DRJ
Hedonist
I think its good where it is, if we start measuring a raft compared to a carval.. then we have to ask whether to relate movement to each other, or to turn time in years.
Does it take 400 years to cross the ocean?
Why does it takes 500 years for a fruit picker to be built....
All this realistic idea stuff isn't usefull unless someone has a real way to implement it.
Koshling did by thinking of a super eternity speed.
The autoendturn mechanism would help with that. so if you want to build a unit that takes 30 turns, your hunters and gatherers are set up in position, you could klick one time and the turns are done without asking for end turn each turn you don't do anything.
This way many turns can be processed, many more that before. Would still take long (processing) but during the turns the ecosystem "lives on", terrains shift, heavy rain clouds (storm)- for example a low coming from the sea, rain at the foot of a mountain range, elsewhere a fire and volcanoe erruption happen, barb A herbi gazelle gets eaten by barb B carni cheetah etc. much like a movie that floats by but in which you always could dive in and alter it one way or the other.
This could happen on a day to day basis... or year by year rather than 1000 years, somehow. Well the first turns from 1 Mio BC to 300.000 BC maybe 1 turn=333 years 700.000:333 years = 2100 turns for that timeframe ---as the human generations then were somehow half conscious about everything so it's like what the aboriginals call it the dream time era of humanity...
The problem is to make human progress not too slow within it. we would have to imagine what a tribe would have needed ( and wise ) to progress in lets say painting aside the dye or fine clay (like ocher) and how long that tribe would have to experiment with it to master it.... to get some timeframe within supereternity.
maybe during dream time, due to the unconsciousness (more trial & error than actual technological strategies) several technologies could be invented the same time, with the player only focusing on one especially. In real history people did not invent single technologies but always a set leading to another set.
So player could pick like 5 techs and have a focus on one of them. You can't say what tech will be finished first because it would be somehow random how much beakers will flow into each (only the focused tech will get an average amount of beakers per turn minimum at least so it won't be the last within the set of techs to research).
Even if......how could you compare it to real life? In real life the oceans have thermal currents. Ben Franklin found that by navigating the gulf stream ships could cut 2 weeks from the Britain - America crossing...Someone going to code currents into the game too?
Yes, like wind, currents could be tied to [lets say 3*3//5*5 tiles --- or better ovals like 4*7 tiles] areas of plots (more steady than wind [highs, lows], although currents also changed by different water level/changing climate during interglacial periods)
I'd rather have multplayer that doesnt OOS persoanlly.
I'd rather play super eternity on multiplayer - at least at home over LAN^^