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)
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)
Attachments
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