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Rags17

Ludere Ludum
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Dec 11, 2014
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Current version 0.71 Beta Hotfix (Released 5 March 2018)
Compatible with patch 2.8.1.1 (ISRM)


The Dawn of Civilization

It is 70,000 years before the present (BP). Humans and other hominids are only just starting to recover from the great Toba super-eruption that left humanity all around the world barely clinging to existence. But while they were recovering, Humans had started to develop things that Neanderthals and Denisovans hadn't - art, music and an insatiable thirst for expansion and growth. Will you try to stop them, or will you try to adopt their ways and become one of them ?


The Dawn of Civilization (TDOC) is a shattered world style total conversion mod for Crusader Kings II. Players take the role of Father or Mother of a single clan/tribe and try and navigate from the Middle Paleolithic (70,000 BP) to the Dawn of Empires (1,000 BC). The current build (version 0.7) takes players to the beginning of the Neolithic era (11,000 BP) and the appearance of the first settled Tribal states, the final version will include era updates, cultures and event chains all the way up to the arrival of the Assyrian, Persian and Macedonian empires.

Play in TDOC is a lot simpler and a lot flatter than players may be used to, at least in the beginning. At the start of the campaign every single realm on the map is a generic Pagan Hunter Gatherer one province hunting range that is just one of three basic cultures - Human (sometimes referred to as Early Modern Human or EMH), Neanderthal or Denisovan. Cultures quickly proliferate however as humans expand and spread out across the map, eventually all of the Neanderthals and other hominids will be replaced by variations of human culture. Or not, as the case may be - with luck and skill it may be possible to make it all the way to the end as a simple Neanderthal or Denisovan.

In this mod culture is a stand in for technology, with more advanced cultures gaining access to more decisions, more religions and more government type options. Most importantly, culture determines which buildings a character may create, from the starting Flint Knapper, Bonfire and Lookout all the way up to Potters, Cattle Herds, Palisades and Villages - the last item being one of the main prerequisites to make the transition to a Neolithic way of life.

The mod includes numerous new decisions and events, including options to Hunt or Scavenge on your own or a neighbor's range (although beware of neighboring war parties), Raid for women or loot, Migrate into a new area or Abandon an existing province. The last two options allow a player to migrate across the entire map if they want to, either to gain access to newer and more advanced cultures (by Raiding or intermarriage) or to keep ahead of an advancing Human or Neolithic wave.

All regions start off as generic Pagan with no ability to gain Piety except by Hunting Apostates or giving your courtiers a decent burial. As time passes and character's culture advances they will gain the ability to Praise the Spirits in return for piety and trait gain, once a character passes from Mystic, through Zealous to Possessed they may be able to adopt a new pagan religion, whether West African, Suomenusko or Zunist. Neolithic characters gain access to Aztec practices, with the explosion of technologies and cultures that follows even more faiths become available, from Tengrism to Hellenism and Hinduism.

The mod includes all new loading screens, background music and incidental sounds for events and notifications. At the same time, a lot of the vanilla events, decisions and options have been edited to be inoperative until they were historically available, eg no Glitterhoof until someone gets around to domesticating the horse ! There are however still HUNDREDS of events that will seem out of place in the mod, bear with me as I have decided that in the interests of getting this out now the bulk of the changes will wait until the next release. Full details of known event howlers are in the changelog below. (PS - Until someone learns how to tame those darned cats your only option will be to Kick the Kitty - expect a lot of one-eyed characters !)

A final reminder that this is very much a work in progress and player input is actively encouraged. Most importantly are reports about the above-mentioned event anachronisms, but reports about issues with bugs, glitches, typos or just plain script errors (eg Gravettians migrating to India) are gratefully appreciated.

Enjoy the mod, give me your feedback and don't accept any feast invites from Neanderthals ! If you've read the rest of this thread, you'll know why !



CREDITS
All design work by me and me alone. All of the errors are therefor all mine !

