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

*** Important Compatibility Section below. Avoid conflicts! ***

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

- 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.


__ KNOWN ISSUES __

This is still in Alpha. I will fix problems as soon as I can. Let me know.

- Strategic View: Some icons don't show up.
- Timed Game: I need to determine the appropriate turn addition to each timed setting. 
- AI improved but still falls short in some places.
- Start date (6000 BC) has comptability issues with other mods.


__ 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! ***


__ BUGS AND SUGGESTIONS __

- Please send me your bugs and suggestions. This is my first mod, I would love the help.
- When sending bugs, please tell me the civ you were using, any other mods, and as much details as possible. 


__ UPCOMING RELEASES __

v0.2.10+

. Fixes, Small Enhancements, and Stabilization
. Flint and Obisidian fighting bonuses

v0.3.x - Enhancement release 

. Resources: Pig, Clay, Chickens (TBD), Tin, Wood
. Buildings: Causeway, Dolmen, Gathering Rock, Camp, Causeway
. Units: (Early exporing unit - name tbd), (Early spear unit - name tbd), Axeman, Slinger

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

v0.6.x - Slavery release

. Slavery!!!!! (inlcuding policy branch change) (tbd: optional game setting)


__ 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". 

There are several starting era choices: 

-> Miocene 
-> Lower Paleolithic (tools, fire) 
-> Middle (crude art [beads], multi-tools, language, small bands) 
-> Upper Paleolithic (rope, needles, petroglyphs, first bow, cave painting) 
-> 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


> > > IF ANYONE IS INTERESTED IN CONTRIBUTING PLEASE LET ME KNOW. I'VE SEEN SOME EXPRESSED INTEREST. PLEASE SEND ME CONTACT INFO. THANKS! < < <

