Timelines, Dates and Eras

I've stated before my own preference for 6000BC as that's as far back as any written history really goes and was roughly the going establishment date for the first cities in Sumeria. I know India's archeology is casting some doubt on Sumeria being absolutely first but so far as I know, we aren't certain yet that it predates Sumer.

I'm saying it's Peru
 
Please don't mess with the turn numbers and gamespeeds, I spent a whole week making them work.

Just so you know though, Ancient in my book goes from 8000BC to 1000BC (or so), and has slightly more turns than Prehistoric.

Even though I think everyone should carefully think about messing up changes that take a lot of work or are stable; I think we should always consider improving and expanding possibilities.
We may have to limit ourselves right now (to make version progress possible, and to start new ideas), but we should always be open and willing to change things to make them better.
To some degree we should compromise on the better sources and discussions of history and speculation for the central C2C gameplay; I believe options should be made to vary this up to accommodate differences of opinion (especially popular and significant controversial ones), and make the altering of history (including eras) easier to customize and configure in beginning of the game.
(Just how many times have people suggested they want prehistoric or future eras optional? Or they just want to start in a specific time (,or in my case with a specific out-of-place technology))?

I have a lot of links on articles for disputes and recent scientific discoveries on timeline (and technology) dates.

As I have time, I will start posting them here or in the appropriate thread for technology placement.
Personally I think all prehistoric and future eras should be variably set, on the most likely dates.
Note: Eras did not hit all civilizations equally, stone age tribes (like those in the Amazon) exist today. Civilization develops unequally, and culture can spread or not spread ideas.
I, for one, want there to be a gameplay option (at the beginning) that set-up a specific technology(ies):like fire, gunpowder, computers, space travel, artificial intelligence, tele(trans)-porters, etc. to be developed out of sequence or time/era!
And please don't limit the technologies or eras, expand them as they make sense.

I am a big fan of the idea of C2C exploring the generally agreed upon eras of mankind; having prehistoric, and classic history Eventually being split up into generally recognized eras.
Please don't let an even number of turns, eras, or technologies dictate what is in C2C!
Please let what makes the most sense for realism/plausibility, and exploration/fun to set those limits.

http://en.wikipedia.org/wiki/List_of_archaeological_periods
(you really should look at this article.)

Paleolithic (pre c. 8800 BC)
Mesolithic (c. 8800 – 4900 BC)
Neolithic (c. 4900 – 2000 BC)
Bronze Age (c. 2000 – 800 BC)
Iron Age (c. 800 – 1 BC)
Roman (c. AD 1 – 400)

or

Paleolithic
Epipaleolithic
Neolithic
Chalcolithic
Bronze Age
Iron Age
Hellenistic
Roman

or

http://ancienthistory.about.com/od/studentsclassroom/a/060111-Timeline-Of-Major-Intervals.htm

BRONZE AGE: 3500 B.C. - A.D. 1500 - With the beginning of writing came the first period considered historical. This was still a very ancient period, part of the Bronze Age, and before the time when the Trojan War, if it happened, would have taken place.

1500-1000 B.C.: -This was the period when, if the Trojan War is real, it probably happened. Greco-Roman Mycenaean civilization
It probably corresponds with the time of the Biblical Book of Exodus. Ancient Near East
Assyrians, Hittites, New Kingdom Egypt, Vedic period in the Indus Valley.

IRON AGE STARTS: 1000-500 B.C. Homer is thought to have written his epics, The Iliad and The Odyssey. It is the time when Rome was founded. The Persians were expanding their empire in the eastern Mediterranean. It is thought this was the period of the famous Biblical kings, or at least Samuel, and later, the time of the Babylonian Captivity.

CLASSICAL ANTIQUITY STARTS: 500 B.C. - A.D. 1 It was during this period that Greece flourished, fought the Persians, was conquered by the Macedonians, and later the Romans; the Romans got rid of their kings, established the Republican form of government and then started the rule by emperors. In the later years of this period, in Biblical History, the Seleucids were the monarchs under whom the Hasmonean and then the Herodian kings arose. The Maccabees were Hasomneans.

1 - A.D. 500 - This was the first period in which Christianity became important, when the Romans suffered barbarian incursions, and declined. In Jewish history, this was the period of the Bar Kokhba revolt from Roman rule and the time of the writing of the Mishnah and Septuagint. It is the end of the ancient period and the beginning of the Medieval era.
--
I also agree with MrAzure expansions of the future. The future is not fixed as history is, it could move slower or faster than expected. One thing is sure, we can not be sure when a disruptive technology can or will become possible.

I think that splitting the eras up should be the eventual goal...

With an interesting and Epic tribal ice age start (major starting Events possibilities).
This a great way to introduce and kick start C2C. - (Cavemen)
And,
exploring alternate and real history (playing C2C the way you want to) with every possibility of alternate fiction (lot's of books and ideas by people like Mark Twain, H.G Wells, and Harry Turtledove) and making history random or your own. - (2)
And,
all the way to an exciting and surprising future spanning the most plausible and realistic, all the way up through all the Speculative and Sci-fi possibilities of what the future can be, to the fun and fantastic ideas that people want to optionally play, to the imagination (..and popular fantasy -Star Wars/Trek, etc.) of what it could be (optionally for those who want to play it).
The end game should be open, and infinite combination of what can be built into C2C, as well as potentially wrapped up in the grandest of human ideas (huge space projects - like Dyson Spheres, infinite realities, human transcendence, immortality, escaping the end of the universe, manipulating matter and time, and anything we can all think up of modeling as game-play in C2C.
(Cosmos!)

