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[GS] UG’s Unnamed Mega Expansion (Prehistoric Era)

Discussion in 'Civ6 - Unreleased Mods' started by UncivilizedGuy, Sep 9, 2019.

  1. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    UG’s Mega Expansion
    The goal of this mod is to create a more immersive playing experience.


    • An expanded tech tree that begins in the Prehistoric era
    • The new prehistoric era will feature new techs, new civics, new units, new buildings, new improvements and new policies.
    • Other eras will be expanded with more technologies, civics and buildings.
    • Longer game speeds
    • Most new buildings will be constructed in the city center. I find that adding buildings to districts without new 3-D art can be an immersion breaker.
    • A focus on historical accuracy and game balance
    • A strategic resource overhaul similar to what I have done in my Strategic Industry mod
    • This mod will be designed to utilize other amazing mods like Deliverator ‘s wonders and units, Gedemon ‘s Yet Not Another Maps Pack, Resourceful, and many others for maximum immersion.
    New era names
    Spoiler :

    • Ancient changed to Prehistoric
    • Classical changed to Ancient (Since the Classical era is a period in the Ancient era I decided to merge them together to make room for the Prehistoric era)
    • Renaissance changed to Early Modern (Early Modern is the common name that historians use that covers the era which includes the Renaissance and Enlightenment)

    Reorganized Tech Tree with New Techs

    Spoiler Prehistoric :

    • Fire Mastery
    • Fishing
    • Mining
    • Hunting Strategies
    • Tools
    • Pottery
    • Archery
    • Boat Building
    • Warfare
    • Agriculture
    • Animal Husbandry
    • Masonry
    • Metalworking
    • Weaving
    • Construction
    • Irrigation
    • Wheel
    • Ancient History

    Spoiler Ancient :

    • Sailing
    • Mathematics
    • Writing
    • Bronze Working
    • Naval Warfare
    • Calendar (was Astrology)
    • Engineering
    • Currency
    • Iron Working
    • Horseback Riding
    • Celestial Navigation
    • Paper
    • Medicine
    • Glass
    • Water Power
    • Metal Casting
    • Middle Ages

    Spoiler Medieval :

    • Crop Rotation
    • Arabic Numerals
    • Stirrups
    • Military Tactics
    • Machinery
    • Compass
    • Education
    • Castles
    • Military Engineering
    • Optics
    • Crucible Steel
    • Distillation
    • Shipbuilding
    • Buttress
    • Apprenticeship
    • Early Modern Period

    Spoiler Early Modern :

    • Banking
    • Navigation
    • Printing
    • Gunpowder
    • Mass Production
    • Cartography
    • Astronomy
    • Scientific Method
    • Metallurgy
    • Square Rigging
    • Botany
    • Physics
    • Anatomy
    • Acoustics
    • Siege Tactics
    • Industrialization

    Spoiler Industrial :

    • Paleontology
    • Steam Power
    • Intensive Farming
    • Military Science
    • Ballistics
    • Biology
    • Chemistry
    • Economics
    • Machine Tools (was Industrialization)
    • Rifling
    • Sanitation
    • Photography
    • Railroad
    • Industrial Steel
    • Replaceable Parts
    • Modern Age

    Spoiler Modern :

    • Telecommunications (Telegraph and Telephone)
    • Refining
    • Refrigeration
    • Explosives
    • Oceanography
    • Electricity
    • Combustion
    • Modern Physics
    • Medicine
    • Espionage
    • Radio
    • Assembly Line
    • Flight
    • Fertilizer
    • Forensics
    • Atomic Age

    Spoiler Atomic :

    • Radar
    • Advanced Flight
    • Advanced Ballistics
    • Combined Arms
    • Appliances
    • Computers
    • Meteorology
    • Rocketry
    • Nuclear Fission
    • Plastics
    • Logistics
    • Advanced Medicine
    • Satellites
    • Lasers
    • Synthetic Materials
    • Information Age

    Spoiler Information :

