Sid Meier's Civilization V

Sid Meier's Civilization V

Prehistoric Era (BNW)
592 Comments
FedeOniichan 1 Nov, 2024 @ 6:51am 
in my gameplay the merchant do not exist
뽀라문어 4 Jul, 2024 @ 6:44pm 
hello. I enjoyed playing the mod you made, thank you!

I would like to create a new mode based on this mode with other editing modifications.

I ask permission from the original author.

I'll be waiting for answer.
博丽灵梦 10 Oct, 2023 @ 8:32pm 
When I used this along with the Future World mod (so I had 2 more eras), it replaced all warriors to become battlesuits and it was chaotic.
Dragour 5 Oct, 2023 @ 7:10pm 
Would it be possible to create an Eras mod for this so civs can't advance passed Prehistoric?
squidy 17 Jun, 2023 @ 7:13pm 
i dont know why but every time i play this mod it crasses at like around turn 70, please help i want to play this mod
Spaceracer 16 Jan, 2023 @ 2:12pm 
We are approaching the 1 decade anniversary
tfrills 25 Sep, 2022 @ 5:12pm 
@IndieForger It's spelled "rennaissance"
IndieForger 2 Aug, 2022 @ 8:20pm 
I am installing this mod via steam. It doesn't seem to work. Started game as Oda (Japan) with renesanse unit already deployed and tech tree is invisible. :(
Rick Harrison 24 Jun, 2021 @ 12:33pm 
@galaxatin hit extract here with winrar and you'll get a blank file then use 7zip to "extract files" if you hit "extract here" it'll dump all the files so be sure to hit "extract files" instead and you can move the folder into mods.
GlaiveDigger 14 Jun, 2021 @ 7:06am 
I'm having difficulty getting the mod to work. I might be doing something wrong with the winrar. Is anyone able to outline to me what steps I should take to successfully install this mod? I'd really like to play it but something's not quite working.
Lyokoheros 27 Apr, 2021 @ 7:11am 
There is a way to get version from that very first screenshot? I really like it and honestly much more than the current one (and than this bigger mod) but I lost my old folder with it... It coud use some modification but I would rather keep tech tree as it was and not add new resources. Rather just some building and/or units.
SedatedFizz 13 Mar, 2021 @ 12:19pm 
@Kruniac Zio sounds realistic to me. +1
Kruniac Zio 25 Jan, 2021 @ 8:13pm 
I make 0 science as America on Epic speed with this mod. There is no way to generate science.
Seales[TS] 9 Nov, 2020 @ 4:32pm 
The main problem is economics.
The first buildings have a maintenance cost, but at the beginning of the game there is practically no gold, it remains only to play one city with one unit, so as not to go into negative territory and not sink in science.
This leads to another problem, the artificial intelligence, as usual, tries to build as many cities and units as possible, as a result, they go into a big minus in gold, and do not advance in science at all.
evfist 20 Oct, 2020 @ 1:50pm 
Hey is this compatible with the future worlds mod?
XXXX rules 18 Sep, 2020 @ 10:04pm 
Having some degree of randomness is a good thing some days.
XXXX rules 18 Sep, 2020 @ 10:02pm 
Some AI civs get stalled, other AI civs beat up the stalled AI civs and capture their cities - much like real life at 2000 BC i guess. I suspect that the AI has trouble locating good sites for new cities or chooses poor starting locations. It is not a Vanilla mod where everything is completely balanced and the AI works well for every Nation in every starting location. There are some starting locations that are difficult for human players and the locations that the AI were placed in just keep getting better with time which makes those games a struggle.
Inventions 13 Sep, 2020 @ 2:29am 
This makes AI civs age really badly.
nonameyet 17 Jun, 2020 @ 7:10pm 
Aside from the AI bringing themselves to 0 science with maintenance, the prehistoric archer is a melee unit. Pretty impressive that most of it worked so well, though, and it is a really cool idea for a mod. I want this to be a part of the base game.
the REAL dr. latency 8 Jun, 2020 @ 4:35pm 
This was literally last updated in 2014, of course it's abandoned.
Polosolo 8 Apr, 2020 @ 1:34pm 
So is this abandoned?
MyGuide 27 Jan, 2020 @ 1:10pm 
Mod itself is decent, though the AI are a bit wonky with the economics in the Prehistoric era, almost all of them have - gold. Another thing is that it plays some random sounds when you research other things - for example, when you research animal domestication? It plays the pottery description instead of just a blank one.
folvenson 6 Oct, 2019 @ 9:33pm 
It looks great and I look forward to playing it, my only problem is that the classical era is renamed prehistoric as well and it pushes the other eras on the tech tree down as well. I think classical and medieval eras are also merged. it is a small thing, but your mod looks so amazing I just want my tech tree to have nice categorizations with the new eras and technologies. I hope this causes you little trouble in fixing so that you can do other great mods or make this one even better.
zinfonia 28 Sep, 2019 @ 9:12am 
WOW!! super genial t,t me encanta este mod, realmente genial :D
corey.sparks.utsa 14 Sep, 2019 @ 4:07pm 
Why can I build the red october and 22nd special air services unit in this era? is it a conflict with another mod?
jurgensommer 9 May, 2019 @ 7:58am 
@apshia Is it just me or do I expierence some problems with a couple of recourses? I see no Obsedian, Flint and even some berries on the maps..... I checked wheter is could be from working with more than one MOD, but that seems not the case.. anyone else having the same issue?? But keep updating this MOD... I love it....
Luke_Thighwalker 1 May, 2019 @ 12:26pm 
I cant choose production in my first city once it is built
Kung Fu PANDA 8 Jan, 2019 @ 6:41pm 
@apshai
Here is the latest alpha link to SoM:

