[ v111 / Steam API v020 / 05-06-2020 ]

**Re-imagining of the Prehistoric Era and Prehistoric Era Reborn mods.

Uncivilized! (The Rise of Man) significantly expands the early game while ensuring balance, continuity and flow with the base game (BNW). In blending this mod, adjustments to the ancient and classical eras were necessary to ensure a natural progression throughout the early game. In addition, a number of new units, buildings and improvements were added to later eras to fill gaps in the base game. Every effort has been made, where possible, to maintain historical accuracy. Descriptions, civilopedia entries, flags and icons have been checked and double-checked for accuracy and  function. This mod is a stable release with continued focus on turns/times. Tuning was performed primarily on Emporer/Marathon, thus feedback is welcome on other difficulty and game pace settings. Enabling Raging Barbarians is suggested and is integral to the early prehistoric era experience. Uncivilized! (The Rise of Man) modifies the tech tree grid and era layout and thus is incompatible with other mods that add new techs or eras. Also, there are a number of mods included in the build of this one and should not be used separately. Please check compatibility with other mods. 

**Recommendations:
	Tectonic Map Script (v4) or latest (The Tectonic Map Script generates very interesting land masses. Set "Land" setting to "More" for an expansive prehistoric era experience.)

** Much time has been put in to the Uncivilized! (The Rise of Man) mod, but no credit taken by myself for any work related to Lua programming, unit art, original concept or work otherwise done by others. With that said, I will take credit for correcting the Lion's flaming meteor city attack glitch.

--The idea for this mod did not originate with me:
**Uncivilized! (The Rise of Man) would not exist without the prior work of Apshai (CarlosCodex), Novu and Muppets: For the original Prehistoric concept.
  
It also would not have been possible without the work of the following talented individuals.
 
**CREDITS
--From Original Prehistoric Era (BNW) mod--

danrell and Patum333: their unit models; framedarchitecture: compatibility help & add-ons. 
Wulfgar, Deliverator, WHoward69, danrell, lemmy101, JTitan, Horemvore - provided invaluable tools, tutorials, and graphics.

**CREDITS Continued:

-WHoward69 (various integrated mods [building espionage modifiers][subs rival teritory], Textile Mill, Goldsmith, knowledge)
-LeeS - (Units, Wild Animals, Dogs, art, atlas, Lua, knowledge)
-Xarsus - (Units, art, atlas, Lua, knowledge)
-Androrc (Wild Animals, LUA)
-danrell (Great Shaman, Dog Handler, Master Archer and apprentices, Mounted Scout)
-Deliverator (Canoe Unit)
-monju125 (Ancient ruins rewards)
-DonQuiche (In-game editor)
-RetroA (Polar Station building)
-Barathor (Gibraltar, Reef, and Krakatoa Fixes)
-Andrettin
-Kwadjh (Dire wolf unit)
-TOMATEKH
-Ekmek (Scout team green beret)
-snafusmith
-Wolfdog (Units [Hunter, Giant, Barbarian Musketman, Armoured Frigate, Supercarrier, Special Forces Art, Various Art)
-BrutalSamurai22 - Ethnic Units
-hangman (Units [Raft], Art)
-Gedemon (Ethnic Diversity Units, Faster Aircraft)
-Nutzzz - (Ethnic Diversity Units)
-Patum333 (Savage)
-bernie14
-JTitan (Units, New Brute, Autochton, Axeman, Tracker)
-zwei833 - (units, Savage Brute, Light Cavalry Scout, Art)
-Ekmek - Unit, Art
-RetroA - Building (Polar Station)
-Calypso (Lake Victoria Fix)
-monju125 (Ancient Ruins mod)
-Barathor (Samurai updates, promotions, promotion art)
-DJSHenninger (Art)
-Firaxis
-Redox (Remote mining mod)
-Deliverator (Canoe Unit)
-Ptep
-Twist
-Faustaud (Guided Missile Destroyer Art)
-Haftetavenscrap
-ISNorden (Berserker Buff)
-SunAoyun (Better Splashes)
-Ryan (Forge of Damascus Wonder [modified for Uncivilized!]
-The Human Crouton (Rationalism policy adjustments)
-James Barrows (Krakatoe Fix)(Gibraltar and reef Optimazation)(African Forest Elephant Fix)
-WHoward (Natural Wonder Equality, National Wonder Splash Screens, Goldsmith, Textile Mill,)
-ANDRH612 (Chartres Cathedral Splash Screen)
-Pouakai (Three Gorges Dam, Chartres Cathedral portrait, splash screen)
-FramedArchitecture (National Park Lua, SQL, XML, idea)
-Jason Grade (xml, Portrait Art, idea)
-QT Luong (Visitor Center photo)
-Gaia (Policy tweak ideas)
-Jameson Schultz (Arctic Henge photo)
-Noah Bradley (Meeting Place Splash)
-Jorge Jacinto (Tree of Life Splash)
-InkAxis (Fish Placement Lua)
-Yadegar Asisi (Circus Maximus Splash)
-SunAoyun (Theater of Dionysus, Colosseum and Amphitheater changes, ideas)
-David Reinhold (Theater of Dionysus Splashscreeen)

