Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
build 179 tech tree: https://raw.githubusercontent.com/carlosfhernandez/civ5-prehistoric/master/docs/img/releases/prehistoric-v0.3.x-preview-001b.jpg
I am on build 231 and don't have an updated tech tree snapshot -- there aren't many changes. Tell me what you think. I am definitely trying to keep it historically accurate.
For the sake of simplificty I have not used the technical names of tool making: Acheulean, Oldowan, Levalois. Although, I am leaning towards actually adding in those names as technoligies.
Caravans are fixed in v0.3.0.
Early units are very limited in movement (1MP). Certain techs+buildings will ADD one movement point to specific units. As an example, Bipedalsim Tech + Spring Source Building adds +1 MP (Promotion Invigorated) to the Wanderer Unit. (yes, Spring Source is not a building, but a compromise was made since early man didn't build much -- they could "claim" things, landforms, etc.)
There is also limitied visibility for early units. Not because their eyes were different, but because of cognition and rationalization limitations, thus not allowing them to effectively deduce situations about their surroundings.
Finally, (not done yet) there will be FOW limitations (mapping) for some early units. The FOW will come back. I know some animals have great memory regarding migrations and such, but it's about being able to pass down this information, accurately, throughout generations (Yes, some animals do this, but to limited things such as watering holes).
I've added about 41 buildings and 20 units to go along with the expanded tech tree. Some have prerequisites and limits so not all of them are available to everyone. This should make tech progression have meaning.
I like your specifics about nomadism. It's been a goal from the start, but coding it has been rather difficult due to the AI. It's a new concept and I had much trouble getting the AI to actually work properly with it in the way I wanted. They would become very weak very quick, and sometimes get slaughtered.
I've opted to "temporarily" have limited settlements: owning 2 tiles, limited in size to 1 population -- all this at the start of the game. As the eras progress, the number of settlements can increase, the population limits increase, and the number of owned tiles can increase.
It's a trade-off until I can get the AI to work properly.
I like your promotion concept. I need to see how this works with the AI.