Culture names - AKronblad, Asakhra, Bloodmerchant, Chlodio, cyberxkhan, Darkgamma, duinnin, fargoniac, Meneth, Oraloaf, starwarsfan541 and TheDarkBane12 https://forum.paradoxplaza.com/forum/index.php?threads/new-cultures.610605/
Music - Free Music Archive http://freemusicarchive.org/genre/African/?sort=track_date_published&d=1&page=2
Sounds - Freesound.com https://freesound.org/home/login/?next=/home/
Font - https://forum.paradoxplaza.com/forum/index.php?threads/tutorial-custom-map-fonts.653817/
Graphics - All photos, graphics and icons were taken sraight from the net and used under the Fair Use previsions of the Copyright act. Credits recorded in image metadata where known.
Decisions, Events, Common entries - All me again !
History files - Me, created via a proprietary Excel utility created by ME again (copy available on request)


Code:
VERSION 0.71 HOTFIX ---------------------------------------------------------------------------------------------------------------------------------------------
   Deleted all anachronistic titles (eg the Catholic Pope, the Khagan of the Mongol Empire etc)
       All Duke tier titles set to active = no
       All King tier titles set to active = no
       All Emperor tier titles set to active = no
      
   Title Decision - Activate Duke tier title (Mesolithic culture or later, not generic Pagan only)
      
   Removed option to Secretly Convert religion if you own a Holy Site of that religion
  
   Theology from 50000_BP only (was 60000_BP)
  
   Minor tweaks to ease eligibility for certain decisions (eg Abandon Province)
  
   Fixed multiple small bugs and errors
  

VERSION 0.70 Beta ---------------------------------------------------------------------------------------------------------------------------------------------
   Narrative Event - The Mesolithic (20,000 BP)
   Narrative Event - From Hunters to Herdsmen (15,000 BP)
   Narrative Event - The Neolithic Revolution (11,000 BP)
  
   Title decision - Abandon Province
       Gain Piety, lose Prestige, but gain back prestige and gold by "unbuilding" buildings in area
       Area becomes independent and barren
      
   Settlement decision - Hunt
       Capture big game (much prestige)
   Capture small game (some Prestige)
   Wounded !
       Trophy (Artifact)!
       Exhaust area (5, 10 and 15 yr modifiers)
   Settlement decision - Scavenge
       Find lots of resources (some gold)
       Find some resources (less gold)
       Wounded !
       Find quarry or artifact
       Exhaust area (5, 10 and 15 yr modifiers)
      
   Character decision - Ask courtier to change culture
   Character decision - Ask courtier to change religion
  
   Intrigue decision - Summon (paleolithic) Zealots
  
   Intrigue Decision - Summon (Mesolithic) Warriors
   Intrigue Decision - Summon (Mesolithic) Zealots
  
   Intrigue Decision - Summon (Neolithic) Warriors
   Intrigue Decision - Summon (Neolithic) Zealots
  
   Intrigue decision - Build improvised boats
  
   Intrigue decision - Convert to West African Pagan
   Intrigue decision - Convert to Suomenusko
   Intrigue decision - Convert to Zunist
   Intrigue decision - Convert to Aztec
  
   Migration event - culture is now dynamic, not converted (No more West African DNA Aurignacians)
   Migration event - migrants now get free boats (Invasions of Maldives, Socotra, Canaries, Malta, Venice no longer drown)
      
   Changed all opinion penalties between groups - they now decrease over time rather than increase
   Changed all other hominids and paleolithics to dynasty_title_names
  
   Change default background music
   Change default village noises
   Change most other alert noises
  
   New map font
   New default province names - "archaic" versions
  
   Culture bhimetka localized to Madrasian
   Culture kulbulakian localized to Ordosian
  
   New Culture - Khormusan (TL 2 Egypt)
  
   New Culture - Fosna-Hensbacka (TL 4 Scandinavia)
   New Culture - Halfan (TL4  Egypt)
   New Culture - Magdalenian (TL4 France)
   New Culture - Swiderian (TL 4 Poland)
  
   New Culture - Bagor (TL 5 Rajasthan)
   New Culture - Capsian (TL 5 Maghreb)
   New Culture - Kunda (TL 5 Baltic)
   New Culture - Maglemosian (TL 5 Scandinavia)
   New Culture - Tardenoisian (TL 5 France)
   New Culture - Trialetian (TL 5 Zagros)
  