This list will continue to be updated as necessary. Please contact me with any individuals that are known to have contributed but are not included. My apologies to those I have not yet included. Oversights will be corrected. Credit received where credit due.


- Uncivilized! (The Rise of Man) (50,000BCE)


*Compared to: Base Game (BNW)

- New Technologies:	24

- New buildings: 39

- New wonders: 10

- New Improvements: 6

- New resources: 6
									
- New Units: 47

- Re-imagined Units (New Art): 2

- Promotions: 43


*Compared to: Previous Prehistoric era mods

- New Technologies:	4

- New buildings: 21

- New wonders: 8

- New Improvements: 4

- New resources: 1
									
- New Units: 33

- Re-imagined Units (New Art): 3

- Promotions: 37


__ KNOWN ISSUES __

This mod is a stable release. I will endeavor to correct any problems brought to my attention. 

- Times and Turns for other difficulty and speed settings (Tuned on Emporer/Marathon)
- Start date (50,000 BCE) may have comptability issues with other mods.
- AI will not build an Outpost, nor will they pillage outposts. (Outposts are built outside city borders. Scripting for builds outside borders may be hard-coded)
- AI does not use Great Shaman to build an Altar of the Dead.
- Barbarians disappear while attacking city with no or few hit points left. May be a hard-coded safety measure to ensure cities aren't stripped of gold, as Barbarians steal gold when cities hit points reach zero.
- Really Advanced Setup (v15) Does not like Carthage having two unique units AND a unique building, as their are only two slots for unique units, buildings or improvements. When on civilization screen, hit 'reset this screen' button at bottom, add number of AI opponents, then select Carthage. May also occur with Polynesia as they have two unique unitys and a unique improvement. Internal error to Really Advanced Setup, not a game breaker. Does not bother the base game advanced setup screen.

__ COMPATIBILITY __

-- INCLUDED --
The following mods are included (in-part or in-whole) within this mod and should not be used separately.

- Ancient Ruins Expanded (v 5)
- Lake Victoria Fix (v 2)
- Wildlife (Reborn) (v 8)
- RemoteMining
- Wildlife (v 1)
- Missile Cruiser-- Indirect Fire
- Production from Jungle
- Bison added to Granary
- Better Helicopters
- Faster Aircraft
- Gibraltar, Reef and Krakatoa fixes
- Better Splashes
- Lumber Mills on Jungles

-- COMPATIBLE--

I will add to list as compatibility is known

- Trading Posts Grow into Towns (entry included for compatibility)
- City Banner Plus (v 1)
- Tectonic Map Script (v 4) (RECOMMENDED MOD: Set "Land" to "More" for an expansive prehistoric era experience.)
- Really Advanced Set-Up (v. 15)

-- NOT FULLY COMPATIBLE --

- Great Spy (Brave New World) (v 17) (Mod works, but unable to adjust Great Spy mod for Ancient or later era start)

-- NOT COMPATIBLE --

-Future Worlds (Uncivilized! (The Rise of Man) modifies the tech tree grid)
-Enlightenment Era (Uncivilized! (The Rise of Man) modifies the tech tree grid)

Mods that add or change

- Eras 
- Technologies
- Scout unit
- Ancient Ruins
- Barbarians
- Policies
- Custom Civilizations that gain bonuses or advantages from the outset will unbalance the game.


-- MAY NOT BE COMPATIBLE --
The following mods may not be compatible due to cross usage of unit art. 

- Ethnic Diversity - Steam version (v 29)
- Etnic Units
- Any mod that utilizes unit art used in this mod may cause issues.

