On 1BigCommunity, I posted an explanation as to my perception of how pre-history should be determined. I like the ideas here too.
Basically all I said was that you work out of barbarian huts without borders with particuler units,
Hunters: act as warriors slash can bring food back to the hut.
Gatherers: make gardens, outposts, and pathways that are harder to travel than roads.
Priests: Influence units in unity with your tribe.
Nomads: Make huts.
After a certain amount of turns your hut collapses, and turns into a Nomad and Hunter/Gatherers. When you get a high enough population inside your hut, your hut collapses and turns into a Settler.
Racial or ethnic identities would be awesome along these lines. Priests can convert allies or enemies into joining your Civilization, and a little star hovers over them, signfying an enlightenment. If you capsture barbarian huts, some of their units join yours as their Barbarian ethnic identity. If you don't desperse races throughout your cities and expand. Than part of your Civ can revolt and declare civil war, wining overwhelming support from people with the same identy as well as others (units and priests).
Diplomatically, paricular races/ethnicities will favor particular laws. A new Diplomacy screen will be your constitution that says Yea or Nay, which you can change at your discretion (may cause corruption, or "We love the King"). Some examples I gave were:
Slavery (Yea or Nay) Slave units can be made out of drafting or any board unit or capturing slaves.
Sacrificing (Yea or Nay)
Right of Passage
State Religion
All the laws included in the game will appear at different technology discoveries especially having to do with Governments/Philosophies/Religion.
Religion can be manipulated to gain support for particular laws. ex: Yea to Slavery bad in Christianity good in Paganism. Religion can help you win support for war, rescuing a Muslim city that was captured by an Shamanistic State.
Genecide can be a Constitutional Law towards a race/ethnicity or a religion.
If the Constitution continually angers a particular city, a mojority of units that were once your convert to the city name. Like if you are the Romans, and Byzantium is just not liking your conquer the world ideal, their citizens will convert to Byzantines.
Accordance to dropping the Eras, it can be changed to new Architecture or Art technologies. And then you have to reconstuct buildings at a lower sheild cost to accommadate the new style, or new units. That way some of your cities look Byzantine Red with Gold crosses, while others stay in Bulgarian mud huts or Ionic Pagan columns. Citizen or worker units can be affected by how much they produce. If the country declares a Animist State Religion, you can pay a small upgrade to change their dress and they work harder, while Robe wearing Pagans refuse to work at all under a Shamanistic state, wondering into enemy territory as a refugee to be converted into their culture. These units may even automate themselves and distroy roads/mines/irrigation/bridges.
Bridges would be a great add and military tactical play. Archers can attack from accross rivers.
I think this goes along with the Pre-History, but in a variance in gameplay.
What do you all think? Comments?
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Um I Posted this under Pre-History thread, and it appeared here. I don't know why?