Stone Age Mod for 3.19

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.

Yeah ... I was thinking in using HISTORIC, but maybe SAGA sounds good 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 really don't think the discovery of Natural Pigments is really grandiose :lol: so it should better be removed from the game. I haven't count down how many techs for era we have. Maybe I'll remove Fibres and also exchange Wood working for Early Fishing.

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! :)

I don't understand well what you mean :crazyeye:. I said I wanted to exchange production with commerce, so when you kill an animal you will get some Food and Commerce (instead of Food and Production) bonus. Maybe I didn't make myself clear :mischief:.
 
Oh, you were completely clear. I was laying a vote for the current system since it's a really dangerous world and the production boosts can make all the difference. Maybe that's why you want to change it though.

Fun fact I discovered by accident the other day - the Red Lady, a 30,000 year old burial in the Gower Peninsula, UK, was so-called because the bones were ceremonially laid to rest and then daubed with red dye.

Even more amusing codicil - it turns out that the Red "Lady" is actually a man :)
 
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.

Done ;).

All bonuses from Traits will be blocked until you discover Cultural Expansion. I think now they can return to their original values :rolleyes:.
 
Well ... I've been working a lot to fix many issues in the game. For example, now Traits will be disabled until reaching the Neolithic Era. All traits have recovered their original features. I've also removed the Nomadic Trait since it makes no sense now to have it in the game.

One other good thing I've been working on is the Forest/Rivers/Sea yields. Now, forest will recover their original production yields when discovering certain technology. The same will work for river and sea tiles (sea tiles start with -1 commerce yield). So, lumberyard have been removed from game. There will be no need of them now, only to get the Pine resource.

I've also removed the Path route. It is true it didn't fit in the game. It also didn't have a good art file :lol:. For the Obsidian requirement for trainning Stone Axemen I've setup that you will only need to build an improvement for that resource. It really doesn't matter where it is, or in which city you have it. You just need one inside any tile of your cultural borders in order to be able to train Stone Axemen.

Other change I've done is the re-work of the Tech Tree. I've removed a couple of techs and specially re-design the structure. I think it is not really necessary to research Tribalism in order to advance to the next era. I think it should be an optional way, not the only one. The only thing I didn't change was the Cultural Expansion tech required to enter the Neolithic Era :D. For example, I removed the Fletching technology. I was redundant with Archery. Maybe Archery is more sophisticated, but spend many turns to get an Archer instead of a Fletcher, I think it doesn't compensate the time spent on it. Archery has been moved back to the Mesolithic Era and it is not a requisite for any other tech. Vanilla Civ Archery tech wasn't either so I think it was wise to let it work that way.

About Civics ... I've tried to make something different with the Ancestor Worship Civic. Basing on it's name and considering its high cost, I've setup it to increase the defense from culture by +10% in all cities. This increase will not be doubled at any time. And about Tribal Law, I wanted to make it work a way similar to Nationalism. I mean, only the Draft feature. However, it will not require a 6 population city and would only give 1 angry citizen. It will only let you draft 2 units (it doesn't matter the map size or gamespeed level) at the same turn FROM THE CAPITAL city, so, you will have to think if it will the drafted units would compensate Capital population reduction. This feature is still being developed so maybe I'll change the penalties. But I think the ones I mentioned are good enough.

Oh, other new stuff is from the Barbarian Lodge National Wonder. It will increase Barbarian Experience by +50% (instead of +100%). But now it will gift you a Free Barbarian Unit (depending on your advance) every certain turns (depending on Gamespeed level). Building cost have been slightly increased too.

Well ... other changes have been done to make it more balanced. I hope I'll upload the new version this week. Any ideas/comments or disagreements, please, post them. I'm always willing to make us of them ;).

Thanks a lot,

The_Triturador
 
So, how do you enter the Mesolithic era now if it isn't through Tribalism? I assume that the 3/5/any limit on cities in still in place? What starting date have you set now?
 
So, how do you enter the Mesolithic era now if it isn't through Tribalism? I assume that the 3/5/any limit on cities in still in place? What starting date have you set now?

Well ... you are not forced to research Tribalism in order to go to Prehistoric Music or Microlith. That's what I meant :). The limit on cities has not been removed. I've set the starting date to 50000 BC.
 
When I try to load this mod it simply crashes. I'm using windows XP latest BTS update. I dropped all the files in the BTS mod folder
 
Have you updated to BTS 3.19? Remember that you also need to have an actual Stone Age folder in the BTS mods directory to actually put the files into.
 
When I try to load this mod it simply crashes. I'm using windows XP latest BTS update. I dropped all the files in the BTS mod folder

Well ... when you unzip the uploaded Mod file, you get a folder named "STONE AGE". In that folder you have other folders (Assets, CustomDomAdv and PublicMaps) besides some .ini files. You just need to copy/move the "STONE AGE" folder into the Mods section. You should get something like this:

  • YourVanillaCiv4InstallationFolder\Beyond the Sword\Mods\Stone Age\Assets\...

Make sure to have that hierarchy. Maybe you unzipped with the "Extract to Stone Age## folder" option and pasted it in the Mods section :confused:
 
OK ... I've taken a look to the XXL World Mod and there is no sign to be crushing with the Stone Age mod. I'm just not quite sure about what the DLL has. I assume it only has a change on the MAX_CIV_PLAYERS definition, to allow more players to join the game. However, there is no sign that other change could have be done. You still must check the XXL World Mod read me file to know the maximum ammount of players a map can handle.

I'll make the last test tonight on the Stone Age Mod. It seems to work fine. With some luck, I'll be posting it later or tomorrow ;).
 
Sounds good. Yes, I believe the DLL for XXL Is just the Max Players change... which really doesn't matter to me... I just love the large map sizes and playing with stone age!
 
I hope that will be civ4bts 3.19 mac compatible :goodjob:
 
Wooo!! *scampers off to check it out*
 
It is a nice mod, but, I don't know how, it just doesn't work.:undecide:
It says, that program have to close. And I have follow the iinstallation instructions and place the folder on hard disk and CIV 4 MOD' s folder. I don't know, what could be wrong...
 
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