   New Culture - Ertebolle (TL 6 Scandinavia)
   New Culture - Lepenski Vir (TL 6 Central Europe)
   New Culture - Narva (TL 6 Baltic)
   New Culture - Natufian (TL 6 Levant) Source culture for Levantine Neolithic Revolution
   New Culture - Qadan (TL 6 Egypt) Source culture for Ethiopian Neolithic Revolution
  
   New Culture - Boian (TL 7 SE Europe)
   New Culture - Cushitic (TL 7 Ethiopia) First Ethiopian Neolithic culture
   New Culture - Harifian (TL 6 Egypt)
   New Culture - Khiamian (TL 6 Levant)
   New Culture - Pre-Pottery A (TL 7 Levant) First Levantine Neolithic culture
  
   New buildings up to the start of the Neolithic (TL 7)
       Political
           Talking Stick
           Ruler's Staff
       Religious
           Ivory Carvings
           Tribal Totem
           Shaman's Garb
       Economic
           Basket Weaver
           Cloth Weaver
           Potter
       Shelters
           Huts
           Village
       Defences
           Palisade
       Military
           Bowyer
       Naval
           Canoe Maker
       Music
           Drones
           Drums
       Animals (New category !)
           Dogs
           Goats/Sheep
           Cattle
  
   Edited events
       HO.100 - Indian Holy Order creation
       TOG.3300 - +2 axe from raiding
       MNM.3910 - Commission painting
       5410 - Take falcon out for a hunt
  
   Tweaked ice sheet limits in terrain.bmp
  

VERSION 0.51 HOTFIX -------------------------------------------------------------------------------------------------------------------------------------------
   Fixed CTD caused by error file explosion
   Removed all pathways for conversion from other_hominid group to paleolithic_group
   Increased EMH migration rate
   Increased some culture conversion rates
  
  
VERSION 0.5 ALPHA ---------------------------------------------------------------------------------------------------------------------------------------------

   Custom loading screens
   Custom loading texts
   Custom intro screen
  
   Bookmark - 70,000 BP (The Dawn of Civilization)
       5 playable characters - one human, three Neanderthal (one female), one Denisovan
  
   "Shattered World" map populated solely by pagan human or hominid paleolithic Hunter-Gatherers
       Unique holders for each province
  
   Map changes
       Permanent ice sheets in UK, Scandinavia, Pyrenees, Alps, Carpathians, Caucasus and Tibet
       4 new crossings across the English Channel (Doggerland)
       2 new crossings from West Africa to East Africa (Sahel corridor)
       1 new crossing from Spain to Mallorca (Balearic isthmus)
       Desert changed to Plains on all provinces adjacent to the Arabian Sea
  
   common/buildings
       All new building trees for pretribal characters only (currently TL = 0 to TL = 4 only, max posible will be TL = 11)
       "Tech tree" based on culture - earlier cultures can only create simpler technologies
       Nine different technology streams - Political, Religious, Economic, Shelters, Defences, Military, Naval, Music, Art
       Starting map has close to zero wealth or income, end map should be very close to earliest vanilla start
   common/cb_types - small_migration
       localisations
   common/cultures -
       other_hominid_group
           Denisovan
           Neanderthal
           Mousterian
           Chatelperronian
       paleolithic_group
           Human
           Aterian
           Aurignacian
           Antelian
           Baradostian
           Madrasian (bhimetka)
           Gravettian
           Ordosian (kulbulakian)
           Epigravettian
           Solutrean
           Ahrensburg
           Oranian (iberomaurusian)
           Magdalenian
           Swiderian
       mesolithic_group
           Zarzian
   common/governments - pretribal_government (Hunter-Gatherer)
       localisations
      
   Character decision - Adopt character
       Trait - Adopted
   Character decision - Ceremonial Burial
  
   Intrigue decision - Summon Warriors (much smaller version of Summon Tribal Army)
   Intrigue decision - Rite of Passage (Add 14 yo man)
   Intrigue decision - Secret Women's Business (Add 14 yo woman)
   Intrigue decision - Promote Shaman (Employ Holy Man, but traits more mystical than religious)
   Intrigue decision - Praise the Spirits (Gain Mystic, then Zealous, then Possessed, then new religion)
  
