Hey, ever wanted to play as a tribe of paleolithic hunter-gatherers?
Well, too bad, you don't actually need any research to do agriculture and this mod doesn't change that.
What it does do is enable a new player faction for the scenario editor, "New Pack", which uses the so-called "Animal" tech level, and which starts with no pre-researched technology. Pawns for this faction are called Packmates.
Why is it called "Animal"? No idea, blame Ludeon; technology levels are hardcoded and I have no idea how to change that.
The "Animal" tech level is one level below Neolithic; neolithic techs will be researched at 2/3 speed, medieval techs at 1/2 speed, and industrial or spacer techs at 2/5 speed. Why both at the same speed? Why not industrial at 1/3 and spacer at 1/4? Blame Ludeon.
Note that while this adds a player faction, it does not itself add any custom scenarios which use this faction; you'll have to select it yourself in the scenario editor
Suggested mods:
Tech Advancing, so you can roleplay the history of human civilization and develop from paleolithic to ultratech, or whatever tickles your fancy: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=735268789]https://steamcommunity.com/sharedfiles/filedetails/?id=735268789[/url]
Research Reinvented: Stepping Stones, which overhauls the vanilla tech tree and adds research projects that you have to complete before you can plant crops or start fires. Does not require Research Reinvented itself: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2868389782]https://steamcommunity.com/sharedfiles/filedetails/?id=2868389782[/url]