, requires a local Pasture or Camp
  • Stone Tool Works, 5% production, requires Stone, replaced by Kiln
  • Tally Sticks, 1 science
  • Tannery, 1 production, 1 gold; requires local improved Deer, Cattle, Bison, Truffles, Fur, produces 2 Leather luxury resources
  • Water Well, 1 Sustenance (food)
  • Shrine and Monument have been removed. Shrine is now an improvement. I find Monument to be too generic for this mod since just about any important building can be considered a monument.
  • Granary, 25% city growth, requires improved Wheat, Rice, or Maize
  • Stone Works, 10% production to the construction of buildings, removed base game production and happiness yields, requires Stone or Marble, no longer requires Plains
Ancient
  • Wheeled Carts, 10% city growth, allows food to be traded between connected cities
  • Necropolis, 1 faith, 1 happiness
  • Sanitation Network (Aqueduct renamed), yields unchanged
  • Stele (Monument renamed), yields unchanged (credit markburnfire)
  • Arena (Colosseum renamed): new icon, yields unchanged, (credit gallifrey31)
  • Governor's Court (Courthouse renamed)
Shared National Wonders
  • Den, Free at game start. Replaces Palace. 1 gold, 1 production, 4 happiness, 0.5 city defense
  • Palace is now buildable. Can only be built in capital, 1 culture, 2 city defense, +10 XP to all units built in the city, 1 Great Work of Art slot
  • National Stadium: replaces Circus Maximus, yields unchanged (credit gallifrey31)
  • National Library: replaces Oxford University, yields unchanged (credit gallifrey31)
  • National Museum: replaces Hermitage, yields unchanged (credit gallifrey31)

Shared Wonders

Lithic Era

  • Atlit Yam, 1 Happiness, 2 Sustenance, A free Water Well appears in all cities, +1 Trade Route, Can only be built on Coast.
  • Bhimbetka Rock Shelters, 1 culture, 1 faith, 1 Great Work of Art slot, A free Cave Painting appears in every city. City must be on a Hill.
  • Blombos Cave, 1 culture, +2 Shell Beads. Free Midden appears in the city. City must be on Coast.
  • Cradle of Humankind: +10% city growth, 1 culture, 1 production, and a free Bonfire appears in every city.
  • Cairn of Barnenez: 1 faith, 1 production. +1 Faith with each Quarry in the vicinity of the city. A free Tumulus appears in the City. Requires a nearby Quarry and Grassland. (credit artisanix)
  • Cave of Altamira, 1 Culture from Camps. 1 Great Work of Art slot, Free Cave Painting appears in the city, 2 Tourism at Flight, City must be near a Mountain.
  • Caves of Swabian Jura: 1 culture, 1 Great Work of Music slot, A Shaman appears in the city. City must be in range of a Mountain.
  • Gobekli Tepe: 1 faith, 1 Great Work of Art slot. Provides a free Dolmen and Shaman in the city. City must be built on a Hill and have a nearby Quarry. (credit Pouakai)
  • Heart of Neolithic Orkney: 2 faith. +1 Sustenance with each Fish, Crab, Cattle, and Sheep improvement near the city. A free Stone Circle appears in every city and a free Henge appears in the city in which the wonder is built. City must be on the Coast and Flatland. Requires a Shell Midden and a nearby Quarry. (credit artisanix)
  • Lascaux: 1 Culture, +1 Faith from Camps. 1 Great Work of Art slot, Free Cave Painting appears in the city. City must be on a Hill.
  • Megalithic Temples of Malta: 1 culture, 1 faith, 10% Growth in all cities. Provides +1 Faith and +1 Culture. Requires a nearby Quarry. (credit artisanix)
  • Nan Madol: +1 Sustenance, +1 Gold and +1 Production from Sea Tiles worked by the city. 2 culture. A free Canoe appears in the City. City must be built on the coast. (credit Pouakai)
  • Nazca Lines: 1 culture, 1 faith, 1 Great Work of Art slot. +1 Culture and +1 Faith to each Desert tile near the city. City must not be on a Hill and must be on or near Desert. (credit Pouakai)
  • Newgrange: 2 faith. +1 Culture to every Tumulus and Cairn. Requires a nearby Quarry and Grassland. (credit artisanix)
  • Venus of Dolni Vestonice: 1 culture, 1 happiness, 1 Great Work of Art slot, A free Pottery appears in the city. Requires an Earth Oven in the city.
  • Venus of Willendorf: 1 culture, 1 Great Work of Art slot, +1 Culture to each Quarry near this city. Requires a Quarry to be built.
Civilizations

Mesopotamia
Akkad, Assyria, Babylon and Sumer share uniques.

