Welcome to Earth, although not quite as we know it - this an alternate world, sharing the same physical properties and much the same evolutionary history as our own, but having different geography. From humble beginnings, you have a chance to forge a bloodline, a tribe, a culture, and perhaps even a nation… This is the continuation of DNESV, in the style of Alternate Timeline Experiment - each update will see history progress, and new ideas emerge in the minds of Homo Sapiens. The timeline will be pieced together over time. However, this time around, I don’t want to try to force things into a rough analogy of real-world history; there doesn’t have to be a dark age, or a classical age, or even a bronze age. I will leave it in the hands of players to decide. This is an Earth-like world, which can be assumed to have been through roughly the same history as the real Earth up to the end of the ice age. But, this world has a very different arrangement of continents, and to make things interesting, there are also some surprising animal species (some anachronistic, some invented), as well as a wider range of hominid species still around to compete with the familiar beings we would know as Homo Sapiens. For an in-depth overview of our world at the start of the game, see Update 0. The rules are simple: players will have influence over a lineage of cultures, rather than one specific tribe, kingdom or nation. Each turn, you can set out your goal (such as exploration, cultural identity, building monuments, diplomacy with another tribe, warfare, building infrastructure, peace and unity, stable government, religious zeal etc etc) and hint at any innovations you want to inspire in your people. Beware, though, that trying to do too much at once may mean nothing is achieved at all. It is perhaps best to focus on 2 or 3 goals or innovations per turn, spread across all of the tribes that you can potentially influence. These actions will have some 'inertia', so if you switch focus to another tribe, you don't have to worry too much about your directions being reversed suddenly. Where things get interesting is that many tribes and cultures will be of mixed parentage; multiple players will be able to influence them at once. It is up to players whether they cooperate in these cases or work against each other. To join, players can either pick up their lineage from DNESV (if they had one) or start a new lineage from any existing tribe on the map. Bear in mind that your starting population will depend on the parent tribe, as you will be an offshoot of this, and the owner of the original tribe will also share some influence in your creation until it has developed a clearly unique culture. As a disclaimer, this game will be unfair. I have randomly generated a set of a pre-determined natural events and epic disasters that will occur on certain turns, regardless of what is happening in the world. I will also be doing adjusted dice rolls for outbreaks of disease to occur. Some of these events will be devastating. I encourage players to look at the long-term game and the survival of culture over time, rather than lamenting too much the fall of any particular kingdom or empire. Aside from that, I will also be simulating the selfish, opportunistic and unbalanced side of homo sapiens - inter-tribal warfare, civil wars, corruption, degeneracy, uprisings, dumb things and insane rulers will feature. Stable government, good leadership and nobility of character cannot be taken for granted, rather it is something that will have to be invested in over time. On the flip side, you may occasionally (and randomly) be blessed by a gifted ruler or a genius thinker.