Stone Age Mod for 3.19

You are misunderstanding me. I would like to see your mod if it is fantasy to add more animals that is all. If it is not fantasy I am sorry. It just did not know if I was understanding the intent of the mod. I was not trying to make a joke.

So if serious you are right I better stay out of this thread because I do not understand.

I'm working step by step ... It would take too much time to do everything on just one version. I'm also gathering suggestions and feedback from the current advance. I have also said some replies before next big step would be adding a nomad style. Please, try to be more serious. I'm not what you could think I am. I don't need to read twice to undestand what you write. But we should better drop this conversation down. This thread was created to exchange ideas, make suggestions and everything that would be productive for this Mod, and for us. Don't forget that!! ;).
 
Well if serious I do not care about this mod. It has too much work already done on a timescale that makes no sense to me. My suggestion is for your mod to go fantasy more.

I am sorry if you not understanding me. I was hoping to contribute the moving city to you, but if you not interested in a moving city then no point for me to post. Good Luck with this bizarre mod. I will not post again.
 
Firstly, kudos--I've been playing with this mod for a few days, and I think it has some real promise. I have three general ideas for how it might be improved, but I'm not a modder, myself, so I'm not certain how easily all these ideas might be implemented. I'll toss them out in general terms for further discussion:

1. I agree that a nomadic mode would be a great addition. Adding cities that can move may be mechanically simple, but some thought should be put into making it an interesting strategic choice. Of course, the historical reason for nomadic societies was the need to follow the food. Can strategic resources be moved? I can see that would also cause problems with the way the gatherers presently work--they'd kept getting left behind. If this isn't a viable approach, I think you'll need to make the strategic resources useless, in terms of plot production value, at least to a nomadic society. Otherwise, there will be just too much incentive to find the best spot and sit there. As a related idea, how about having suitable strategic resources contribute to the spawning of juicy animals to be hunted down?

Another thing that might encourage people to move their cities from an otherwise optimal spot is if the hunting results varied with distance from the nearest city.

2. I think the tech tree needs some rebalancing--at present, I think there are a few lines that a pretty obviously the best options (hunting and the one that let you build expansion cities are especially important). Adding a nomadic mode may really help this, by giving all the techs different relative values depending on the mode you're in at the moment.

3. Ok, here's my most ambitious idea: Dynamic civ choices. As some other people have commented, it's a bit weird to be playing the historical civs in a pre-historical period, and the leaders' abilities don't seem balanced and don't make much sense. And, perhaps most importantly, doesn't it seem more likely that the characteristics of the early civilizations were largely a consequence of the environment in which they developed?

How about having a set of pre-historic civs that you play through the first couple of epochs or so, but, at some point, you get to pick which of the historical civs your people morph into. After all, what are the odds your people would develop, say, the cothon, if they're land locked? You might even do this in stages, first letting people pick their civ, and then later letting them pick a leader.

I infer that this is possible from the way new civs spawn in Revolutions--instead of just a few cities spinning off, you'd transform them all. I'm not sure what tools are available for you to help the AI make this kind of choice, though.
 
Welcome to CFC, QBeamus! [party]:dance::band::beer::cheers:
 
What does that MOD add to the game? Only a bigger map size??? Where can I find it? If you can just assist me with that information :D.

BTW, this Mod includes 2 biggers maps :).

Sure, it just adds some extremely large maps. 60x40 I believe is the largest.

XXL World Mod - http://forums.civfanatics.com/showthread.php?t=183746

Also, I have just started playing the latest DL of this and I can't create Settlers after the Tribe becomes Obsolete by Technology. Though it is my first time through so maybe I need a preq. still. I Will double check on that.

Also, if we could disband a city into a settler or something to "Move" the city like we could do in Civ 2 or 3, that would be cool.
 
I think adding nomads is too complicated, and unnecessary. The barbarians represent the nomadic groups.

I don't like the idea of going more fantasy. It's more interesting to see a historical mod than a fantasy mod, the way I see it. Fantasy games are a dime a dozen, historical models are richer and more interesting. Rather than throwing in dragons and nomads, I'd rather just see some refinement to more closely approximate the history. More accurate dates, for instance (I think about 18 000 BC would be an appropriate start date, the start of the Mesolithic period).
 
Sure, it just adds some extremely large maps. 60x40 I believe is the largest.

XXL World Mod - http://forums.civfanatics.com/showthread.php?t=183746

I'll check it out ;)

Also, I have just started playing the latest DL of this and I can't create Settlers after the Tribe becomes Obsolete by Technology. Though it is my first time through so maybe I need a preq. still. I Will double check on that.

There is a restriction for building cities. You can only control up to 3 cities when at Paleolithic and Mesolithic eras. The limit for Neolithic is 5 ... and from Classical era you have NO RESTRICTIONS at all. That includes not being able to build units that may found cities :).

Also, if we could disband a city into a settler or something to "Move" the city like we could do in Civ 2 or 3, that would be cool.

After uploading the final patch to get a more balanced game I will look for a solution to get the Nomad Style :D. Maybe It will take too much time, but I think it would be great to give it a try. Something interesting could be done.
 
I think adding nomads is too complicated, and unnecessary. The barbarians represent the nomadic groups.

I don't like the idea of going more fantasy. It's more interesting to see a historical mod than a fantasy mod, the way I see it. Fantasy games are a dime a dozen, historical models are richer and more interesting. Rather than throwing in dragons and nomads, I'd rather just see some refinement to more closely approximate the history. More accurate dates, for instance (I think about 18 000 BC would be an appropriate start date, the start of the Mesolithic period).