   Intrigue decision - Convert to Mousterian
   Intrigue decision - Convert to Chatelperronian
   Intrigue decision - Convert to Baradostian
   Intrigue decision - Convert to Madrasian (bhimetka)
   Intrigue decision - Convert to Khormusan
   Intrigue decision - Convert to Gravettian
   Intrigue decision - Convert to Ordosian (kulbulakian)
   Intrigue decision - Convert to Epigravettian
   Intrigue decision - Convert to Solutrean
   Intrigue decision - Convert to Ahrensburg
   Intrigue decision - Convert to Iberomaurusian
   Intrigue decision - Convert to Magdalenian
   Intrigue decision - Convert to Swiderian
   Intrigue decision - Convert to Zarzian
  
   at_start event - Full Status of Women, Fully Empowered Council
   on_yearly_pulse event - Human Tally (how many humans)
   on_yearly_pulse event - Capture women while raiding
   on_death event - Option for ceremonial burial
  
   province_event - EMH migration from Ethiopia, converting to aurignacians in Europe, Aterians in West Africa
  
   Narrative Event - The Dawn of Civilization (70,000 BP)
   Narrative Event - Out of Africa (60,000 years BP)(homo_sapiens out of Africa)
   Narrative Event - Humans on the Move (50,000 BP)(first aurignacians/aterians)
   Narrative Event - The Clan of the Cave Bear (40,000 BP)(homo_sapiens > 500)
   Narrative Event - Humans Triumphant (30,000 BP)(homo_sapiens > 1000)
  
   gfx/characters - Placeholder Neanderthals and Denisovans (ex beargfx and horsegfx)
  
   Killed off all mercenary companies etc
   Killed off all titles Duke level and above
  
   New localisations for titles, Councilors, honorary titles and various actions or resources (eg "Galleys" => "Boats")

   Vanilla events edited to make sure they only appear from the appropriate era
       Dogs (20000_BP+)
       Goats/Sheep (15000_BP+)
       Pigs (11000_BP+)
       Cats (8000_BP+)
       Merchants (5000_BP+)
       Birds (5000_BP+)
       Glitterhoof (4000_BP+)
       Hedge Knights (4000_BP+)
      
   Focuses and associated events edited to make sure they only appear from the appropriate era
       Theology (60000_BP+ only)
       Rulership (11000_BP+)
       Carousing
           Get drunk (11000_BP+)
       Business (5000_BP+)
           Mint Coins (1000_BC)
       Scholarship (4000_BP+)
  
  

CURRENT PRIORITIES --------------------------------------------------------------------------------------------------------------------------------------------
   Title decision - Activate King tier title (Neolithic culture+ only)
   Title decision - Activate Emperor tier title (Bronze Age culture+ only)
  
   on_yearly_pulse event - Check provinces for pretribal/tribal
  
   Fix drowning invaders !
  
   Fix 'XXX Host' style wars - too many boats, too many troops and anachronistic troop types
   Fix Peasant Revolts - anachronistic troop types
  
   Character decision - Learn their Culture
   Character decision - Learn their Religion
  
   Script - Kill Ducal titles unless minimum prestige
   Script - Add tech sources
   Script - Reduce tech points over time (pretribals only)
  
   New religion - Animist
   New religion - Great Herd worship
   New religion - Sun worship
   New religion - Sacrificial cult
  
   Create movable art - Venus Figurines, Ivory Carvings, Totem, Headdress, Shaman's Garb, Ruler's Staff
  
   Neolithic migration
  
   common/cb_types - Ritual Combat (Gain prestige)
  
   Fix COA
   Get rid of stone age helmets !
  
