I love you guys.
In other news, I'm working on the next update. It'll include details of Charles de Gaulle's traits and a full list of religions.
Alright, so my research plan here is fairly simple, but expansive. First I'll research some techs that will increase the research output of the Stone Tool Maker and allow us to build the Spiked Clubman - a clubman whose club has spikes on it.Then I'll go for Tracking, which will allow us to build paths, which are the first verions of roads and allow us to connect resources to MP4. After that I'll go for Cultural Identity which allows the building of the Elder Council, which will boost our science output by about 25%. Finally, I'll research Trap Fishing, which will allow us to exploit the sea and reveals various watery resources. After that, who knows? Maybe Counting to boost our science some more.
Our clubman fights the hawk we spotted while an eagle flies into view.
Our clubman kills the hawk. Any guesses as to what happens next?
Did you guess "The clubman dies to the eagle and makes Boksi rage"?
Too bad!
I put names above the mountains. I hope this is the right order.
We find a Neanderthal! They are barbarians who will try to kill us. In light of this, our injured clubman is renamed "MonkeyHead".
You know how I mentioned how the graphics in this mod can be a little glitchy? That's the proper Neanderthal model.
Despite being weaker than the Neanderthal, MonkeyHead had a 75% terrain bonus, a 25% defense bonus in bamboo and a 25% bonus against melee units, letting him dispatch the Neanderthal handily.
We then research Soft-Hammer Percussion. It lets us build the first capital punishment building, Public Stoning, which will reduce crime a little but also cause unhappiness and unhealthiness. I'll go into more detail about crime sometime, but we don't need to worry about it right now.
In other news, we are poor.
MonkeyHead heads out to explore and see if he can kill other tasty animals. And lookie what he found!
First comes the viper!
He wipes out the viper, but next comes the Neanderthal!
RIP MonkeyHead, we didn't really care all that much about ya.
We can now make spiked clubs! Spiked Clubmen have the same base strength as Neanderthals, and a bonus versus melee units to boot!
We name our first Spiked Clubman "Geen".
We discover some more ways to use stone.
Geen heads out to explore, but then our borders pop and now the stone is within our boundaries. This increase in culture allso allows us to see corn across the sea, somehow.
Geen goes to the hill to keep watch over our rocks. We mobilize our gatherer to start gathering them. We actually received a free gatherer as soon as we researched Gathering, but we couldn't do anything with her because everything is covered in trees or very long grass and we need to research Slash And Burn to remove that. Anyway, Gatherers differ from workers in that they work slower and once they construct any improvement other than roads, they are gone.
Then we finish researching Scraping.
We just got a nice random event!
Especially since we can't lose any population. The event can't reduce the population of a city below 1, and the unhappiness is temporary but the health boost is not.
We figure out that stuff is much easier to kill if you chase it until it's exhausted first.
Also, MP4 has grown! We are now working two tiles!
Some crazy guy comes over blabbering about some guy named Chris and how he died for your sins. We let him stay because he's pretty fun to watch when he holds "sermons", whatever those are, and some of his stories are cool even if we can't understand half the words he uses.
Apparently someone beelined Naturopathy. I'll bet it was Isabella. As an aside, the AI in this mod is supposedly improved over the BTS AI, and is capable of beelining techs it wants even if they're rather deep in the tech tree.
We figure out what those things on the ground are: They're tracks, made by us. And sometimes animals. And when you make lots of tracks you get a path.
Our gatherer almost finished improving the stone but I cancelled her job before she finished so she wouldn't be consumed. Now she's assigned to building paths to MP4.
And with that, I think it's high time to end this update before it grows too big. But before we finish, the two things I promised.
First of all, de Gaulle's traits. He's got Protective, Politician, Populist.
Protective gives certain units like archery and gunpowder units Drill I and City Defense I for free. It also speeds up the construction of defensive buildings like walls.
Politician makes his people happier and ensures that all revolutions are unusually short. Also, state religion helps him stabilize his empire more than usual. It's basically just a weaker version of Spiritual though.
Populist is a mixed bag. All the leaders in this mod have a third trait that has downsides. Populist causes unhealthiness in cities, increases civic maintenance and reduces trade income. On the other hand it also lets you earn food from trade routes and can increase food production a bit. I honestly don't understand why it does what it does, but it does.
It'll be a while until we found a religion, so you don't have to choose immediately. Religions provide different bonuses and not all religions are equally good, so ask me if you have any questions.