Yeah ... I agree it would be too complicated :crazyeye:. But maybe I'll have a good idea :lol:. However, I will adjust the calendar. But I've read Paleolithic was about 500 000 BC. Any idea for this?
 
I suggest just going for approximately 100,000 BC. That gives a huge span of history, without being too ridiculous. Since the Palaeolithic era is essentially any time after homo habilis or so, there's an awfully nebulous time-frame for you to wrestle to the ground :)

Can we also get an "a" in Palaeolithic please?
 
I suggest just going for approximately 100,000 BC. That gives a huge span of history, without being too ridiculous. Since the Palaeolithic era is essentially any time after homo habilis or so, there's an awfully nebulous time-frame for you to wrestle to the ground :)

Can we also get an "a" in Palaeolithic please?

EDIT: OOPS! Misread and misreplied.
Sorry!
 
Yeah ... I agree it would be too complicated :crazyeye:. But maybe I'll have a good idea :lol:. However, I will adjust the calendar. But I've read Paleolithic was about 500 000 BC. Any idea for this?


I guess, but it would be pretty boring to play through the whole of the Paleolithic.

Mesolithic is the period just before the Neolithic. Mesolithic is post-glacial, (advanced) hunter-gatherer, pre-agrarian. There's alot of developments happening in the Mesolithic whereas the rest of the Paleolithic is very slow-paced. It would just be easier to get proper dates if you used the Mesolithic, otherwise you'd have to have massive year counts - five or ten thousand years per turn would really stretch civ's suspension of disbelief in terms of relative time and space.
 
I guess, but it would be pretty boring to play through the whole of the Paleolithic.

Mesolithic is the period just before the Neolithic. Mesolithic is post-glacial, (advanced) hunter-gatherer, pre-agrarian. There's alot of developments happening in the Mesolithic whereas the rest of the Paleolithic is very slow-paced. It would just be easier to get proper dates if you used the Mesolithic, otherwise you'd have to have massive year counts - five or ten thousand years per turn would really stretch civ's suspension of disbelief in terms of relative time and space.

Ok, I've been reading more on Wikipedia and I really messed it with the calendar :rolleyes:. Paleolithic (in general) era had none great development and it should not be mentioned in this mod. However, there is a period called "Epipaleolithic" which refers to the final Upper Palaeolithic era. From the text, I think it should replace our current Paleolithic era. The dates would be the following:

  • Epipaleolithic 50 000 - 20 000 BC
  • Mesolithic 20 000 - 4 000 BC

For all: Agreed? :crazyeye:
 
I'm not sure about it is "Paleolithic" or "Palaeolithic" yet :crazyeye:. I've found both terms on internet and I don't know which one is right. Maybe both ones are :confused:.

The "a" is in the british spelling (if I am not mistaken) and without the "a" is the americanized spelling. So, technically, they are both correct.
 
Epipalaeolithic sounds like a good idea, especially if you want to start around 50 to 100,000 BC. There's also Chalcolithic, which is the transition from Stone to Bronze (the "Copper Age"), but that's probably getting way too in-depth :)

I personally favour UK/Commonwealth spellings, because I'm British and because there are far more citizens of the Commonwealth than of the USA!
 
Epipalaeolithic sounds like a good idea, especially if you want to start around 50 to 100,000 BC. There's also Chalcolithic, which is the transition from Stone to Bronze (the "Copper Age"), but that's probably getting way too in-depth :)

I personally favour UK/Commonwealth spellings, because I'm British and because there are far more citizens of the Commonwealth than of the USA!

Cool. Then I'll change Paleolithic for Epipaleolithic/Epipalaeolithic :crazyeye:.

I've started playing the MOD at Epic Gamespeed and I've noticed everything goes very fast. I thought it would useful to add a new Gamespeed which will fit between Marathon and Epic Gamespeed. For example:

Normal Speed has a 100% rate.
Epic Speed has a 150% rate.
Marathon Speed has a 300% rate.

Then, the new Gamespeed would have a 225% rate.

Also, I think it is necessary to removed a couple of techs (one off each new era) to speed up the game experience. I was thinking to remove "Natural Pigments" and put "Hunting" instead.
And on Mesolithic era, maybe "Fibers" is not really necessary. Another alternative would be replacing "Wood Working" with "Early Fishing". I think Fishing should not be available so late (fishing boats would still be available later with boating).

Other change I think would fit well with the game, specially in the early start, is setting animals to give Commerce instead of Production. So we would gain food and some commerce coins when killing an animal. We all know Grain Gathering and Hunting were the main sustenance for the Stone Age people, and we already get Commerce from Seed Camps. I think it would be fair to get at least 1 commerce coin from animals (maybe 2 from the strongest ones). This would also increase there importance to send hunters outside your borders.

Also I'll take this evening a look at the game code to check if I can disable all the traits until players reach the Neolithic era.
 
I've played Stone Age across a LAN with a friend extensively and we've found that Marathon is just too long with all the added turns. I'm all in favour of a middle option - how about Saga as the name? You'd want to make sure that it fits in nicely between Marathon and Epic too.

Fibres (note the spelling :D) is probably not necessary, but I do like the Natural Pigments technology, if only for its name. The best part of the Stone Age mod is all the early prehistoric technologies after all! Replacing Woodworking with Early Fishing is also a good choice, I think.

I do think that getting production from animals is a good exchange for the severe dangers of sending out ones' Atl-atls. It's a deadly world out there! :)
 
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