Sid Meier's Civilization V

Sid Meier's Civilization V

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Prehistoric Era (BNW)
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6.541 MB
20 Oct, 2013 @ 1:25pm
26 Jan, 2014 @ 9:30am
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Prehistoric Era (BNW)

Description
This mod adds a new era, the Prehistoric Era, with 2000 years of human history.

[[ v0.2.10a / Steam v13 / 2014-01-26 ]]

v0.3.0e TEST RELEASE IS OUT!
[[ test release v0.3.0e-build212: https://github.com/carlosfhernandez/civ5-prehistoric/raw/master/releases/Prehistoric%20Era%20(BNW)%20(v0.3.0e-build212)%20%5Btest%5D.civ5mod ]]

Current Release v0.2.10:
- New Era: Prehistoric Era.
- 17 new Technologies: Fire, Gathering, Tools, Numbers, and more.
- 8 new buildings, 4 wonders
- 1 new resource (berries) and a new improvement (Fraging Site).
- 8 New Units: Autocthon, Primitive Archer, Shaman, Caveman, Savage
- Laborer to build early improvements.
- Upgrade Scout to Explorer.

SPECIAL THANKS == Muppets: For the original Prehistoric concept; danrell and Patum333: their unit models; framedarchitecture: compatibility help & add-ons; Wulfgar, Deliverator, WHoward, danrell, lemmy101, JTitan, Horemvore - I don't know you but you provided invaluable tools, tutorials, and graphics.
MORE THANKS == I am combing through source materla in case I missed anyone. If you are one of the ones I missed, I truly do apologize and I will make sure to add you to the list.


__ UPGRADE __

You may need to delete the mod cache to make this upgrade work. I had to do this once in order to get the new graphics to works.


__ DESCRIPTION __

New Units:
- Autochthon (weak melee unit, primitive man with Forest bonus [based on JTitan's Ehiopian Scout model])
- Primitive Archer (early weak ranged unit)
- Caveman (melee unit, stronger than Autochthon)
- Shaman (ranged unit, 1 psace [based on danrell's Mongol Scout model])
- Savage (melee siege unit, [based on Patum333's Celtic Warrior model])
- Laborer (earlier Worker unit, cheap but works slowly)
- Explorer (Classical Era mounted Scout [danrell's Mongol Horseman model])

New Buildings:
- Food Storage, Chieftain's Hut, Palisades, Campfire, Rock Paintings, Shelter, Midden, FirePit, Causeway.

New Wonders:
- Wonderwerk Cave, Ggantija Temple, Skara Brae, Theopetra Cave.

New Improvement:
- Foraging Site

New Resource:
- Berries, Flint, Obsidian


__ COMPATIBILITY __

*** I strongly advise to download this Mod as the LAST new mod before starting a new game! **
- Other civilizations may not work due to starting bonuses.
- If you like your new civ, let me know and I'll see if I can patch it.
- Does not work with Mods that change GOODY HUTS (Ancient Ruins) or the SCOUT unit.
*** Avoid using Mods that give any benefit AT THE START OF THE GAME, as you might end up unbalancing the game with overpowered units, buildings or features 2000 years too early! ***


__ UPCOMING RELEASES __



v0.3.0 - Extension Release
TEST RELEASE IS OUT! v0.3.0e-build212: https://github.com/carlosfhernandez/civ5-prehistoric/raw/master/releases/Prehistoric%20Era%20(BNW)%20(v0.3.0e-build212)%20%5Btest%5D.civ5mod
. Eras: 3 new eras
. Technologies: 31 new techs
. Buildings: 32 new buildings
. Wonders: 27 new wonders
. Units: 25 new units

v0.4.x - Barbarians and Resource Units release

. Barbarians: animals early on, not just "humans": Wolf, Bear, Sabretooth.
. Resorce Units: Hunter, Gatherer, Villager

v0.5.x - The water release

. Land: "River" concept, Estuaries (tbd), Lagoon/Bay (tbd)
. Units: Raft, Dugout, Reed Boat (civ), Solar Boat (tbd), Dhow (civ), Junk (civ), Galley
. Resources: Barley, Rye Grass, Esturary resources (tbd- Mussels, Mangrove), Reeds



__ PREHISTORIC v2.x __

I am creating a much larger mod, more historically accurate and larger in scope, covering a much larger span of man's history (20M BC), optionally starting from the Miocene Age somewhere during bipedal adaption -- "monkeys coming down from the trees".