Akkad (credits regalman, janboruta, COF, Reedstilt, Tarcisiocm, Viregel, Tomatekh. Not used in it's entirety. borrowed some code, units and icons.)
  • Leader: Sargon
  • Trait: King of the Universe, All land units start with both the Amphibious and Desert Warrior promotions. Earn a free Great General when you research Early Mesopotamia.
  • Qassi (Babylonian Bowman renamed), 9 combat, 13 ranged combat
Assyria
  • New leader scene for Ashurbanipal and new dawn of man screen
  • Bet Mardeti: replaces Stable, +15% Production when building Mounted Units. Reduces enemy spy stealing rate by 10%. 1 Happiness. Each source of Horses, Sheep and Cattle worked by this City produce +1 Production. City must have at least one of these resources improved with a Pasture.
  • Attartu: replaces Chariot Archer, not ranged, 14 combat, The Arrartu forces defenders to retreat if they inflict more damage than they receive. A defender who cannot retreat takes extra damage. (credit markburnfire)
  • Pethal: replaces Horseman, 13 combat, The Pethal has further sight than the Horseman it replaces and increases the likelihood of spawning a Great General. (credit danrell)
  • Lamassu: replaces Arena, Increases culture by 10% (credit markburnfire)
  • Library of Ashurbanipal: world wonder, 2 culture 3 science, A free Library appears in every city. +1 Science from Writer Specialists in every city. Also has 3 slots for a Great Work of Writing which, when filled, gives extra XP to trained Units. 1 Great Scientist point. Royal Library is no longer a regular building
  • Palace of Kalhu: replaces Palace, 2 culture, 5 city defense, All newly-trained non-air Units in this City receive the Siege Promotion. +10 XP for all units. +2 Culture and increased city defense. 1 Great Work of Art slot
  • Saknu's Court: replaces Governor's Court, Provides a free Settler and two free Geshshuker spearmen. Replaces the Governor's Court. Eliminates extra Unhappiness from an Occupied City.
  • Qurubti: replaces Iron Age Spearman, 16 combat, +15% combat strength when adjacent to a friendly unit. AI sees this as an offensive unit. (credit danrell)
  • Kababi: replaces Iron Age Swordsman, 18 combat, Can only defend, Starts with both the Cover I and Cover II promotions (credit danrell)
  • Siege Tower now replaces the Battering Ram and upgrades to Cannon.
Babylon
  • New leader scene for Neb II and dawn of man screen
  • Code of Hammurabi: replaces Stele, 2 culture, 1 Happiness
  • Etemenanki: world wonder, 2 culture, 2 faith, Gives a free temple in the city. A free Great Prophet appears near the city in which it is built. 1 Great Engineer point. (credit Walid)
  • Ishtar Gate: world wonder, 2 culture, 1 faith, 4 city defense, 40 HP, Defensive Buildings in all Cities are 25% more effective. Free Walls of Babylon appear in the city. 1 Great Merchant point (credits ambrox62, iamaplayer)
  • Hanging Gardens now unique
Sumer (credits Janboruta, JFD, Sukritact, Leugi, Irkalla, Pouakai, Chrissifniotis. Not used in it's entirety. borrowed some code, building, and icons. )
  • Leader: Eannatum
  • Trait: The Wheel and the Ard: All Pastures receive +1 Production, +1 Sustenance, and +1 Gold. Always start near a River.
  • Isnarkabtu (War Cart): replaces Bronze Swordsman, 13 combat, 3 moves, One extra movement point than the Swordsman and can retreat after combat but has rough terrain penalty (credit danrell)
  • Epic of Gilgamesh: world wonder, 3 culture, Initiates a Golden Age. +2 Great Works of Writing slots. Gives a free Victory Stele to the city. 1 Great Writer point
  • Royal Cemetery at Ur: world wonder, 2 culture, 2 faith, +3 Great Works of Art slots. Gives a free Necropolis to the city.
  • Geshshuker: replaces Bronze Spearman, 13 combat, +15% Combat Strength when adjacent to a friendly unit
  • Victory Stele: replaces Barracks, +20 XP for all Units. (credit danrell)
  • Ziggurat: replaces Temple, 2 faith, 10% culture
  • Ziggurat of Ur: world wonder, 2 culture. +1 Faith to every improved source of Cattle and Sheep near the city. Gives a free Ziggurat to the city. City must be on flat land, on or near desert.
Nile River
Egypt, Nubia, and Hyksos share many uniques.
Egypt and Nubia now share the African Forest Elephant with Carthage.
Nubia now shares the Siege Tower with Assyria.
Egypt shares the Great Lighthouse and Great Library with Greece.