-- UNKNOWN COMPATIBILITY --

- R.E.D. Modpack or similar



__ DESCRIPTION __

All units are balanced with the main game. Special units are limited to One per civ or game. All new units have unique art, no art work is duplicated between units.

NEW UNITS (Ex-Barbarian, new barbarian units listed below):

LAND:

- Autochthon: (First unit of the era, Melee - Strength 3 [based on JTitan's Ehiopian Scout model])(upgrades to Scout with melee promos intact)
- Caveman: (Melee - Strength 4, stronger than Autochthon)(upgrades to axeman)
- Hunter (First ranged unit, atlatlist, Ranged Strength 3 )(upgrades to Primitive Archer)
- Savage (Melee - Strength 5, stronger than caveman [based on Patum333's Celtic Warrior model])(upgrades to Warrior)
- Primitive Archer (early ranged unit - Ranged Strength 5 )(upgrades to Archer)
- Prehistoric Settler (Paleolithic settler)
- Laborer (earlier Worker unit, cheap but works slowly)(upgrades to Worker) 
- Axeman (Melee - Strength 6, Stronger than Savage, late era)(upgrades to Warrior)
- Tracker (Melee - Strength 6, stronger than scout)(upgrades to Spearman)
- Mounted Scout (Mounted Recon - Strength 8, Upgrades from Scout with promos intact, Ancient Era)(Upgrades to Light Cavalry Scout)
- Heavy War Chariot (Melee Unit - Strength 12, Defensive, City and Rough Terrain Penalties, Ancient Era)(Upgrades to Knight)
- Light Cavalry Scout (Mounted Recon - Strength 14, Classical Era)(Upgrades to Lancer)
- Explorer (Recon unit - Strength 26, Gun, Inductrial Era, NOT FIRAXIS Explorer, art based on Wolfdog ANZAC Infatry)(Upgrades to Scout Team)
- Scout Team (Recon unit - Strength 45, Gun, Modern Era)(Does Not Upgrade)

SPECIAL UNITS (Limited to One unit):

- Great Shaman: (ranged unit - Ranged Strength 5, Free with Shaman Circle building)(Builds Altar of the Dead and dies or upgrades to Mounted Scout)(1 per civ)
- Great Hero: (Ranged unit - Ranged Strength 5, atlatlist, stronger than Hunter, Free with Warrior Code Policy)(upgrades to Chariot Archer)(1 per civ)
- Giant: (Melee unit - Strength 6, stronger than Savage, Free with Meeting Place Building, Brute Force Promotion)(upgrades to Heavy War Chariot)(1 per civ)
- Otzi: (Ranged unit - Ranged Strength 6, stronger than Primitve Archer, Free with Copper Tools building)(1 per civ)
- Master Archer: (Stronger than Archer - Ranged Strength 8, Ancient Era, free with Royal Archery building)(upgrades to Composite Bowman)(1 per civ)
- Paleolithic Dog: (Melee unit - Strength 4, Free building Predmosti Settlement Wonder)(does not upgrade)
- Dog Handler: (Melee - Strength 4, Ancient Era, Free with Royal Molossian Breeding Kennel)(Upgrades to Pikeman)(1 per civ)
- Molossus Dog: (Melee unit, Ancient Era, Free with Royal Molossian Breeding Kennel)(does not upgrade)(1 per civ)
- Sniper: (Gun unit, Modern Era, Free with Sniper School building)(Does not upgrade)(1 per civ)

SPECIAL MENTION:

- Scout (The Scout is effectively a new unit. The first unit of the game, the Autochthon, upgrades to Scout with melee promos intact. Scout upgrades to Mounted Scout, Mounted Scout to Light Cavalry Scout, Light Cavalry Scout to Lancer)(The Explorer and Scout Team supercede as Modern era scouting units)

**SPECIAL NOTE - RANGED UNITS:
	Ranged units (Seige and Archer) have been re-balanced. Archer units now have lower defensive combat strength. Seige units now have 3 range and a bonus (50) attacking cities and fortified units (Free range and volley promotions). However, seige units no longer receive experience from combat. This rebalancing makes it very difficult to take a city with archers and melee units, the exception being cities on flat land with no defensive terrain nearby and few defensive units. Seige units are now a necessity in the taking of cities, though line of sight still apllies up through canon. The AI will use seige units to defend its cities.

