Sid Meier's Civilization V

Sid Meier's Civilization V

440 ratings
Prehistoric Era (BNW)
File Size
6.238 MB
Oct 20, 2013 @ 1:25pm
Jan 26, 2014 @ 9:30am
8 Change Notes ( view )

Subscribe to download
Prehistoric Era (BNW)

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

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

[[ test release v0.3.0e-build212: ]]

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.


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.


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


*** 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! ***


v0.3.0 - Extension Release
TEST RELEASE IS OUT! v0.3.0e-build212:
. 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.

[[ test release v0.3.0e-build212: ]]

Popular Discussions View All (14)
Apr 11, 2016 @ 12:39am
Finding Bug Fixes
[ESC] Fælyn Klocknov
May 3, 2014 @ 4:14pm
Nomadic Camps, Food Resources, Resource Depletion & Regrowth
Jan 14, 2016 @ 7:34am
beep beep im a jeep
< >
rattlesnake Jul 2 @ 5:55pm 
is this still being worked on
[FL:RP] Dr. Mlem Dec 8, 2017 @ 2:46pm 
i just started a game, i moved my unit over to walk to Cornwall on the Yet another earth map mod, then i choosed Production. city view went up but no Production thing. i gone to do Technologies but then i choosed fire. then i tried to do Production *boop* doesnt work, so i cant even do the turn now therefore **CANT PLAY THE GAME D:**
LeagueofClans Dec 2, 2017 @ 10:56pm 
mod works fine it's just that every civ builds a giant army of prehistoric units and then never has money to upgrade them so you just stomp them later on in the game
Mallecke| Nov 21, 2017 @ 4:03pm 
I know I'm a bit late to the party but are city states supposed to be able to construct wonders?
A kvmbeast Nov 17, 2017 @ 6:47am 
Nvm, It was Conflicting with Future worlds Mod now I can Build stuff
A kvmbeast Nov 17, 2017 @ 6:07am 
I cant press End Turn Because My Capital cant build something.
JJB647 Nov 4, 2017 @ 5:54pm 
messed up other mods
Gentlemenslayer Aug 25, 2017 @ 8:20am 
This mod works well and works with the Enlightment Mod and Future Mod. However when a AI bulid a PreHistoric wonder it crashes the game.. So in order for it to actully work i need to bulid all the wonders which might not work >>
RelativisticBaseball Aug 14, 2017 @ 1:43pm 
All the units seem to have the abilities of a fighter jet? Including the settler, so I cant seem to found a city...
Wonderllama Jul 18, 2017 @ 9:12am 
Awesome idea, but the mod is broken. You can't earn any GPT in prehistoric era. It's an annoying obsticle for the player, but completely kills the science output of the AI.