Sid Meier's Civilization V

Sid Meier's Civilization V

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Ancient Techs Rebalanced
   
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File Size
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3.781 MB
21 Jul, 2016 @ 10:01am
9 Jan, 2019 @ 2:43am
32 Change Notes ( view )

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Ancient Techs Rebalanced

Description
Adds a new level of depth the to the ancient era with hunting, fishing, mysticism, stone tools and wood working. Monument and shrine require these new techs. New buildings include elder council, furrier, carpenter, fish traps, apiary, various myths and 3 new wonders.

Compatibility

Compatible with any tech mod that does modify ancient era techs. Works with the Enlightenment Era and Future Worlds mods for example (I use them myself in conjunction with this mod). Vox Populi players can find a compatible version of this mod here,

Background of this Mod

The ideas behind the techs implemented in this mod stem from Civ4 (hunting / fishing / mysticism) and from Civ4 BtS Rise of Mankind - A New Dawn mod[anewdawn.sourceforge.net]. The latter was also the source of ideas behind some of the new buildings in this mod.

This mod was initally created with balancing early access of resources in mind. Though resources are guaranteed around a capital, early access to them is not, particularly regarding sea resources as well as land resources like bison, deer, ivory and furs. This is due to sailing / trapping being expensive to research very early game. This gives capitals that have wheat / cattle / sheep get an unfair advantage early game vs capitals that spawn next to sea resources or land resources like deer / bison.

This mod aims to re-balance the above issue and leans on Civ4's initial tech tree design to achieve this. I feel it also boosts historical accuracy as people were hunter-gatherers long before they developed proper agriculture.

AI Free Techs Difficulty Adjustments

All free AI techs have been removed as 2 wonders are available already at tech tier 1. This gives the player a fighting chance to build those wonders.

SPECIAL THANKS

This mod would not have been possible without the following contributors:

- Troller0001
- whoward69

Also special thanks to LeeS whose resource-in-vicinity lua code came in great use.
Popular Discussions View All (2)
13
5 Jan, 2018 @ 3:03pm
PINNED: Bug Reporting Thread
=Tri[Force]=
13
23 Apr, 2020 @ 7:16am
PINNED: Suggestions Thread
=Tri[Force]=
68 Comments
=Tri[Force]=  [author] 7 Dec, 2020 @ 7:12am 
@prairie02 by right it should not be compatible. Its a miracle that these two mods work together. I can imagine that the tech tree is completely messed up once one hits the ancient era (missing connections between the techs).
=Tri[Force]=  [author] 7 Dec, 2020 @ 7:08am 
Thanks for the feedback guys; I have not logged in here in a while :)

@Rcoutme - This mod is not necessarily compatible with other mods. At this time I am no longer supporting it.

If I am going to make an additional fix to this mod, I would address the obvious issue with the Neolithic Kilns only being buildable by the human player, making it a sort of "cheat wonder". I also find the free granary boost it gives boring and maybe a bit OP.
Rcoutme 5 Sep, 2020 @ 8:13pm 
Major problem: this does not work with civilizations that have been created (such as Byzantium ... I forget, but the guy who makes the cool great generals). They can not research the early techs. This means they can not research the techs! I am not sure if the AI can get around this at all.
prairie02 13 Feb, 2020 @ 6:06pm 
Been running this mod along with Dawn of Mankind, wasn't sure they would play nice together but so far so good...
folvenson 9 Oct, 2019 @ 7:58pm 
It is a wonderful mod, thank you. makes the early game more interesting.
=Tri[Force]=  [author] 18 Feb, 2019 @ 1:43am 
@Digital_Archer

Was not even sure if the VP version was still working or not (considering its being updated all the time and a single update to the ancient tech tree would torpedo my mod). But by the looks of it, people are still using it. I have not played VP in a while, so if time permits I will get to adapting this update for VP.

Btw has anyone ever been beat by the AI regarding the Neolithic Kilns? I think there might be an issue with them never buidling it.
Digital_Archer 9 Feb, 2019 @ 2:42pm 
Is the VP version going to get the update?
=Tri[Force]=  [author] 28 Jan, 2019 @ 7:12am 
@Darklord Morius

Thanks for the postivie feedback; its always encouraging to hear. I have not worked on this mod for over a year until my now recent update. I will hopefully add a few small things (touchups) in a future release.
Darklord Morius 24 Jan, 2019 @ 1:26pm 
I appreciate this mod very much, it maybe simple, but adds the exact deph i think it was needed in the Ancient Era. Good work!
=Tri[Force]=  [author] 11 Jan, 2019 @ 7:58am 
I just made a release with modifications to Knossos wonder and the apiary. Also introduced 3 new buildings to give players alternative faith generating options to mysticism / shrine. Full details are in the release notes.