Egypt
  • Ramesses II has new leader scene and new dawn of man screen
  • Abu Simbel: world wonder, 1 culture. Contains 2 slots for Great Works of Art. +2 Production for Great Works housed in Abu Simbel, other Great Works in the city provide +1 Production. 1 Great Engineer point (credit Sukritact)
  • Dahshur Necropolis: world wonder, 2 culture, 2 faith. Starts a Golden Age. 1 Great Engineer point. Requires a nearby source of improved Stone and Saqqara Necropolis
  • Giza Necropolis (Pyramids renamed): is now unique and requires Stone and Dahshur Necropolis
  • Khopesh: replaces Bronze Swordsman, Desert Warfare and Shock I promotion (credit danrell)
  • Karnak Temple: world wonder, 2 culture. Free temple in this city. +2 Faith from Flood plains worked by the city. City must be near a river. 1 Great Artist point. (credit Pouakai, sukritact, Mentos, Moriboe, Ambrox62)
  • Luxor Temple: world wonder, 2 culture, 3 faith. +1 Sustenance from Flood Plains. 1 Great Work of Art slot. 1 Great Artist point. Gives a free Mortuary Temple to the city. City must be near a River.
  • Mastaba: replaces Temple, 2 Faith, 1 Culture, 1 happiness.
  • Medjay Police: replaces Iron Spearman, 14 combat, +25% Bonus in combat in your territory. Requires Iron. (credit danrell)
  • Mortuary Temple: replaces Stele, 1 faith, 2 culture, 1 Great Work of Writing slot
  • Mekter: unique improvement, only Egypt can build it, Mekter's are more powerful than Forts. Upon constructing the Mekter, your Culture borders will expand to surround the Mekter on all sides by one hex. Any unit stationed within a Mekter receives a 50% defensive strength bonus. Additionally, any enemy unit which ends its turn next to a Mekter takes 20 damage (damage does not stack with other Mekters). Mekters can not be constructed next to each other.
  • Nilometer: replaces Water Mill, +1 Gold on Flood Plains in addition to Water Mill yields. City must be built next to a River. (credit JFD from the Hatshepsut mod)
  • Nomarch's Court: replaces Governor's Court, 2 maintenance, 2 Happiness in addition to eliminating extra Unhappiness from an Occupied City.
  • Obelisk: unique improvement, only Egypt can build it, 2 Faith; more if built next to a city. Cannot be removed and cannot be constructed next to another Obelisk. (credit JFD from the Akhenaten mod)
  • Saqqara Necropolis: world wonder, 2 culture, 2 faith. Gives a free Mastaba to the city. 1 Great Engineer point, Requires a nearby source of improved Stone.
  • Temple School: replaces Library, 50% science per population in city, 1 Great Writer point. 1 writer specialist slot
  • Theban Necropolis: world wonder, 2 culture, 1 faith. +1 production from river tiles. Gives a free Mortuary Temple. City must be near a river. (credit Walid)
  • Burial Tomb: now replaces Necropolis
  • Maryannu (War Chariot renamed)
Hyksos (credit TarcisioCM, JanBoruta, Regalman, not used in it's entirety, borrowed some code, map image and icons)
  • Leader: Apepi
  • Trait: Serpent from the Nile, Combat bonus (+10%) when fighting units from a Civilization with more Cities than the Hyksos. Receive a free Nomarch's Court in every city conquered. +1 Faith to each pasture.
  • Hyksos have no uniques of their own but have access to Egypt's uniques minus the improvements. Their really isn't anything solid I can find. They may have introduced chariots and Khopesh swords to Egypt but this is in debate.
Nubia (Credits More Civilisations and LITE, Used some code, civ icon, Royal Pyramid from Piye mod )
  • Leader: Amanitore
  • Trait: The Land of the Bow, Archers start with both the Range and Indirect Fire promotions. Iron Resources provide triple quantity.
  • Deffufa: replaces Temple, 2 Faith, +1 Culture for each Pasture near the city.
  • Medjay Warrior: replaces Bronze Spearman, +50% Combat Strength when fighting in desert., requires Copper (credit Danrell)
  • Usi-Gu: replaces Kiln, +15% Production. Each source of Iron, Copper and Silver worked by this City produces +1 Gold.
  • Hafir: unique improvement, only Nubia can build it, 2 Sustenance and 2 Gold, Can not be constructed next to fresh water or on hills. Requires desert or plains. Uses oasis graphic on terrain
  • Musawwarat es-Sufra: world wonder, 1 Faith, 1 Culture. +1 Sustenance for each desert tile near the city. 2 free African Forest Elephants and +10 XP for all land units constructed in this city. City must be on flat land and on or near desert. 1 Great Work of Art slot.
  • Pyramids of Meroe: world wonder, 1 culture, 1 faith. +10% Gold produced by the city and a Golden Age begins. Produces +2 Gold luxury resources and adds a free trade route. A free Necropolis is constructed in this city.
  • Saqiyah: replaces Water Mill, 2 sustenance, 1 production, +1 Sustenance for each Pasture near the city. City must be next to a river.
  • Pitati: replaces Composite Bowman, 13 ranged combat, 7 combat, can attack twice on the same turn (credit Sukritact, JanBoruta from Narmer mod)
  • Royal Pyramid: unique improvement, only Nubia can build it, 1 culture, 1 faith, and provides +1 culture for each era since the Royal Pyramid was built. (credit MC and LITE)
Unfinished Ancient Civs