    • Genetic Engineering
    • Composites
    • Stealth
    • Guidance Systems
    • Internet
    • Particle Physics
    • Neurotechnology
    • Nanotechnology
    • Hypersonic Flight
    • Robotics
    • Wireless Networks
    • Synthetic Biology
    • Deep Sea Mining
    • Smart Devices
    • Unmanned Warfare
    • The Future

    Spoiler Future :

    • Space Mining
    • Advanced AI
    • Climate Engineering
    • Quantum Computing
    • Nuclear Fusion
    • Orbital Warfare
    • Advanced Power Cells
    • Cybernetics
    • Offworld Mission
    • Predictive Systems
    • Seasteads
    • Smart Materials
    • Future Tech

    Reorganized Civics Tree with New Civics
    Spoiler Prehistoric :

    • Personal Adornment
    • Language
    • Worship
    • Art
    • Music and dance
    • Herbalism
    • Barter
    • Pictographs
    • Tribalism
    • Mysticism
    • Chiefdom

    Spoiler Ancient :

    • Foreign Trade
    • Code of Laws
    • Military Tradition
    • Drama and Poetry
    • Political Philosophy
    • Civil Service
    • Naval Warfare
    • Games and Recreation
    • Recorded History
    • State Religion
    • Alchemy
    • Astrology
    • Theology
    • Craftsmanship
    • State Workforce
    • Early Empire
    • Military Training
    • Defensive Tactics

    Spoiler Medieval :

    • Trade Networks
    • Scholasticism
    • Naval Tradition
    • Feudalism
    • Mercenaries
    • Medieval Faires
    • Guilds
    • Divine Right
    • The Renaissance

    Spoiler Early Modern :

    • Jurisprudence
    • Patronage
    • Exploration
    • Humanism
    • Diplomatic Service
    • Reformed Church
    • Mercantilism
    • The Enlightenment
    • Industrial Revolution

    Spoiler Industrial :

    • Public Services
    • Human Rights
    • Colonialism
    • Civil Engineering
    • Nationalism
    • Opera and Ballet
    • Urbanization
    • Natural History
    • Scorched Earth
    • Great Divergence

    Spoiler Modern :

    • Organized Labor
    • Archaeology
    • Capitalism
    • Conservation
    • Mass Media
    • Mobilization
    • Ideology
    • Suffrage
    • Totalitarianism
    • Class Struggle
    • Space Age

    Spoiler Atomic :

    • Environmentalism
    • Civil Rights
    • Proxy War
    • Cultural Heritage
    • Cold War
    • Professional Sports
    • Rapid Deployment
    • Space Race
    • Nuclear Program
    • Digital Age

    Spoiler Information :

    • Virtual Worlds
    • Identity Politics
    • Social Media
    • Globalization
    • Near Future Governance
    • Venture Politics
    • Distributed Sovereignty
    • Optimization Imperative
    • E-Commerce
    • Cyber warfare

    New Units
    • Shaman. Support unit ( uses Great Prophet assets )
    New Buildings
    Coming soon...

    New Improvements
    Coming soon...

    New Policies
    Coming soon...

    Required mods

    More info to come...

    Attached Files:

    Last edited: Mar 16, 2020
    TomTorres likes this.
  2. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    So here are my first screen shots. This tech tree is in flux at the moment. I'm sure there will be changes. FYI, Tech contents are still vanilla.

    Spoiler :


    Spoiler :


    Spoiler :

    Spoiler :
    TomTorres likes this.
  3. Gedemo

    Gedemo Cacique

    Jun 20, 2008
    It looks nice! I like the tech path, it is very clever. I'd like to see a wonder like Lascaux's or Chauvet's Caves (maybe available with art/cave painting civic?) and a Mammoth Resource (that disappears in ancient era).

