I have not added the stuff I wanted to, but as I said above, I am not happy with the idea of a unit instead of something like a migration path since following the herds is what it is about. perhaps my real problem is with what "nomad" means. Sure it means moving about but is the nomadic life of early humans the same as later hunting nomads or the latter herding nomads. In the first the tribe moves over a small range. In the second the tribe follows the herds. While in the third it is the tribe that move the herds to better grazing.
Edit, FYI the US magazine "Archaeology" May/June 2012 has an interesting article on nomads and another on board games.
Dancing Hoskuld and Everybody
I love the idea of figuring out migration paths, and using basic scientific modeling of paths to add simple "living world" techniques like migration to really enhance C2C. It would be interesting to have reactive animal behavior, (I hate to mention video games that compete for attention but Skyrim has some community created mods that do a great job of animal behavior including flocking, and realistic predator-prey modeling.)
Note: that this can start simple and be improved version to version.
The routes can be built by starting with simple patrolling routines, that exist in games like SMAC and it's implementation in Civ, Maniac's wonderful mod Planetfall.
1. We could start by using the patrol and automation routine, a looped go here and come back to here to create a back and forth routing between 2 specific locations.
2. The routine could be improved to create a circular route. (let's say take a north path to the west, then take a south path back to the east). This could vastly improve AI behavior and patrolling, exploring routines. (I know pathing behavior is complicated to implement). Once we have a good direct circle routing AI routine, then we can slightly vary it up, and link it to behavior. (I know little about recent AI game-pathing advances, I do have significant experience on knowing what is possible to moderately easily implement.)
3. Scripted behavior (animals, food for nomads to follow) could create a combined changing basic movement pattern based on terrain, climate, food availability, predators, etc. without getting too complicated.
4. To keep the idea of nomad units in balance with migration paths, I think integrating the two ideas could work without being distasteful.
Since mankind evolved intelligence from instinctive behavior, I think nomad units could be slowly given an extended range from scripted migration behavior as the game progresses. Nomad units are basically just tribes that set down makeshift cities wherever they camp. There are still nomadic cultures today, and the concept could be applied to modern and futuristic gameplay(like someone mentioned).
There could be also exciting consequences and events evolving for nomadic deviations from regular behavior (ex - you discovered a new food source, shelter vs your tribe now cannot find enough food, lost track of a food staple migration path due). Early nomads could also have reactions, involuntary movements like retreating that avoid predators. I think there are an extra-ordinary amount of scenarios and event scripting possibilities that could easily advance prehistoric gameplay. We probably need an extended community discussion to work out preferred choices in simulating behavior. I've consumed a good bit of prehistoric fiction, and played/thought about a good bit of the god and simulation video games covering this time period.
No matter what I think,
migration paths, and
following the herds ,
survival,
food choices,
avoidance of predators and
influence from weather should dominate early gameplay.
As technology increases, freedom of movement / settling down choices should open up. Based on food availability some cultures could choose to never settle down into cities.
The question comes down to what choices and patterned behavior should be both realistic and fun to play. I could easily say a lot more on the subject.
I hope we can discover the best solution to this balance that keeps every happy
.
It may just take more discussion and time to figure it out to everyone's satisfaction.
(I have to reference that article, sounds interesting.)