This Game will take place starting 2000 BC, and will go on to the very end of the Demogame, until 2000 AD. In this game you basically run a clan, with the heart of a clans leader, and we need some basic number generator that will compute in game events into tangible clan developments, happenings and so on. So basically, we will follow the clan through all 50, 40 and 25 year increments as development per generation of the clan, as each generation at that time was hardly more than 50 yeas. This means we will run the Clan Game until the invention of Samurai (Chivalry) as a generational clan game. Location Each clan can choose to either settle down in a city, or a landmark tile, which could be developed into a city, a land improvement, or a piece of structure (fortress (Airport) Public Polls The outcomes of public polls, one specified public poll between each turnchat that can be used as a RPG element poll, to be polled on for the clangame members. This could be a science poll, a city localization poll and so on. Unit adoption As they game progresses, each player is allowed to adopt a unit, and the player that picks the unit first, must keep that unit, also within upgrades. Please remember your unit, as it will impact your clan. Clan structure Each clan has an inner council of five members, with max 6 attributes in total. In addition to the council, there are family members, sons and daughters that can be married away, sent to wars and used for different means to strengthen the power of the clan. Wars and peace War situations may turn the fortunes of a clan from good to bad, bad to good, a tile may be plundered, a city conquered, a tile lost, a unit severely reduced/disbanded and so on. These things will impact the clan. Lifestyle Economic slider and city jobs in nearest city will impact lifestyle of the clan, marriage opportunities, noble titles and so on. City improvements This will impact clan professions, based on where the clan is located Clan members in Government, offices and other places This will impact the standing of the clan for that period (no political parties, each individual is a clan) Clan traits As the Japanese Cvilization is religious and militaristic, the clan has also two chosen traits, which is not merits or flaws, just a focus area. Clan special unit Each term, the clan can choose to be a unit of footmen, maritime, cavalry, aviators, entrepeneurs or citypeople (one pop controlled in a city, adopt a pop, and consult with domestic/governor to change the work). Finally, we will have a set of merits and flaws of the clan (Strong leaders versus inbred for example), where the sum of all these must be level at 3 points. we will have a clan code to be polled and voted so we agree. The game will change ruleset to follow more personal careers by the following milestones. Monarchy Astronomy Steam Power Replacable Parts Space Flight The goal of the clan is to survive, gain prestige among the other clans, and be part of the Japanese ascendancy to power, and contribute to that. Attributes could be Stewardship Diplomacy Martial Religion Fertility Status This is just a synopsis and may be revamped. Hopefully this can make the game more immersive, not undermining the main DG5.