Byzantium

  • Dromon now replaces the Galley
  • Hagia Sophia is now unique and yields 2 culture
Carthage
  • Quinquereme: 15 combat, 3 moves
  • Cothon of Carthage: world wonder, 1 culture. +30% production towards naval military units. Provides + 2 Quinqueremes and a free Lighthouse in the city the wonder is built. Can only be built on the coast. 1 Great Engineer point
Celts: no changes

China
  • Terracotta Army and Great Wall are now unique
  • Hanging Temple: world wonder, 3 happiness, 2 culture, 3 faith, 1 Great Engineer point, City must be built next to a mountain (credits Pouakai, sukritact, Moriboe, Ambrox62)
  • Yellow Crane Tower: world wonder, 2 culture, 1 Great Scientist point, A free Great Person of your choice appears near the capital. (credits Pouakai, sukritact, Moriboe, Ambrox62)
  • Leshan Giant Buddha: world wonder, 6 happiness, 2 culture, 2 faith. 1 Happiness from every 3 Policies. 2 Great Engineer points, City must be built on a river (credits Pouakai, sukritact, Ambrox62, Moriboe, mentos)
  • Tai Shan Temples: world wonder, 4 faith, 2 culture. Provides +3 Chinese silk embroideries. Gives a free monastery. City must be within 2 tiles of a mountain (credit Regalmanemperor)
  • Temple of Heaven: world wonder, 1 culture, 2 faith, 1 free Social Policy. (credit Pouakai, sukritact, ambrox62, moriboe)
Greece
  • Great Lighthouse, Great Library, Colossus, Mausoleum of Halicarnassus, Oracle, Temple of Artemis, Parthenon and Statue of Zeus are all uniques
  • Great Lighthouse, Great Library and MoH can only be built in conquered cities. This was an early idea. I will likely undo this.
Huns
  • No longer have unique units for now. Be patient, this won't stay this way
  • Instead of starting with a free technology the Huns now start with a Stable in every city, similar to Carthage's trait. The remainder of the trait is unchanged.
Persia
  • Persepolis: world wonder, 2 culture. Culture cost of adopting new Policies reduced by 10%. Increases a city's Great People generation by 25%. Provides free Stone Walls in the city it is built. (credit Regalmanemperor)
Rome
  • Circus Maximus: now a world wonder, 5 happiness, +25% Production when building Mounted Units. +10 XP for all Land Units built in this City. (credit gallifrey31)
  • Colosseum: now a world wonder, the building was replaced by the Arena, 5 happiness, +25% Production when building Melee Units. +10 XP for all Land Units built in this City. (credit gallifrey31)
  • Pantheon: world wonder, 2 faith. 1 Great Engineer point, A free Great Prophet appears near the city in which the wonder is built. (credits Pouakai, sukritact)
  • Pont du Gard: world wonder, 2 culture, 5 sustenance. 60% of Sustenance is carried over after a new Citizen is born. Gives a free Sanitation Network to every city in the empire. City must be near a River. 1 Great Engineer point
  • Forum of Rome: world wonder, 3 happiness, 4 culture, 5 gold. Provides +2 Roman statues. Grants 1 free social policy. Gives a free market in the city and also an additional trade route. Seems OP to me. (credit Regalmanemperor)