Please make time (and Eras) plausible and flexible, because we all want to explore farther!
 
I am testing out a revised, double length model (one I imagine will stay on my hard drive barring serious demand or personal request), and noticed a peculiar systemic anomaly; turn 2000 arrives exactly on schedule at 10,000 BC, but it is on turn 2997, not turn 3000, that the date of 5000 BC is reached; leap years don't seem sufficient to explain a 15 year gap, and variable month lengths are too high to give such an account. 3 turns are amiss, and while I can work around such a cosmetic fault at present, I'm curious as to whether this is a known issue or whether far more brilliant minds than I could devise a solution to this predicament.
 
I am testing out a revised, double length model (one I imagine will stay on my hard drive barring serious demand or personal request), and noticed a peculiar systemic anomaly; turn 2000 arrives exactly on schedule at 10,000 BC, but it is on turn 2997, not turn 3000, that the date of 5000 BC is reached; leap years don't seem sufficient to explain a 15 year gap, and variable month lengths are too high to give such an account. 3 turns are amiss, and while I can work around such a cosmetic fault at present, I'm curious as to whether this is a known issue or whether far more brilliant minds than I could devise a solution to this predicament.

Well, I have not noticed those errors, so I'd guess that you mistyped something.:rolleyes:
 
Here's the code for Eternity as it stands;
Spoiler :
<GameTurnInfo>
<iMonthIncrement>240</iMonthIncrement>
<iTurnsPerIncrement>2000</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>60</iMonthIncrement>
<iTurnsPerIncrement>1400</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>12</iMonthIncrement>
<iTurnsPerIncrement>2200</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>6</iMonthIncrement>
<iTurnsPerIncrement>2600</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>4</iMonthIncrement>
<iTurnsPerIncrement>3000</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>3</iMonthIncrement>
<iTurnsPerIncrement>400</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>2</iMonthIncrement>
<iTurnsPerIncrement>1200</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>1</iMonthIncrement>
<iTurnsPerIncrement>1800</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iDayIncrement>14</iDayIncrement>
<iTurnsPerIncrement>1300</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iDayIncrement>7</iDayIncrement>
<iTurnsPerIncrement>14300</iTurnsPerIncrement>
</GameTurnInfo>
 
There might well be a bug somewhere in the date handling code (which I am not really happy with how it turned out) but if it is such a little cosmetic problem I'd rather just leave it.
 
Sorry to bump such an old topic, but I'd rather bump than create a duplicate. I'm currently testing 30k and 15k turn long versions of Eternity and Snail, and said bug is still consistently cropping up. I've thought about going into the save file to manually fix the date, but the year doesn't seem to be listed (beside the starting year) in the worldbuilder file, and recalculation doesn't seem to have fixed anything either. Is the year stored somewhere else, or would some sort of cache clearing fix my problem? I'm still getting the date discrepancy error with 40 and 20 year per turn Prehistoric; it remains as mysterious as it's always been.
 
Sorry to bump such an old topic, but I'd rather bump than create a duplicate. I'm currently testing 30k and 15k turn long versions of Eternity and Snail, and said bug is still consistently cropping up. I've thought about going into the save file to manually fix the date, but the year doesn't seem to be listed (beside the starting year) in the worldbuilder file, and recalculation doesn't seem to have fixed anything either. Is the year stored somewhere else, or would some sort of cache clearing fix my problem? I'm still getting the date discrepancy error with 40 and 20 year per turn Prehistoric; it remains as mysterious as it's always been.

It's almost certainly a bug in the Timeline code. AIAndy rewrote that a half a year ago to allow for turn times in Day increments, so he may have introduced some issues there.
 
First of all, I get +1 experience in thread necromancy.

Second, It has been well over a year now since I set up the gamespeeds are they are now, and I'm thinking of coming back to look at them again with everything that has changed since then.

I'd like to hear feedback on how game progression is nowadays in C2C (either from v33 or from the SVN). Do you feel it is too slow? too fast? Some eras too long (or considerably longer than others)?
 
There's been some discussion on this but I'm quite relieved (honestly!) to have you come back and review this for us as I'm not sure about the latest adjustments. Haven't tested them but they were adjusted somewhat heavy-handedly so may need some good fine tuning.
 
There's been some discussion on this but I'm quite relieved (honestly!) to have you come back and review this for us as I'm not sure about the latest adjustments. Haven't tested them but they were adjusted somewhat heavy-handedly so may need some good fine tuning.

Thanks, DH also told me in a PM about how the Prehistoric Era got way longer and people are only getting to Classical around 500 AD or so. I'll take a look at things and cook up a new timeline this weekend.
 
I am half way through the Ancient era on snail and it is 7000AD!

That sounds impossible. I'm pretty sure that I set up the turns to end at 2250 AD or so, so unless some serious changes were made since then I don't know how that happened.
 
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