https://forums.civfanatics.com/resources/saga-of-man.27156/
Now is the time to look into Uncivilised work and maybe see if you can do a possible collab.
Saga of Man is a non- Dll mod focused on increasing immersion and historical accuracy in Civ V.
Right now he [the modder] is working on a new alpha overhaul and is looking for ways to make each era more like its own scenarion (cough) (cough) starting with the Prehistoric Era!!
apshai  [author] 8 Jan, 2019 @ 4:53pm 
@Caucasoid - AI is #1 priority.
@The Grimwar - Good idea (I was trying to create a different set of rewards for prehistory maybe)
@andersen70 - I'd like to. The graphics/anim system is a bit different. Need to investigate.
@goldenboy2.0 - Thanks for the recommendation. I need to look into this. No DLL.
liyicong 6 Jan, 2019 @ 9:18am 
野蛮人时代
Kung Fu PANDA 4 Jan, 2019 @ 10:09pm 
I gues this uses dll right?
Kung Fu PANDA 4 Jan, 2019 @ 10:06pm 
@apshai wow yes we want this mod. Personally I would love to see a merge between your mod and UncivilisedGuy's Saga Of Man. There are just too many similarities from the buildings to the focus on natural rescources to keep them as separate mods!
resident_tt 2 Jan, 2019 @ 3:40pm 
apshai, i'm realy waiting you update the mod. thnx a lot!
andersen70 16 Dec, 2018 @ 8:11am 
any chance u will make a Civ 6 version of this mod?
The Grimwar 14 Dec, 2018 @ 9:14pm 
And make Ancient Ruins only accessible in Ancient Era, the Shoshone is NEUTERED by this mod.
Billy Pol Pot 14 Dec, 2018 @ 6:22pm 
yes PLEASE, I'd say focus on AI behavior, since maybe due to the tech tree i can get so far ahead in the prehistoric era that it stops being fun to play later on
apshai  [author] 14 Dec, 2018 @ 5:51pm 
Sorry for the abondonment but real life issues prevented me from working on much. I had so many aspirations for this mod that I couldn't deliver on. Just taking a quick poll to see if there is interest in fixing this mod and possibly even added content.
The Grimwar 25 Oct, 2018 @ 10:21pm 
THERE'S A PROBLEM! The Shoshone Pathfinder's advantages are all but annihilated with this mod! Adjustments required!
Billy Pol Pot 2 Jul, 2018 @ 5:55pm 
is this still being worked on
an wolf 8 Dec, 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 2 Dec, 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
garren9 21 Nov, 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 17 Nov, 2017 @ 6:47am 
Nvm, It was Conflicting with Future worlds Mod now I can Build stuff
A kvmbeast 17 Nov, 2017 @ 6:07am 
I cant press End Turn Because My Capital cant build something.
JJB647 4 Nov, 2017 @ 5:54pm 
messed up other mods
WanderingRusski 25 Aug, 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 >>
stardust 14 Aug, 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 18 Jul, 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.
SkrimpKing 23 Jun, 2017 @ 2:26pm 
it works for me but i start with all the techs pre researched is that right? I would love to be able to research them myself so there is more than just 14 turns in the era.
DarkVoid 21 Jun, 2017 @ 11:53am 
Made the Germans get a Giant Death Robot at spawn and walked over my City by turn 20