Balancing and Other Changes
  • Food is now Sustenance. I wanted something that would encompass Food and Medicine. I tried a few different words and Sustenance seemed to work the best. ( I am still deciding if this is necessary, maybe I should just call it Food and Medicine.)
  • City attack range reduced to 1.
  • Start year to 200,000 bc
  • Slowed barbarian tech progression to -100%
  • adjusted minimum faith for first prophet to 500
  • adjusted minimum faith for first pantheon to 300
  • adjusted base policy cost to 700
  • 3 food consumed per population to slow growth
  • very unhappy threshold adjusted to -5 and revolts will happen at -10
  • set Prince happiness default to 0 and AI unhappiness to 200%
  • Prince difficulty goody huts now give Scouts, Workers, unit Healing, population, culture, gold, free tech. They no longer reveal nearby barbarians, upgrade units, reveal the map, or unlock pantheon. Why you ask? Because these things either annoy me or don't make sense in the scheme of this mod.
  • Rebalanced Standard Speed
  • removed era voice overs


Spoiler Alpha Version 1.001 (coming soon) :

Misc. fixes and other changes
  • fix: unlocked Late Mesopotamia and Sumerian wonders for Babylon
  • remaining unique wonders should no longer appear on the DOM screen.
  • Pitati archer strength adjusted to match Composite Bowman
  • Spies are now granted starting in Ancient era for historical accuracy
  • some minor fixes that I haven't documented
India culture group
Harappa and Maurya share uniques.
Harappa and Maurya share the Saqiyah with Nubia

Unique Techs
  • Indus Valley (early Bronze Age)
  • Mauryan Dynasty (Classical Antiquity)

