This will be decided later.I still think there should be a seperate thread for each culture, so the stories and the diplo are homogenous in every thread. It almost FORCES IC if not everyone has everything forced down their throat. Its fine if you lurk the other thread Das and Alex and Darkening, but if we are able to keep each thread seperate, it creates a climate of seperation that is wanted at these early times.
Well there is no map and the rules are still in their infancy. And I am not, ATM, quite ready to start modding again at the intensity that will be required.Also, whe can we get started. Cause I have my culture and i want to start story-making!
I fear getting away from plants and animals that are "not of this earth". That would open the door to fantasy which I do not want to do. Now that would not rule out unusual plants tied to a particular culture, but it does pretty much limit players to known animals. Mounted troops will be on horses. Part of the map development will be to assign important plants and animals to the various land masses.What about the issue of domestication and agricutlure though. It seems that the plants and animals of this world would be slightly different. Not wholly different, just slightly.
Last word? Not a chance,Actually, it is the "hard culture" (or possibly "soft culture" - both names fit in a way, so it's a poor classification) camp, which doesn't seem to have previously existed. So no, it's not a compromise at all; furthermore, it feels way too contrived. Why not just settle some basic matters for the cradles (main migration patterns and origins) and then start it like a more or less normal fresh start, with people joining in whatever cradle seems to work best for their ideas? Far easier that way, IMHO.
Ofcourse, it all depends on what Birdjaguar ultimately decides to do with the cradle quantity.
EDIT: Before we decide on anything else though, it would really be useful if Birdjaguar were to say his last word on the topic of cradles. I think three is a wholly reasonable number, and a one we could work with quite fine.
but here is where I think things are going. The number of cradles is tied to three things: number of players; length of each turn; final layout of the landmasses. If I use a long turn (75 to 100 years) then progress will be quicker and there will be better chances that nations will be able to connect to other cradles during the game. Short turns (20-50 years) makes it less likely for nations to explore vast areas of the map and find the other cradles unless those cradles are all very close. I am leaning towards longer turns and more cradles that are far enough apart that it might take 500 to 1000 years for some contacts to be made. All things being equal, I would like 3 cradles.Here is what I’m thinking on cultures at the moment. Players would create a culture and a brief history that tells the story of where (kind of place, climate, and terrain) they are currently living as the game starts and where they came from and how they got there. Maybe they always lived there; maybe they migrated in long ago, or just recently. Other cultural items or distinctions would also be included.
Then I would try to place them in an appropriate place on the map. At that point, players could agree or not on common themes for their cradle. If a cradle has trouble in coming to any sort of consensus, I would start that cradle off with more rancorous NPCs and give it a more “troubled” setting than a cradle that came to some sort of agreement either about common threads or acceptance of differences. Pre-game player behavior would influence the game from the beginning. I might create NPC nations that will reflect the cooperation or lack of it among players.
Thoughts?
. No? Okay then. *Purenes**Lucknes**DNESER**LINES*-shall I go onwards? Don't even make me drop the T-bomb. I was mostly joking, through I would be annoyed if this fails to start 
If anything, the comparative ease of conquest (or, at least, ease of integration) should encourage warfare in homogenic environments, while heterogenic environment tends to encourage isolationism (but also greater brutality when war does break out).