SEA:

- Dugout Canoe: (First water unit, slow, weak, limited visibility, suffers attrition)(Upgrades to Raft)
- Raft: (Slightly faster and stronger than Dugout Canoe, suffers attrition)(Upgrades to Double-Hulled Canoe)
- Double-Hulled Canoe: (Stronger and faster than Raft, no attrition)(Upgrades to Trireme)
- Caravel (*Not New, repurposed as escort and exploration unit, strength 16, upgrades to Armoured Frigate)
- Galleon (Replaces Caravel as dominant Melee Naval unit of the Renaissance era, strength 20, upgrades to Ironclad)
- Armoured Frigate ([Warrior Class ironclad]Available at Steam Power, double movement in ocean, city penalty, strength 40, upgrades to Destroyer)

BARBARIAN (New Barbarian Units have unique art):

- Wild Man: (Melee - Strength 5, Feared Enemy [custom] and Woodsman Promotions, first barbarian biped)
- Savage Brute: (Melee - Strength 6, Slow Learner and Savage Fury Promotions [Both Custom], The Original Barbarian)
- Prehistoric Archer: (Ranged unit - Strength 4, Ranged Strength 5, Slow Learner Promotion, Stronger than Primitive Archer)
- Brute: (New unit art for the Barbarian Brute as the base game Brute art was used for the Caveman)
- Musketman: (Gunpowder - Strength 24, Wolfdog unit art based on Russian Streltsy)
- Mammoth: (Melee - Strength 12, pillages, strongest of the paleolithic mammals)
- Bear: (Melee - Strength 10, does not pillage)
- Lion: (Melee - Strength 8, does not pillage)
- Wolf: (Melee - Strength 8, moves 3 hexes, does not pillage)

**NOTE BARBARIAN ANIMALS:

With the exception of the Mammoth, Barbarian animals do not pillage

NEW BUILDINGS:

- Tree of Life (free), Campfire, Wood and Stone Shelter, Cooking Pit, Food Storage, Rock Paintings, Totem, Stone Worker, Flintknapper, Gravettian Sculptor, Meeting Place, Dock, Chieftan's Hut, Doges Hut (Venice only, replaces Chieftan's Hut), Shaman's Circle, Obsidian Jeweler, Dolmen, Palisade, Agora, Great Shrine, Megalith, Copper Toolmaker, Copper Jeweler, Causeway, Causeway Prereq (dummy building), Qanat, Royal Archery Range, Royal Molossian Breeding Kennel, Polar Station, Sniper School, Governor's Estate (City States only, replaces Palace)

NEW WONDERS:
 
- Cairn de Barnenez, Chartres Cathedral, Forge of Damascus, Predmosti Settlement, Chauvet Cave, Gobekli Tepe, Ggantija Temple (Holdover from previous mod), Skara Brae (Holdover from previous mod), Natural History Museum, Tower of Jericho.

NEW IMPROVEMENTS:
 
- Hunting Ground (New Art, buildable on deer and bison)(Holdover from previous mod)

- Surface Mine (uses circular barb encampment art until renaissance era then custom mine art, when pillaged, uses NON circular shape Barb camp for differentiation, provides defense bonus, buildable on Obsidian, Flint, Stone and Copper)(Holdover from previous mod, changed name from outpost)

- Outpost (Outpost is a surface mine buildable outside city borders on Flint, Obsidian and Copper)(Secures the resource and provides defense bonus, but  no gold, culture, production, etc..)(Provides ability to build buildings that require those resources)(uses barb encampment art unitl renaissance era  then custom outpost art)

- Altar of the Dead (Buildable by Great Shaman, destroys unit, provides one faith per era, does 10 damage to nearby enemies, buildable on resources, but only improves strategic resources, be careful building the Altar prior to all luxury resources being revealed)

- Sawmill (Uses Lumber Mill art, buildable on flat Jungle tiles, increases production)

- Smallholding (New art, buildable on flat Jungle Tiles, increaes gold and food)

NEW RESOURCES:

- Berries (Bonus), Flint (Strategic), Obsidian (Strategic), Obsidian Jewelry (Luxury), Copper Jewelry (Luxury), Venus Figurine (Luxury)

NEW TECHNOLOGIES:

- Behavioral Modernity, Hunting, Simple Tools, Gathering, Complex Tools, Rituals, Communication, Art, Specialized Tools, Scouting, Social Structure, Spearfisdhing, Warfare, Idols, Copper Forging, Domestication, Leadership, Trading, Mineralogy, Numbers, Horsemanship