Harappa (credits Tomatekh, Leugi, Sukritact, Janboruta, Wolfdog, Djarhun, JFD, Borrowed icons, some code, map image and Bullock Cart)
  • Leader: Aracan
  • Trait: Prosperity of the Indus Valley, Receives +3 Gold and +1 Production for each Trade Route with a different civ or City-State. The Trade Route owners receive +2 Gold for each Trade Route sent to Harappa.
  • Panti (Bullock Cart): replaces Worker, 3 movement, builds improvements 50% faster than Worker
  • Great Bath: world wonder, 2 culture, 2 faith, free Great Engineer and Kalava appear in the city, 1 Great Engineer point
  • Kalava: replaces Sanitation Network, 2 sustenance. 50% of Sustenance is carried over after a new Citizen is born.
  • Turavu: replaces Dock, +10% Growth, +5% Gold, +1 Trade Route, 5% production to naval units, 1 gold when connected to another civilization, Forms a city connection with the capital, Required to build the Cargo Ship, Work Boat, Galley, Trireme.
  • Great Granary: world wonder, +25% Growth, 2 Panti workers and a Wheeled Carts appear in the city. 1 Engineer point, requires an improved source of wheat, rice or maize.
  • Kandi Factory: replaces Kiln, +10% Production. Each source of Copper, Gold, Gems, Pearls and Silver worked by this City produces +1 Gold. Produces +2 Carnelian Beads a luxury resource.
  • Kottai: replaces Stone Walls, 7 city defense, 75 HP, 2 happiness, does not require a resource
  • Manci: canoe replacement, can perform trade missions like the Portuguese Nau. (credit JFD, merchant barge from Hatshepsut mod)
Maurya (credits and source MC's Civilization India Pack)
  • Leader: Ashoka
  • Trait: Arthashastra. +1 free Social Policy per Era. +1 Gold for every two mines constructed in the empire. +1 extra Spy.
  • Purabhettarah is the War Elephant renamed
  • Pillar of Ashoka: replaces Governor's Court, 1 culture and 1 faith. 2 maintenance. Performs same function as Governor's Court.
  • Stupa: replaces Stele., 2 culture and 10% faith, extra +1 faith when constructed in a city with a Pillar of Ashoka
  • Kshatriya: replaces Composite Bowman, 13 combat (credit danrell)
  • Parashu: replaces Iron Age Swordsman, 16 combat, 50% discount when purchasing with faith
  • Surya Temple: replaces Temple, 2 faith, +10% science
  • Khazaana: replaces Mint, Each source of Gold, Silver and Copper worked by this City produces +2 Gold. City must have at least one of these resources mined nearby.
  • Shreni Hall: replaces Caravansary, +10% Gold. Land trade routes originating from this city have a 50% increase in range and produce an additional 3 Gold when connecting to another civilization. 1 merchant slot.
  • Great Stupa at Sanchi: world wonder, 2 culture, 25% faith. Great Prophet and a Stupa appear in the city. 1 Great Artist point
  • Mahabhodi Temple: world wonder, 2 faith, 25% culture, +1 Happiness for every city
  • Palace at Pataliputra: replaces Palace. Reduces enemy spy stealing rate by 50%. Can only be built in capital, 2 culture, 2 city defense, +10 XP to all units built in the city, 1 Great Work of Art slot


Greco-Roman culture group: Greece, Rome, Carthage, Byzantine now share wonders. Completion of this group is planned for Alpha 1.002.

Shared Buildings
  • Dock: +10% Growth, +5% Gold, +1 Trade Route, Forms a city connection with the capital, Required to build the Cargo Ship, Work Boat, Galley, Trireme. Replaced by the Harbor. Early Bronze Age I no longer gives a trade route.



Spoiler Credits and Sources of Content :


Spoiler Future plans :

My short list of potential mod component candidates
  • Suzerainty
  • Revamped espionage
  • Canal improvement
  • Public Transport
  • Tribes
  • Leadership
  • 6UC
  • Whoward pick n mix
  • Hex conquer and release
  • Great Spy
  • 24 hour clock
  • Exotic units pack
  • Ethnic diversity
  • Economics
  • Reforestation
  • Exploration continued
  • Slavery mod
  • Evolving workers
  • Useful city ruins
  • Emigration
  • Diplomacy values
  • Civilization IV Diplomatic Features
  • Extra victory conditions
  • Trading Posts Grow into Towns
  • Random City Name Generation
  • NewRules_HistoricReality
  • Suicide bombers
  • Really Advanced Setup - Civilization Groups Addon
  • Really Advanced Setup
  • City Resources Speed Building
  • Great prophets
  • City-State Diplomacy Mod (CSD) for Brave New World
  • Civ Names by Policies
  • Artificial Unintelligence Lite
  • Global Warming
  • Global Warming Congress
  • Health & Plague for BNW
  • Move Capital
  • Militia Defense
  • Music Changer
  • Unique Cultural Influence
  • Consistent Yield Sequence (BNW)
  • Improvements in Water Tiles
  • Single Unit Graphics - Human Settlers
  • Nuclear Plants Can Meltdown
  • More Luxuries
  • Terrain - Tipi
  • Terrain - Motte-and-bailey Fort
  • Resources Expanded
  • Civ IV Leader Traits in Civ V
  • Helicopters Can Fly Over Water
  • Buildings require empire resources [snippet for mod makers]
  • New Specialists
  • Lake Improvements
  • Krajzen's Great People Pack
  • Fortress Borders
  • More City-States Luxuries
  • Cultural Diffusion
  • CameraRotation and WASD Controls (BNW)
  • City Banner Plus (G&K & BNW)
  • Tactical Nuclear Missile
  • Air and Missile Base/Commanders
  • TreeGrowth (G&K)
  • Foreign Trade Routes
  • Arendelle's Components - Economy - Manmade Luxeries
  • Frontier Towns
  • Colonial Scouts
  • Caravans Build Roads
  • Archaeology Aesthetic Adjustments
  • City Population Floating Text
  • Improvement - Lookout Towers No
  • Penalty for Units Near Border
  • Ocean Cities
  • National Parks
  • Landmines for BNW
  • Corporations (Brave New World)

