The problem with prehistoric/neolithic era is the inherent contradiction between
1) Pre - urban neolithic tribes being so different from urban civilizations that they demand their own separate mechanics. Without them you have nothing to do on the normal scale of the map, within normal mechanics.
and
2) It's still just one of many eras in the game, lasting no more than 50 turns on the standard speed (it may be like 30 on the quick speed) so we shouldn't make it too fancy.
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Humankind, for example, made 'neolithic era' begin every single session - it lasts like 10 turns and consists of your nomadic units madly rushing goodie huts, avoiding wild animals and trying to get good types of goodie hut rewards, thus being dependent on RNG (terrain, number of goodie huds, wild animals, kinds of prizes you roll randomly stc). Why bother at this point? And in the same time, what else could we do without making a ton of mechanics just for one era?
1) Pre - urban neolithic tribes being so different from urban civilizations that they demand their own separate mechanics. Without them you have nothing to do on the normal scale of the map, within normal mechanics.
and
2) It's still just one of many eras in the game, lasting no more than 50 turns on the standard speed (it may be like 30 on the quick speed) so we shouldn't make it too fancy.
######
Humankind, for example, made 'neolithic era' begin every single session - it lasts like 10 turns and consists of your nomadic units madly rushing goodie huts, avoiding wild animals and trying to get good types of goodie hut rewards, thus being dependent on RNG (terrain, number of goodie huds, wild animals, kinds of prizes you roll randomly stc). Why bother at this point? And in the same time, what else could we do without making a ton of mechanics just for one era?
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