Acularius
King
I tend to believe that sailors and soldiers are at the base 2 different things.
As for the dog thing, generally that was an example.
I remember reading up on it a bit and figured that an 'event' could have wolves trailing your camp... they benefit from the safety of fire and scraps while humans gain early warning.
After a set period of time the grouping could learn to handle the animals and eventually breed them. Could be event determined if the area has wolves 'present'.
I do apologize about the Capital/Capitol thing, it slipped past me.
The tiers are also not locked in place, you can have some of the more advanced forms so long as you can support them.
As for the initial seeding stage, I figured it would serve to populate the world from... I figure to make it as simple as possible, but would allow for it to be expanded upon.
Also, I always 'assume' that I am on 'Earth', so the examples are generally based of them.
Basically what I proposed was a 'population chit' concept, I had brainstormed on how the 'market' system would work that would allow the transition from a communal to a bartering to form of coinage or monetary system.
Essentially it worked out to be called the 'Production value', which worked out to be the (Product units)/[Upkeep+(Work points)].
Production value being what it cost to make the unit.
Product unit: Quantity of product produced from a PC's assigned 'work points', determined by 'tools', 'production site' and 'efficiency'. [Rounded up to the nearest whole number]
Work point: What the Population chit can produce, based off efficiency and density.
Upkeep: Any cost associated with the maintenance of the PC, such as tools, food and the production site.
Past that, I was only proposing a template. A combination of any of those PC's could work with what traditional academia proposes as the proper order of things.
That and I tend to view technology and concepts as simply being there at th right place and the right time, so essentially by chance. Given that the environment and conditions are correct.
[So I tend to say that the 'tech tree' can be removed entirely, which would allow for the differences in society as you propose.]
Edit: As for the mechanics that represent the 'changes' in society, I figure would be a combination of civics and populations that are satisfied tend not to change. (GROSS oversimplification, but as an example)
A mechanic that could be introduced later.
As for the 'Seeding' stage, was an example that truly never stops. Migration will keep on occurring. Also will be useful to show the movement of ideas.
An example is that it is believed that the horse was domesticated by a fairly paternalistic society in th Urals.
These people migrated in ALL directions, displacing the maternal society in Europe that had formed (The Basque are suppose to be descendant from the maternal societies) while moving into Persia and India introducing the Caste system to the Hindu religion.
Or that's the current understanding of the Indo-European grouping.
It would also allow for your examples of the Migration period of Europe which among other things is thought to be one of the reasons for the decline of Western Europe (I tend to believe it was a combination of events and not just one thing)...
http://en.wikipedia.org/wiki/Dog
Since C2C currently starts in 50.000 BCE (Before Common Era), that would mean the dog wasn't domesticated until the earliest example at 31k BCE, where the more common result could appear around 13k BCE...
So generally, it should be possible to domesticate the dog unless the world itself starts before the 100k mark... or there was a setting to remove 'dogs'.
So there is a period of around 19k years for humans to migrate around the world before the earlier example of domesticated dog was found...
I might take a LOT of this for granted since I worked on the family farm a lot growing up though...
As for discovering how to manage 'bigger populations', think of it as discovering the tech 'cooperation' in C2C currently.
Edit: I always assume things happen on an 'Earth' map unless stated otherwise, it helps keeps my ideas cohesive and my examples relevant or we could be talking here to the moon about possible variations in the environment would result in different 'societies'.
Yes, I enjoy talking about those possible variations, I'm a fan of Alternative History.
I do agree that 'Employees' could be scrapped... but I tend to think Sailors should be kept, but begins to be outmoded when civilization moves into Space, granted if 'Earth' is not unified, navies would probably be kept around.
EDIT 2: Actually, Sailors can be scrapped, so long as Soldiers on the cost provide a different source of manpower. Naval manpower, with the unlocking of Air warfare and eventually Space, the Soldiers can give manpower to however they are specialized.
Soldiers can therefore fish, and so will farmers when they unlock.
As for the dog thing, generally that was an example.
I remember reading up on it a bit and figured that an 'event' could have wolves trailing your camp... they benefit from the safety of fire and scraps while humans gain early warning.