   Localise all Ducal titles
   Localise all King-tier titles
   Localise all Emperor-tier titles
   Localise all County adjectivals
  
  
KNOWN ISSUES --------------------------------------------------------------------------------------------------------------------------------------------------
   Event - Hunting Dog still firing !
   Event - Get wife hunting bird event
   Event - White Stag "Saddle my Horse !"
   Event - Famous writer wants to write chronicle
   Event - 4035 Cattle
   Event - 5050 New book on falconing
   Event - WOL.5010 Hunting chain
   Event - LOR.885
   Event - ZE.15000
   Event - WOL.5202 Puppy
   Event - TOG.7054 Owl
   Event - LoR.885 Merchant Caravan asks for shelter
   Event - ZE.12102 Child opening letter
   Event - 94098 Confessions of St Augustine
   Event - XXX Get combat specialty Cavalry Leader
  
   Intrigue Decision - Search for a Smith (8000_BP+)
   Intrigue Decision - Adopt Feudalism (5000_BP+)
   Intrigue Decision - Found Merchant Republic (5000_BP+)
  
   Assassin plot - Manure explosion
   Assassin plot - Carriage
   Assassin plot - Bannister sawed through
   Assassin plot - Poisoned wine ?
  
   Form Mercenary Company - Send Cavalry, Archers etc
  
   Kill redundant history chars
   Kill redundant province histories
   Change default localizations for all Empires
   Change default localizations for all Kingdoms
   Change default localizations for all Duchies
  
   Succession limits (pretribals = gavelkind, elective gavelkind, tanistry, open elective only) not working
  
   Chinese Governor keeps reappearing !
   Random anachronistic characters (eg Greek, Persian etc) keep appearing !
  
   Custom cursors not working
  
   Ice sheet texture is horrible !
  
  
COMING SOON ---------------------------------------------------------------------------------------------------------------------------------------------------
   province_event - Neolithic migration from Levant and Ethiopia, converting to varius cultures
   province_event - Hydraulic Culture event chains along Nile, Tigris/Euphrates and Indus
  
   Intrigue decision - Fertility Dance
       Increase Fertility
       Increase clan sentiment (general opinions)
       Poss favour
   Targeted decision - Cast Out sick or unwanted character
       Event - Child hidden away, loses worst traits and becomes Foundling
           Trait - Foundling
           Event - Reclaim their Birthright !
       Event - The Spirits disapprove !

   Custom pretribal heraldric frame
   Custom title COA
   Custom dynasty COA
  
   New disease - Famine
           Use up food reserves ?
  
   common/governments - hydraulic_government
       localisations
       succession limitations
      
      
COMING EVENTUALLY ---------------------------------------------------------------------------------------------------------------------------------------------
   province_event - Chariot nomadic invasions from Central Asia, foundation of Indo-Aryans and Indo-Europeans
   province_event - Appearance of first Empires event chains for Assyrians, Babylonians, Persians and Greeks
  
   Narrative Event - The Chalcolithic (8,000 BP)(neos > 200) chalcos from SE Europe, Anatolia / Neo specials
   Narrative Event - God-Kings (5,000 BP)(neos > 600) Hydraulics / Kemetic, Tengri /
   Narrative Event - The Bronze Age (4,000 BP)(chalcos > 600)(bronzers from Danubia/Anatolia/Kurdistan) / Nomadics / Slavic, Suomenusko, Bon / Chalco specials
   Narrative Event - The Dawn of Empires Age (1,000 BC)( bronzers > 1300)(Ironers from Levant, Anatolia) / Republics, Theocracies / Hinduism, Bon, Karaite / bronzer specials / The End

   Events - 40-50 custom Hunter-Gatherer specific events and event chains (eg Great Hunt, the Drive, Trance, Voodoo, Spirit talking, Find resource, Find crops etc)

   Event - End game (Iron Age only)
 

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Last Edit 4 March 2018.

Intro screen, an early version of teh map at around 45000 BP, a later version at around the 37000 BP mark and a current (version 0.7) map at about the start of the Mesolithic in 20000 BP (actual situation at this point may vary as I have continuously tweaked the migration preferences of each succeeding culture).


Welcome Screen 1.jpg


About 37,000 BP.jpg


Cultures 50000BP.jpg


About 20000 BP.jpg

home
 
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This seems way too far ambitious, I will take a seat around here.

Looks interesting and very ambitious

Stupidly ambitious but I love it


All of the above is true. I started this as a vanity project - I liked the Shattered World type mods but wanted to take it waayyyyy back and try and build everything from scratch. Originally was going to start at the First Dynasty of Egypt but it actually looked easier going further and not having to worry about things like accurate history files or custom religions.

