Daftpanzer
canonically ambiguous
The Prophecy
New rules / revisions implemented below, which will take effect after turn 3. Faction stats are also added below - the game is currently FULL, but I will accept 'reserve' players in order of expressed interest!
Welcome. This is a world much like our own used to be. This is a world overflowing with animals and plants, each of which has different charms when it comes to hunting, fishing, domestication or cultivation. Some animals are simply dangerous. Strange beasts and great monsters roam the unexplored wilderness. This world will not be tamed so easily.
It is the stone age, and there is no such thing as 'economy'. For now, your only resource is people. Each unit of population can be given a specific task each turn.
Each turn many decades will pass, allowing enough time for your people to Migrate across large stretches of the map, or just Explore neighbouring territory. They can Hunt animals for food, or just to chase them away, while gaining skills that can be applied for Fighting other people. They can also attempt to Fish or even build sea-going Boats. If there is enough food, and not too many deaths, then populations will grow and new population units will appear. People can also attempt to tame or Domesticate wild animals, and look for interesting plants to Domesticate, which - if successful - will offer a more reliable source of food. They can also train as Shamans, noted by their ceremonial masks, who are inspirational leaders to your people - but be warned that having more than one Shaman at a time risks splitting your people into rival factions.
They can also settle down and build Huts, which are more sheltered places for raising children. Each turn, a Hut can be used by one of your population units to make Tools, Weapons, Shields or Armour, or cultural Artefacts, to keep or to trade and influence other tribes. Unused huts may disappear or be taken over by rivals. Note that it is possible for people of different tribes to live together peacefully in the same territory - it is human nature for neighbours to share their DNA and their culture with each other, one way or another! Nurturing a distinct culture is something you can do to keep people together, even if old bloodlines are lost. Your people may work together to build great Monuments to your culture and its leaders that will stand the test of time and impress other tribes.
Inventions will occur naturally, as a reflection of how your people spend their time. By all means you may embrace new technologies as they emerge, but you cannot force them to appear.
Finally, you may wish to gather together five units of population and build a City, which will take you into the next age of humanity. That is, if the city is successful - factors to be considered are the presence of domesticated animals or cultivated plants, cultural sophistication, trade links with surrounding lands, as well as peace and protection from enemies. It may take several attempts before civilization truly takes root.
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More about Food, Terrain, Population Growth, Agriculture and Huts
Different types of terrain have different characteristics, aside from the types of animals that may dwell there. All activities become more difficult in Harsh climates, and you can expect population growth to be slower there regardless.
Huts are used to make tools, weapons, trade goods, luxuries, cultural artefacts and the like. Erecting Monuments is also labour intensive. People tasked to do such things cannot also feed themselves, so will rely on other units brining in a surplus amount of food...
Hunting and Fishing can bring in lots of food to support fast population growth - even more with specialist hunting / fishing tools - and this is usually enough to support the hunters/fishers and at least one other unit. But this is very variable, and the target animals can be scared away if hunted intensively.
Farming crops and/or livestock usually provides enough surplus for the farmer and at least one other unit, but it obviously requires successful domestication first of all, and specialist farming tools will help to reap maximum yields. There are also limited Farming slots available per territory.
Finally, Foraging is reliable and easy, but provides much less surplus. Foraging is not a dedicated task as such, but is done by anyone who is attempting to domesticate new plants / herbs, and is the default action of anyone who isn't being fed and/or who is otherwise idle. There is limited Foraging available per territory.
Population growth is therefore a factor of Food, Climate and Huts for shelter. Note that at this stage, you will not be harshly penalised for starvation - people will simply stop their tasks, or move to other areas if they can and must. Similarly, a surplus will not be wasted as it encourages pop growth, makes people happy and provides tradable goods. The updates will report on areas where food is lacking.
However, do note that disease may still become a factor at this stage, especially in crowded territories (6+ units).
Spoiler Terrain Details / Foraging & Farming Limits :
Grassland (pale green): comfortable
Foraging 2 / Farming 4
Cold Hills (blue-green): harsh
Foraging 2 / Farming 2
Arid Hills (brown): somewhat harsh
Foraging 2 / Farming 2
Temperate Hills (pale green): comfortable
Foraging 2 / Farming 3
Mountain (grey): harsh
Foraging 1 / Farming 1
Pine Forest (blue-green): somewhat harsh
Foraging 1 / Farming 2
Jungle (dark green): somewhat harsh
Foraging 3 / Farming 2
Temperate Forest (leafy green): comfortable
Foraging 4 / Farming 2
Desert (yellow): very harsh
Foraging 1 / Farming 1
Tundra (white): very harsh
Foraging 1 / Farming 1
Foraging 2 / Farming 4
Cold Hills (blue-green): harsh
Foraging 2 / Farming 2
Arid Hills (brown): somewhat harsh
Foraging 2 / Farming 2
Temperate Hills (pale green): comfortable
Foraging 2 / Farming 3
Mountain (grey): harsh
Foraging 1 / Farming 1
Pine Forest (blue-green): somewhat harsh
Foraging 1 / Farming 2
Jungle (dark green): somewhat harsh
Foraging 3 / Farming 2
Temperate Forest (leafy green): comfortable
Foraging 4 / Farming 2
Desert (yellow): very harsh
Foraging 1 / Farming 1
Tundra (white): very harsh
Foraging 1 / Farming 1