Special thanks to whoward69 for creating and maintaining the DDS Converter Tool, it's a massive time saver.
Anything that I have created which includes buildings, wonders and icons are free for anyone to use. It's only fair since I'm notorious for borrowing from other modders.
 
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Poruchiik

Chieftain
Joined
Jul 19, 2014
Messages
8
Just a few questions does this run any dlls, like Smart AI and the YnAEMP 43 dll?
 

Dusk1500

Chieftain
Joined
Dec 8, 2018
Messages
1
Wow, Rise of Mankind and the mods it lead to like Caveman2Cosmos are very ambitious. I love this idea!

Definitely will follow this.

I'm curious if the Civilization 5 engine is capable of a large amount of features performance wise? Even on a great PC, I notice definite slowdowns late game while playing heavily modded Civ5. Civ4 seems to respond better to very large mods.
 

epicivfreak

Warlord
Joined
Apr 23, 2010
Messages
245
Location
USA
I've downloaded it and will give it a go. Would like to see you actively working on this mod again.
 
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UncivilizedGuy

The Village Idiot
Joined
May 24, 2012
Messages
920
Location
Land of the Lost
Good news and bad news. Good news is I’m back. Bad news is I’m done with Civ6. Do to many frustrations I have with modding Civ6 I’ve decided it’s time to move on. Now that I’m past my hang-ups with 6 I have a fresh perspective on Civ5. Not only do I find Civ5 more fun play but it’s also more fun to mod. So with that said here is an update on this project.

I’m officially retired from my day job with a lot more time on my hands. So I’ve been doing a lot of experimenting with ideas that I have. My girlfriend isn’t happy with me right now 😝. Sorry honey but I’m having too much fun.

Recently I set out to make this something closer to Humankind. But in my pursuit for realism I’m now actually leaning towards using Gedemon’s Historical Spawn Dates. Playing with that mod and YNAEMP just feels right. Also in using the Humankind method I would end up dismantling many modder created civs which requires a lot of time and energy. The biggest problem with Historical Spawn Dates is that my tech tree starts in prehistory. So either I’m going to create some generic civilizations or start all Ancient era civilizations at the beginning of time. I’ll worry about that when I get to it. Currently I’m working on the tech tree. I now have the Ancient era laid out. Just started on the Medieval era. My goal is to have at least 20 techs in each era. I’ve been experiencing an intermittent stability bug that causes the tech tree to fade away. Not sure what’s causing this. I am using YNAEMP so there may be a compatibility issue. Like I said it’s intermittent so I’m going to keep pushing forward. I’m determined to finish this beast. My goal is to minimize using other people’s stuff. Can’t wait to share this with everyone 🧑‍🌾🧑‍🚀
 

DImensiondog

Warlord
Joined
Apr 12, 2021
Messages
137
I cannot express how great this news is, I've played the mod a couple times and it was really good. Plus another total conversion is always great news. If you're thinking of using something historical spawn dates then I propose you use Rhyes and fall for civ 5 (if Rhye allows it). Check it out as its really good: https://forums.civfanatics.com/forums/rhyes-and-fall.605/
 

UncivilizedGuy

The Village Idiot
Joined
May 24, 2012
Messages
920
Location
Land of the Lost
I cannot express how great this news is, I've played the mod a couple times and it was really good. Plus another total conversion is always great news. If you're thinking of using something historical spawn dates then I propose you use Rhyes and fall for civ 5 (if Rhye allows it). Check it out as its really good: https://forums.civfanatics.com/forums/rhyes-and-fall.605/
Not sure if I want to use that one. It’s already a complete overhaul. But I am planning to make happiness more punishing. Loyalty is probably my favorite addition to Civ6. The basics are there in Civ5 except for the free city part. I’ll look at RandF and see if there is anything I can use. Gedemon’s Revolutions mod does this nicely but apparently it has stability issues.
 