    In several iteration of civ, somem modders made a prehistoric era but an annoying thing was that the map was all revealed in ancient era...maybe it could be slowed down by decreasing the movements of the units or by putting back the fog of war once the unit is gone?
  4. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    I’m not much for art. if somebody wants to contribute a world wonder I will gladly take a look at it and possibly put it in the mod. One of my hangups is immersion. So if I feel like something requires 3-D art I will not put it in the mod unless it is done right . I can get away with putting buildings in the city center because of the cluttered nature of that district .
    Something like the wonders you’re speaking of would have to be a cave-like structure for it to be believable. I would actually like to have Gobekli Tepe myself.

    I plan on incorporating part of the wildlife mod in this. It would be cool to have mammoths walking around.
  5. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    Tech tree progress... Ancient and Medieval eras are pretty much set...

    Spoiler :

    Spoiler :
  6. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    Progress report... moved Metal Casting to Ancient Era. Early Modern Era is complete.
    Spoiler :

    Spoiler :
    TomTorres likes this.
  7. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    Industrial Era is now laid out...
    Spoiler :
  8. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    Late Modern era is complete... I think... I'm never satisfied....

    Spoiler :

    Moved Medicine to Late Modern era from the Ancient era...
    Spoiler :
    TomTorres likes this.
  9. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    The Contemporary era is nailed down...

    Spoiler :
  10. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    Late Contemporary Era complete...

    Spoiler :
  11. BTAxis

    BTAxis Chieftain

    Dec 5, 2004
    Wishing you all the best with this project. I hope you can make it into what you want it to be.
  12. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    So I decided to dive back into this project recently.
    • Made some adjustments to the tech tree Information and Future eras
    • Added new Civics to the Civics tree and it’s complete up to the Information era
    • Updated the Civilopedia for all new techs and civics including quotes and historical text
    • Renamed the Ancient era to Prehistoric, Classical to Ancient and Renaissance to Early Modern
    • In the process of increasing tech costs, civics costs and game speeds
  13. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    Well I ran into a speed bump last night. Apparently 4000 BC is hard coded. Could not find a way to start earlier. There is a start date setting for the Ancient era but it will not begin before 4000 BC. So I had to do some rethinking for the sake of immersion. I did a little reading and found that the entire world outside of the Middle East including Europe was pretty much in the Neolithic era until about 1000 BC. This actually makes things a little easier for the sake of balancing. A reorganization of the beginning of the tech and civics trees is in store.
    • Changed Prehistoric era to Neolithic era
    • Created new game speed called Immersive. It’s twice as slow as Marathon. The game will be balanced to this speed.
    • Completed doubling the cost of all eras for the tech and civics trees. This is just a base line. There will be some major balancing I’m sure.
  14. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    Status update: So real life has been interfering with my progress this week. But I did manage to get the Prehistoric era reorganized in the tech tree to fit better with 4000 BC. The first column of techs are Paleolithic and the rest are Neolithic. For this reason I’m keeping with the original title for the first era as Prehistoric as opposed to Neolithic. I have found that the civics still work fine with the 4000 BC start date so I think I will mostly leave them alone with just a couple of minor changes.

    The working title for this mod is ImmerCiv. This was my working title for my Civ5 Saga of Man creation but this time I think I will actually use it. I have been debating whether to make this a mod pack incorporating mods from other modders but at the moment I’m leaning towards making this a core mod that other mods can attach to. It will essentially be a mod pack of my own favorite earlier creations and ideas made to be compatible with my favorite mods created by others. My goal is to make this as epic as possible.
    Last edited: Mar 8, 2020
  15. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    Got a little bit done this weekend. Began filling in the first column of techs.
    • Buildings: Oceanic Fish Pond(requires coast) and Freshwater Fish Pond(requires river) available at Fishing. They add +1 food each. The Oceanic Fish Pond also adds +1 food to Fish, Crabs and Turtles. The Freshwater Fish Pond also gains +1 culture at Feudalism. Buildings are mutually exclusive.
    • Building: Bonfire. Available at Fire Mastery. +1 Amenity. Also adds +1 culture at Music and Dance civic and +1 faith at Mysticism.
    • Building: Stone Tool Workshop. Available at Tools. +1 Production. Also +1 production to Stone.
    • Resources: Fish, Crabs, Turtles unlock at Fishing. Deer unlocks at Hunting Strategies. Furs unlocks at Clothing and Shelter.
    • Units: Slinger available at Hunting Strategies. Builder available at Tools.
    • Improvements: Quarry available at Tools. Camp available at Clothing and Shelter.
    • New barbarian unique units: Obsidian Warrior, Berserker, Impi, Malon Raider and Nubian Pitati. This came about because I don't like to see barbarian Spearmen appear in the Prehistoric era. No matter what I did they kept appearing. So I replaced them with the Obsidian Warrior. Then as you can see I got carried away. A few more units are planned including animals.
  16. UncivilizedGuy

