Thunderbrd
C2C War Dog
Ironically, that's exactly how I'd like to have the beginning of the game start once we have the Nomadic Start fully implemented, with nearly all civs emerging from families in a community of Homo Sapiens that have begun to migrate out from each other but are all starting in a cluster in a single area on the map. Soooo... spot on dating then right?So a 200K BC start means all the homo sapiens civs must start close very together (in Ethiopia) then start migrating to the rest of the world after 150K years. While the game starts with different civs spread out over the (old) world (i.e. everywhere except the Americas).
There is no way to make the tech tree historically correct, as firemaking and stone tools probably predate Homo Sapiens by a few million years. As Homo Sapiens started migrating out of Africa only after 50K BC the game should not start earlier than 50K BC and perhaps even a bit later.
@Hydro I suspect... perhaps someone else?
Code:
<BuildingInfo>
<!-- Culture (Athenian) -->
<BuildingClass>BUILDINGCLASS_ATHENIAN_EMBASSY</BuildingClass>
<Type>BUILDING_ATHENIAN_EMBASSY</Type>
<SpecialBuildingType>SPECIALBUILDING_C2C_CULTURE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_ATHENIAN_EMBASSY</Description>
<Civilopedia>TXT_KEY_BUILDING_ATHENIAN_EMBASSY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_ATHENIAN_EMBASSY_STRATEGY</Strategy>
<Advisor>ADVISOR_CULTURE</Advisor>
<!-- Graphical and interface -->
<ArtDefineTag>ART_DEF_BUILDING_ATHENIAN_EMBASSY</ArtDefineTag>
<iMinAreaSize>-1</iMinAreaSize>
<!-- Prerequisites -->
<bWater>1</bWater>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_GOOD_EUROPEAN</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<!-- Construction -->
<iCost>-1</iCost>
<!-- Main effects -->
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</CommerceChanges>
<FreeBonus>BONUS_ATHENS</FreeBonus>
<iNumFreeBonuses>1</iNumFreeBonuses>
<!-- Special properties -->
<iConquestProb>100</iConquestProb>
<iHurryCostModifier>100</iHurryCostModifier>
<bNukeImmune>1</bNukeImmune>
<iAdvancedStartCost>-1</iAdvancedStartCost>
</BuildingInfo>