Several starting era choices:

-> Miocene
-> Paleolithics
-> Mesolithic
-> Neolithic
-> Copper
-> Bronze ...

In order to prevent land-grab too early I am considering several things:
- revealed areas becoming dark again after short periods
- no settlers at the beginning! (alternative form of settler to create 'camps', 'gathering areas'). Very early game would be nomadic without camps.
- ice age changes disrupting civilization and land
- natural disasters
- limited expansion once villages can be established
- exploration limitations, such as forest civs having penalties in deserts. After all, early "man" took a long time to adapt and migrate.


__ PROJECT __

https://github.com/carlosfhernandez/civ5-prehistoric
http://forums.civfanatics.com/showthread.php?t=517912
[[ test release v0.3.0e-build212: https://github.com/carlosfhernandez/civ5-prehistoric/raw/master/releases/Prehistoric%20Era%20(BNW)%20(v0.3.0e-build212)%20%5Btest%5D.civ5mod ]]

> > > IF ANYONE IS INTERESTED IN CONTRIBUTING PLEASE LET ME KNOW. I'VE SEEN SOME EXPRESSED INTEREST. PLEASE SEND ME CONTACT INFO. THANKS! < < <
Popular Discussions View All (17)
5
11 Dec, 2023 @ 4:26pm
The original (old) version
Lyokoheros
27
20 Dec, 2019 @ 6:54am
Finding Bug Fixes
[ESC] Fælyn Klocknov
24
7 Jun @ 5:34pm
Nomadic Camps, Food Resources, Resource Depletion & Regrowth
DerEider
593 Comments
보라문어 9 hours ago 
hello. I enjoyed playing the mod you made, thank you!

I would like to create a new mode based on this mode with other editing modifications.

I ask permission from the original author.

I'll be waiting for answer.
博丽灵梦 10 Oct, 2023 @ 8:32pm 
When I used this along with the Future World mod (so I had 2 more eras), it replaced all warriors to become battlesuits and it was chaotic.
Dragour 5 Oct, 2023 @ 7:10pm 
Would it be possible to create an Eras mod for this so civs can't advance passed Prehistoric?
squidy 17 Jun, 2023 @ 7:13pm 
i dont know why but every time i play this mod it crasses at like around turn 70, please help i want to play this mod
Spaceracer 16 Jan, 2023 @ 2:12pm 
We are approaching the 1 decade anniversary
tfrills 25 Sep, 2022 @ 5:12pm 
@IndieForger It's spelled "rennaissance"
IndieForger 2 Aug, 2022 @ 8:20pm 
I am installing this mod via steam. It doesn't seem to work. Started game as Oda (Japan) with renesanse unit already deployed and tech tree is invisible. :(
Rick Harrison 24 Jun, 2021 @ 12:33pm 
@galaxatin hit extract here with winrar and you'll get a blank file then use 7zip to "extract files" if you hit "extract here" it'll dump all the files so be sure to hit "extract files" instead and you can move the folder into mods.
GlaiveDigger 14 Jun, 2021 @ 7:06am 
I'm having difficulty getting the mod to work. I might be doing something wrong with the winrar. Is anyone able to outline to me what steps I should take to successfully install this mod? I'd really like to play it but something's not quite working.
Lyokoheros 27 Apr, 2021 @ 7:11am 
There is a way to get version from that very first screenshot? I really like it and honestly much more than the current one (and than this bigger mod) but I lost my old folder with it... It coud use some modification but I would rather keep tech tree as it was and not add new resources. Rather just some building and/or units.