Why 50000 BC? the earliest tech were not 50000 why not set start to 100000, 500000 or 1 Mio? The first thousands of years could past relatively quick so it would be nice to capture fire around 750000 BC (and lose it again in 600000 BC lol, by 500000 BC you have primitive stone stools and stuff and so on. Especially with the nomad camp start the starting date will have to be adjusted again, IMHO, so why do the work twice?
Btw I have a question: can it be made that for example (startime 1 Mio BC) during turn 0-10 one turn is 50 years while in turn 11-20 its 1000 years per turn? And then, for example, from turn 21-30 its 50 years between [active

] turns again?
Active turns? The idea behind this is to have a new time-layer in the mechanic of the game.
Koshlings idea of a very large map with theaters could actually also work in regard of turns/time/played turns.
So lets say in the first 500 generations only 5 relatively smart ones are born During those times you would have more time to play turns and thus this would be the theater in that timeframe
So in the timeframe from 1Mio BC to 900.000 you could have a featured theater with slower time/year rates (scientifical advancement is in these periods 25 % higher or something)
then after you finished that (like a pseudo golden age) the time runs faster again and the next theater will be during 899.00-700.000 (or some other timeframe archeologists would propose^^).
This could make several things possible:
1. it would fit great with nomad start (also during those turns where years move fast the nomad will be able to migrate (just in terms of years more slowly than in certain theater turn/year times)
2. it would gurantee a certain flexible, yet half-scripted time-structure for scientific progress, so you could make theaters for every era. (Perhaps good for scripting scenarios as well)
Sideeffect: prehistoric era gets "unbored" and has more 'personal' action for the player to indentify with (-->goal to deepen this gameplay capital will be the Chief/King/religious leaders/political leaders/minions personal traits & mercenary system once it's within reach)
3. Finally, together with weather and nomad start it would nicely fit in Koshlings longtime goal, the million-turns-game idea?!! Perhaps not every turn would have to be processed fully but only like 25 k turns or an other number or --what about dynamic turns in a sense that certain processes will be across and during turns? if turns had certain 'blanks' (a turn that has nothing to process as a layer for something?) so dynamic handling of turns in regards of calls to the dll would that be possible? Maybe only the changing landscape is shown but not every time everything else is always fully calculated? Like your nomad camp would have the next active turn in 1000 years. Between this there are 1000 turns that are half invisble, all you would see would be the landscape shifting a bit and rain coming etc (unlaggy and sped up 24 dummy turns/sec like in a film^^), nothing else would be processed in these 'dummy turns' and it would be not costing much memory, would it, if the dummy turns called a specialized different dll with out-commented processes or something??
Once in a while a slightly brighter generation' appears and you had only 50 dummy turns between an active turn, this brighter generation would represent better adeption on what ihappened in the maybe 1000 dummy turns(years) before.
Then, after the bright generation the people may have setbacks and are unable to invent something for thousands of years lol. (In 75000BC south africa there were actually heights of culture that faded away again after some thousand years and the used tools became more primitive again - maybe the weather changed and food sources and friendly environment faded and so did the culture...)
I really think this aproach to scaling is the long searched compromise between sripting and flexibility in terms of the timeline... all credits to Koshling who gave the inspiration for this idea if anything is possible to be made out of it^^
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Btw the sea critters start to spawn at 5000 BC atm I think maybe their spawntime has to be adjusted, too?