    UncivilizedGuy The Village Idiot

    May 24, 2012
    Land of the Lost
    So I made a lot of progress over the last few days. I’m creating this post from memory so I will probably miss something:

    • Scout is now the starting unit. This is subject to change. I am still toying with the idea of adding a Hunter unit. Since I reorganized the beginning of the tech tree for a 4000 bc start I feel less inclined to create this unit.
    • New unit: Shaman: support unit same as a Medic. Can build faith based improvements. 2 charges. Uses Great Prophet art assets
    • New improvement: Sacred Grove. Adds +1 faith to forests and rainforests. +1 Culture at Cultural Heritage. Cannot be adjacent to another Sacred Grove. Built by Shaman
    • New improvement: Tumulus: Adds +1 faith. +1 culture at Archaeology. Can only be constructed on flatlands. Cannot be adjacent to another Tumulus. Built by Shaman. Uses Kurgan art assets
    • New improvement: Forest Garden: +1 food to forests and rainforests: +1 food at Environmentalism. Built by Builder
    • New improvement: Stockade: +2 defense strength for occupying unit. 1 turn of fortification. Built by Builder (this may change). Uses Barbarian camp art assets
    • New building: Smokehouse: +1 food. +1 food to Salt
    • New building: Graveyard: +1 faith.
    • New building: Rock Art: +1 culture. +1 faith to deer, ivory, furs, cattle, horses, sheep. +1 culture at Archaeology.
    • Stone Tool Workshop now gives +1 science at Archaeology
    • New building: Pottery: +1 production, +1 gold, +1 food
    • Horses are now revealed at the Wheel. Chariot moved to Mathematics for historical accuracy.
    • Settler Is not available until Ancient History gateway tech is researched. The purpose is to slow expansion in the Prehistoric era and this also reflects historical accuracy. Civilizations did not intentionally expand or colonize until the Ancient era.
    • Great Bath and Great Pyramids moved to end of Prehistoric era. Temple of Artemis and Hanging Gardens moved to Ancient era for historical accuracy.
    • New building: Native Land. Makes the city the capital and free at game start.
    • New building: Longhouse. Requires Native Land. Expensive building available at game start. The purpose of this building is to add immersion. It’s a community building that brings your people together to start your civilization. Yields are similar to Palace but slightly nerfed. No GW slot.
    • Palace is moved to Chiefdom. It’s now a buildable building. Requires Longhouse. Yields have been nerfed.
    Last edited: Mar 16, 2020
    cuso210 likes this.
  17. cuso210

    cuso210 Warlord

    Apr 6, 2012
    Amazing! Hopefully I can test it one day.
  18. diamond_ten

    diamond_ten Chieftain

    Nov 7, 2013
    Sounds very interesting and exciting. Can't wait to try this out
  19. ShiroToraRyu

    ShiroToraRyu Hoping for Civ 7

    Apr 26, 2014
    Berlin, Germany
    hope this project is not dead, sounds very promising and i would like to play this if it will be released at some day. :)
  20. Vandal Thorne

    Vandal Thorne Warlord

    Mar 26, 2008
    Anything new going on with this?

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