DImensiondog

Warlord
Joined
Apr 12, 2021
Messages
137
Love the work, just curious why all the eras end in a single tech?
 

UncivilizedGuy

The Village Idiot
Joined
May 24, 2012
Messages
920
Location
Land of the Lost
Love the work, just curious why all the eras end in a single tech?
The idea is to maximize playtime in each era for immersion. To make each era feel like a separate game. Although I am considering an alternative. Realism is what I strive for. Historically civilizations knew most technologies before progressing forward. There are exceptions though.
 
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LordOtto13

Chieftain
Joined
Sep 7, 2021
Messages
8
Will you add various other mods like how caveman2cosmos did things? Also will you incorporated your old animals gone wild and slave trade mods? Also I think the Revolution mod might not work because of how out of date it is I could be wrong. And will you ever make a discord for the mod?
 
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UncivilizedGuy

The Village Idiot
Joined
May 24, 2012
Messages
920
Location
Land of the Lost
Will you add various other mods like how caveman2cosmos did things? Also will you incorporated your old animals gone wild and slave trade mods? Also I think the Revolution mod might not work because of how out of date it is I could be wrong. And will you ever make a discord for the mod?
The revolutions mod seems buggy. I think I can get by without it by simply adjusting happiness thresholds. I believe the cities will just flip to the most culturally influential civilization but not become independent.

In my original SOM creation I added many mods created by other modders. This time around I’m only adding things that I feel are absolutely necessary. Im trying to avoid adding things that feel redundant especially if I can do something similar that will get the basic idea across. For instance Health and Plague is basically a growth mechanic mod. The plagues are cool but I’m still deciding if I want to use it.

I have already added wolves, lions and mammoths. Most likely will add slavery. Multiplayer probably won’t work so I don’t see a reason to use Discord.
 

UncivilizedGuy

The Village Idiot
Joined
May 24, 2012
Messages
920
Location
Land of the Lost
Progress update:
I’m currently working on a different tech tree build. Trying out another idea that I have. I’m making the tech tree into more of a tech timeline and less of a tree. The techs are named after periods in history instead of literal technologies. The contents of each tech should be enough to inform technological progress. The purpose of this is to force a more realistic technological progression that reflects history. This completely undoes any silly, unrealistic beelining. Although It’s not completely linear. For example when you enter the Bronze Age there are three techs to choose from. I will post some images when I’m ready.
 

LordOtto13

Chieftain
Joined
Sep 7, 2021
Messages
8
The revolutions mod seems buggy. I think I can get by without it by simply adjusting happiness thresholds. I believe the cities will just flip to the most culturally influential civilization but not become independent.

In my original SOM creation I added many mods created by other modders. This time around I’m only adding things that I feel are absolutely necessary. Im trying to avoid adding things that feel redundant especially if I can do something similar that will get the basic idea across. For instance Health and Plague is basically a growth mechanic mod. The plagues are cool but I’m still deciding if I want to use it.

I have already added wolves, lions and mammoths. Most likely will add slavery. Multiplayer probably won’t work so I don’t see a reason to use Discord.
The mod is buggy because of how out of date it is I'm pretty sure. As for other mods I get that I only asked since c2c did add a lot of mods into it. And there are a couple of really good ones like the economics mod, the civ iv diplomatic features mod and a couple of others.
 

UncivilizedGuy

The Village Idiot
Joined
May 24, 2012
Messages
920
Location
Land of the Lost
Civ IV Diplomatic Features was not included in my original mod because of a conflict. I do like that one though. I’ll be taking a close look at everything out there to see what makes sense to use. I’m currently working to get the first 3 eras playable for some feedback.
 

Zombie Horde

ZEDorDEAD
Joined
Sep 16, 2022
Messages
47
I'm keeping an eye on this one looks promising and civ5 was my main civ till i bought civ4 ultimate last week (i know i'm a moron)
 
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