So far the play seems very flat as a lot of the usual feudal or even tribal decisions and events simply aren't there. That being said, the remorseless wave of human expansion is kind of fun to manage - in one test I managed to stop them in West Africa before they broke through via one of my tributaries who for some reason didn't call for help. Once humans have converted a province to their culture they are (currently) very hard to drive out, even if you do the event that spreads humans means that unless you are hiding in jungles, forests or the Arctic fringes your days are numbered unless you can somehow convert. The plan will be that you will have to do that at least half a dozen times to make it to the end of the game !

One of the reasons that I started this was to see if Neanderthal-themed DNA could survive to the Neolithic. At the moment I have simply replaced the Bear and Horse graphics with custom portraits so there are only one pair of portraits to represent every single Neanderthal, even then it is neat to see after 120 years or so Neanderthal faces showing up in rock solid Human areas of the map. DNA is not destiny but culture is, so I am happy to see Neanderthal culture die out while its DNA lives on !

I am planning on editing a large chunk of vanilla events and or their localisations to make them "Stone Age" friendly, I know that there will always be a few howlers (eg - my wife gives me a hunting dog named Tricky - before dogs are domesticated !), but my goal is to simply keep these to a minimum.

I'll try and get some in game screenshots up later today or tomorrow.
 
Uhhhh wouldn’t your character die pretty often if it passes by so fast?

Time passes normally, it just represents much greater time periods. This is for two reasons - first CK2 does not handle negative dates at all and second, I really don't think that anyone wants to play 30,000 years of game time just to see Humans get out of Africa and take over Europe. I am planning on a series of events firing every time a key threshold passes announcing the new date - humans arrive in Europe, congratulations it is now 50,000 years BP, etc

This won't be intended to be a sim but a flavor mod. It will essentially be a Shattered World mod on steroids - no empires, kingdoms or duchies, but also no tech, ships or even villages. FWIW it is fascinating seeing how fast humans expand once they get to the Black Sea - the combination of long coastlines and multiple navigable rivers means that once they get to their they are all over Europe very, very quickly. Once I get all the other scripts working I want to see how fast the world goes from single religion/culture/government into the patchwork set up of the later Bronze Age.

And i all else fails, it will be a great exercise in coding for me !
 
Had this idea before, discarded it because of my lack of coding ability. Props to you for making it happen.
 
So why can't Paradox code in negative dates for modding purposes? What's the problem with this and has Paradox offered an official response for the modding community? It's 2018 for Christ's sake.
 
So why can't Paradox code in negative dates for modding purposes? What's the problem with this and has Paradox offered an official response for the modding community? It's 2018 for Christ's sake.

Here's some guesswork:

They have dates stored internally as numbers, so 1.1.1 = 0, 2.1.1 =1, etc, then history is executed sequentially. So they would need to alter the algorithm that does that "translation" from dates to numbers to make any arbitrary date the "0 point", defined in defines.lua or whatever. I guess they are not willing to waste time into such alteration of the algorithm.
 
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Here's some guesswork:

They have dates stored internally as numbers, so 1.1.1 = 0, 2.1.1 =1, etc, then history is executed sequentially. So they would need to alter the algorithm to alter the algorithm that does that "translation" from dates to numbers to make any arbitrary date the "0 point", defined in defines.lua or whatever. I guess they are not willing to waste time into such alteration of rhe algorithm.
But it is doable if the resources could be allocated by Paradox? How hard would it be to alter the algorithm to accommodate negative dates (BC/BCE) while not breaking the rest of the code?
 
FWIW, I have completely ignored "real" time and have a series of narrative event pop-ups that announce the passage of time, eg 60,000 BP (first humans leave Africa), 50,000 BP (first humans in Europe), 20,000 BP (start of the Mesolithic) and various other ones from 70,000 BP down to 4,000 BP (2,000 BC).

I am actually looking in how to remove the date display from the top right banner - no need to remind people of the game time, if they can't work it out from the seasons on the map then they are not "true" Neanderthals ! :D