After a set period of time the grouping could learn to handle the animals and eventually breed them. Could be event determined if the area has wolves 'present'.
I do apologize about the Capital/Capitol thing, it slipped past me.
The tiers are also not locked in place, you can have some of the more advanced forms so long as you can support them.
As for the initial seeding stage, I figured it would serve to populate the world from... I figure to make it as simple as possible, but would allow for it to be expanded upon.
Also, I always 'assume' that I am on 'Earth', so the examples are generally based of them.
Basically what I proposed was a 'population chit' concept, I had brainstormed on how the 'market' system would work that would allow the transition from a communal to a bartering to form of coinage or monetary system.
Essentially it worked out to be called the 'Production value', which worked out to be the (Product units)/[Upkeep+(Work points)].
Production value being what it cost to make the unit.
Product unit: Quantity of product produced from a PC's assigned 'work points', determined by 'tools', 'production site' and 'efficiency'. [Rounded up to the nearest whole number]
Work point: What the Population chit can produce, based off efficiency and density.
Upkeep: Any cost associated with the maintenance of the PC, such as tools, food and the production site.
Past that, I was only proposing a template. A combination of any of those PC's could work with what traditional academia proposes as the proper order of things.
That and I tend to view technology and concepts as simply being there at th right place and the right time, so essentially by chance. Given that the environment and conditions are correct.
[So I tend to say that the 'tech tree' can be removed entirely, which would allow for the differences in society as you propose.]
Edit: As for the mechanics that represent the 'changes' in society, I figure would be a combination of civics and populations that are satisfied tend not to change. (GROSS oversimplification, but as an example)
A mechanic that could be introduced later.
As for the 'Seeding' stage, was an example that truly never stops. Migration will keep on occurring. Also will be useful to show the movement of ideas.
An example is that it is believed that the horse was domesticated by a fairly paternalistic society in th Urals.
These people migrated in ALL directions, displacing the maternal society in Europe that had formed (The Basque are suppose to be descendant from the maternal societies) while moving into Persia and India introducing the Caste system to the Hindu religion.
Or that's the current understanding of the Indo-European grouping.
It would also allow for your examples of the Migration period of Europe which among other things is thought to be one of the reasons for the decline of Western Europe (I tend to believe it was a combination of events and not just one thing)...
http://en.wikipedia.org/wiki/Dog
Since C2C currently starts in 50.000 BCE (Before Common Era), that would mean the dog wasn't domesticated until the earliest example at 31k BCE, where the more common result could appear around 13k BCE...
So generally, it should be possible to domesticate the dog unless the world itself starts before the 100k mark... or there was a setting to remove 'dogs'.
So there is a period of around 19k years for humans to migrate around the world before the earlier example of domesticated dog was found...
The present lineage of dogs was domesticated from gray wolves probably about 15,000 years ago.[5] Though remains of domesticated dogs have been found in Siberia and Belgium from about 33,000 years ago, none of those lineages seem to have survived the Last Glacial Maximum. Although DNA testing suggests an evolutionary split between dogs and wolves around 100,000 years ago, no fossil specimens prior to 33,000 years ago are clearly morphologically domesticated dog.[6][7][8]
I might take a LOT of this for granted since I worked on the family farm a lot growing up though...
As for discovering how to manage 'bigger populations', think of it as discovering the tech 'cooperation' in C2C currently.
Edit: I always assume things happen on an 'Earth' map unless stated otherwise, it helps keeps my ideas cohesive and my examples relevant or we could be talking here to the moon about possible variations in the environment would result in different 'societies'.

Yes, I enjoy talking about those possible variations, I'm a fan of Alternative History.
I do agree that 'Employees' could be scrapped... but I tend to think Sailors should be kept, but begins to be outmoded when civilization moves into Space, granted if 'Earth' is not unified, navies would probably be kept around.
EDIT 2: Actually, Sailors can be scrapped, so long as Soldiers on the cost provide a different source of manpower. Naval manpower, with the unlocking of Air warfare and eventually Space, the Soldiers can give manpower to however they are specialized.
Soldiers can therefore fish, and so will farmers when they unlock.