The "inherently ecological' living methods are a reaction to this omnicidial lifestyle. They almost starved to death as a hoard of people from their own cultural Atupid. This was a lot like the Moai cults that imploded a society of tens of thousands down to a few hundred on Easter island. The Cult of the Birdman saved them the same way. Don't worship the moral superiority of the CoB... pity them for screwing up so badly they needed to resort to such a desparate lifestyle change.
It's all well and good to say that with Hindsight, but at the time they must have thought it was a good idea, else they wouldn't have done it.
In South America, this omnicidial hunting actually caused them to resort to an empire fueled by conquest and canabalism to survive. You know, the Aztecs. They had this legends that if they ever stopped sacrificing people to the gods the sun itself would go out. Sure enough once the Spanish got them to stop cutting out people's heart, butchering them and handing out the human meat to the loyal... the empire imploded. Their sun did indeed go out.
I think that it was more to do with the Spanish having guns and Steel, and the Aztecs having weapons made out of stone (obsidian, but stone nontheless). And copious amounts of diseases. There's also been extensive evidence that the Aztecs were extremely proficient farmers, meaning there wasn't really a food shortage problem "forcing" them to try Cannibalism. Also, we cannot judge the Ancient Civilizations- we only find this abhorrent because of our Societal Upbringing. If the Aztecs had prevailed, who's to say what we would have thought.
So yes, you do actually fail at history. You fail because you only looked at the dust on the surface. You fail, because you didn't look at the whys and hows of history... only what of a recent when with no further context.
Regardless on how you view TowerWizard's (or my own) grasp on History, I don't think anyone alive today can truly tell us how and why the Aztec Empire decided that sacrifice etc was a good idea. And it's also not hugely relevant.
As I said first thing in my first post... I play eternity. This means a stone tool workshop
(the first level of mines) take 180 turns (unmodded by techs). Half way through the prehistoric, cart paths take 16-20 turns to make each... stone worshop is still take 38 after

ing carving.
Yes, but longer build time is just one of the effects of playing a slower game. A 10% change again isn't going to change much in the grand scheme of things.
I also play with ragging barbs. I start with 50 civs and take a 'Let the Neanderthalls sort them out' approach.
A good approach, though perhaps this is why you disagree with us on the point below.
Maybe Uniting the Tribes should involve claiming a city from a different culture base. Like American must take Oceanic or Middle Eastern or something. In the end, not all Civs can take all of these traits... that is historically true. So if some of them are simply unlikely to actually be usedd much. If Uniting the Tribes continues to not unit tribes, it should be Uniting the Already Unitited Tribe (singular). Seriously uniting tribes that splintered off from a single one and never level the group is uniting nothing... Uniting the TribeS should take multiple tribes to do. The name is off for logic.
This is assuming that you will have a) Met another civ, b) Conquered one of their cities, all before you've left the prehistoric. Typically, its a pretty rare game for me if I meet another Civ before the end of the Prehistoric, or can get troops surviving long enough out in the Wilderness with all those Raging Animals / Neanderthals.
I normally play a PerfectWorld2f map (since its the best Map Type which works with C2C), at the very least of Large size. Start Anywhere, Pangaeas Allowed.
In this, I tend to have between 15 and 20 AI, depending on the map size. With a smaller amount of AI, there's a *much* higher survival rate for AI. By the time I get to Classical, I typically have another 10-15 AI thanks to Revolutions.
Getting back to the point, most Prehistoric games I haven't met a single other player. This is why "Uniting the Tribes" is talking about all the Tribes in your Cities, and not about multiple players- as the earliest you really start meeting other players is Ancient (unless, like you mention, you have the max AI possible).
Why is their no

trait if their are so many myths available? I'm not sure how your suggesting this be implimented in the first place. Quests were 1 per game, one Civ only can win it last I checked. Maybe I skimmed the too fast and missed how this worked... do the replace the existing ones entirely?
Each Era has a theme to go with it, which determines the "flavour" of the Missions available in it. That being said, we did have a Science trait, but moved it out temporarily while we looked to sorting the balance out on it- we are working on moving it back into Prehistoric.
They don't replace the existing quest system. This is more to make your actions in the game relevant over time, and provide some sort of recognition from going to the next Era, apart from a minor UI change

.
I'm not entirely sure how it will be implemented (we're just providing the ideas, and some XML etc), but logically how I see this as working is this:
- The system already in place for use with current quests will be used to monitor the goings on in the world.
- At the end of the Era / Age, completion for each of these tasks will be checked, and a percentage will be derived (out of 100%) for each player.
- There is a list of 4-5 tasks per "Mission". The Derived percentage (above) of each of a Missions' tasks will then be averaged to a "Total Completion" figure.
- The Missions with the top 5 "Total Completion" figures will be displayed to the player. If there are ties between "Total Completion" that means that more than 5 would be selected, 5 are selected at random.
- The Player will get to choose two of these, adding the benefits / negatives to their Cultural Heritage.
- Once the player has chosen their traits, any Missions that they completed to 100% will provide a bonus- there will be a bonus for reaching 100% completion and not choosing to add the trait (this will be smaller), and a bonus for reaching 100% completion and choosing the trait.
- The Counters will then reset, the system will load up the next Era's Mission list, and the game continues.
We are also going to ask the Mod Team to add two new UI Panels to the F9 (Demographics) screen, one to show their current Cultural Heritage (Completed Missions and their affects, and any 100% Bonuses they have acquired), and one to show their progress towards the Current Era's Missions. This will allow players that want to "aim" for a Mission to do so, while allowing players who don't want to not to.
I hope that clears up some of your confusion.
- Micael