NEW PROMOTIONS (Cannot be chosen):

- Brute Force: (+33% combat strength attacking cities and fortified units, lost with upgrade)(Altered, but holdover from previous prehistoric era mod)
- Reckless: (-20% combat strength defending, -40% experience from combat, lost with upgrade)(Altered, but holdover from previous prehistoric era mod)
- Forest Dweller: (+25% combat strength in forest terrain, -20% experience from combat, lost with upgrade)(Altered, but holdover from previous prehistoric era mod)
- Causeway: (Double move in Marsh, retained with upgrade)(Holdover from previous prehistoric era mod)
- Fortitude: (+15% combat strength Melee and Archers, Free with Barnenez Wonder, retained with upgrade)
- Slow Learner: (-60% experience from combat, lost with upgrade)
- No Experience From Combat: (-100% experience from combat, lost with upgrade)
- Penalty Attacking Cities (50): (-50% combat strength attacking cities, lost with upgrade)
- Close Quarters: (+15% attack strength adjacent friendly unit, lost with upgrade)
- Ice Man: (+50% defense strength and Double Move in Tundra and Snow, retained with upgrade)
- Feared Enemy: (-25% nearby enemy combat strength, 1 range nearby enemy rangedf units, lost with upgrade)
- Big Game Hunter: (+50% combat strength vs Wild Animals, -50% experience from combat, lost with upgrade)
- Cavalier: (Can move after attacking, +15% combat strength vs wounded units, 25% chance to withdraw before melee attack, retained witrh upgrade)
- Savage Fury: (+50% combat strength attacking and defending in Open Terrain, lost with upgrade)
- Obsidian Arrowheads: (+15% ranged attack strength, lost with upgrade)
- Flint Spearheads: (+15% ranged attack strength, lost with upgrade)
- Copper Axeheads: (+15% combat strength, lost with upgrade)
- Mystic Warrior: (Ignore Zone of Control, Faster [+3] rate of healing, 25% chance of withdrawal before melee attack, -50% experience from combat, retained with	     upgrade)
- Dangerous Waters: (-1 visbility change, can enter rival territory, may take attrition in neutral waters, -40% experience from combat, lost with upgrade)
- Hard Driver: (Can move after attacking, =15% combat strength vs wounded units, ignores zone of control, -33% rough attack strength, -25% defense strength, -50%     attack strength vs cities, lost with upgrade)
- Pack Leader: (Double move in forest and jungle, +50% combat strength to Flank Attacks, +15% combat strength attacking wounded units, +1 visibility, may withdraw    before melee attack, -50% combat strength attacking cities, no benefit from great general, no experience from combat)(Modified LeeS promotion)
- Courser: (+50% combat strength to Flank Attacks, +1 visibility, +15% combat strength in rough terrain, double move in hills) 

__ WISH LIST __

Items for which I do not have the skills to address. (Some items may be hard-coded and unable to change.

- Surface mine (new art for medieval and earlier eras, replace barb camp currently used, but regard Barb camp as best option currently available)
- Foraging site (new art for ancient era and earlier, replace tipi currently used, but regard tipi as best option currently available)
- Disable "We Love The King Day" until Ancient era
- Disable requests from other civs to "work together" until Ancient era
- Increase aggression of other civs until Ancient era
- City state quests are era appropriate (no seeking great people other than Giant, Shaman or hero, etc..)


__ FINAL NOTE __

The Uncivilized! (The Rise of Man) Mod begins at 50,000 BCE to correlate roughly with the Upper Paleolithic age. The Upper Paleolithic was not a time of great civilization, but of tribes; small groups working to survive a harsh reality. This mod attempts, within the limitations of the game, to offer a glimpse into the age that precedes the advent of civilization. To ensure a natural blending with the base game (BNW) policies, traits, global defines and many other settings required modifcation. The limitations of the time are represented by limitations within the game. Gold, Culture, Faith and Production take a back seat to the necessity of Food. Technologies, resources and units are revealed along their approximate historical timeline. The AI has been given the tools necessary to succeed and yet, all will not succeed equally. Some may have access to resources earlier than others; some may be beset by Barbarians, others limited by lack of food or production. And what about you? Will you survive the Prehistoric Era? I hope you enjoy and yes, the Upper Paleolithic is a bitch.












