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In the beginning News

November mechanics update

Hi everyone!
Finally, we finished a lot of work on the November update.
The main innovation is a full-fledged save/load mechanic. After processing the economy, we had to rewrite many of the best practices of conservation. But fortunately, we managed to catch it and put them in this November update.
We still have some bugs, but we plan to fix them in future versions, which will be released more often before the new year.
Another important innovation was the mechanics of emigration, which many players complained about. Until now, the population has quickly become such that the tribe could not feed itself and could not make a new move. We fixed this with an important event that works after the population exceeds the limit.
In addition, the new mechanics will allow not only the use of a single event, but also the flexibility to reduce the population by various events. This may be a quarrel within a tribe, the killing or abduction of women by another tribe. In the next small update, these events will be added.
And we continue to work on the plot, which we will post as soon as possible. In the coming days you will find several new stories that will open up new vacancies, technologies, resources and answer many questions about the life of your tribe in the Stone Age.
I believe that the main work on basic mechanics has been completed and our main task for December is the release of a full version with game content.

Development Diaries No. 3 Gaming economic and Stories from the stone age

Hello everyone!
We finally published our big October update.
The best news is a full return to the team of our main developer, who wrote all the basic code of the game. And he began his return with large-scale refactoring of all the code. The system of conditions and effects was rewritten and optimized.
But this is not the main thing. Our main achievement is a completely redesigned economic model.
There were two serious problems in the past economy:

Issue one
The distribution of wp for vacancies and the production of resources "at the warehouse" created a very unpleasant and illogical error. To produce something, you need to take resources that are already in stock from the last turn. In most cases, this can be justified. But the food chain could not stand the system.
Imagine: people get food. Cooking takes another turn (10 years). And only after a turn and another 10 years your tribe can finally eat. Even game convention could not justify such a delay.
But the “borrowed” production scheme, when one vacancy uses resources that have not yet been produced, but only planned by another vacancy, leads to completely insane calculations of interdependencies.

Issue two
Different methods of extraction of one resource required the creation of different vacancies. For example, hunting. It can be very different: people can set traps, hunt small animals or big game. Use weapons or drive loot. In the previous assembly, this led to the creation of a separate vacancy for any change in hunting technology.

The hybrid form of economy was our solution.
Food production is allocated in a separate class of vacancies, which are in direct interdependence and working on the principle of “borrowed” resources.
For you, this means that you can set the diet once and not interfere with this menu at all, focusing on other tasks. The system will automatically allocate the necessary wp for consumption, cooking and food extraction.
The important thing is that food vacancies are not related to vacancies for workers who work on a “warehouse” basis and they are subject to the wp workers limit, which I described in detail in the previous diary.
All variations within the framework of one vacancy (which technology to use, which population groups can do this work, etc.), it was decided to bring in the modifiers of vacancies, working on the principle of on / off. It is on them that our programmer is working now and this is the first planned major update in November.
To transfer people hunting for mammoths, you will no longer need to look for such a vacancy and transfer wp to it. Just turn on the button on a regular hunting vacancy. Of course, for this the player must open this modification and / or have enough resources in stock for its operation.



The result of our work and a redesigned economy is already available in our update today.
Of course, this is not all. The demographics and dependency of mortality have been reworked. Population growth has been fixed and is now happening more smoothly and realistically.
We also changed the tutorial, making it not only a tutorial on which button to press, but also turning it into one of the plot plot that tells about the world of spirits and the role of the player in it as a game character.
Yes, the player in ITB is a full-fledged and inscribed character in the plot.
Yes, ITB is a global economic strategy spanning thousands of years.

At the request of the players, a built-in zoom was included in the game, which allows you to change the scale without the mouse wheel. And much more.
But the most important thing is that, finally, the main economy has come true. No more unpleasant conventions, concessions or routine actions that are passed on to the player.

Development Diaries No. 2

Hello everyone and welcome to the development diaries In the beginning
Over the past time, we managed to get out on early access on Steam, although it took a lot more time than we expected. But now I see that the players have an interest in the project and many supported us by purchasing the game now, despite the fact that this is still a prototype.
Thanks to you, we can now continue to work on the project. Therefore, I want to share with you the nearest development plans.
We focus on the direct gameplay, for which we postponed the connection of the save-load system. Specifically, the first moves and related story events.
Recently, I tried to solve the problem: how to make entering the game economy easier. Indeed, the current model implies that tribal labor points are scattered across many interdependent vacancies. It is difficult to understand such relationships, and the control window requires some manipulations from the player from the first move.
The logical decision: to reduce the complexity of interactions (at least at an early stage of the game) and reduce the number of manipulations required by the player.

But how to do that?
The answer was found in the study of anthropology. Specifically, in the time that people devote to themselves and work. It is no secret that ancient people worked much less than we do. But few people know that even today, many primitive tribes (for example, the aborigines of Australia) consciously refuse to move to a higher level of development of society precisely because it requires heavy systematic work.
In other words, this is an important factor in the development of society, which cannot be ignored in the simulation, but how to objectively reflect it in the economy?
Having broken all human activities into categories of work - rest. And reflecting such a parameter of your people as "industriousness." It is a historical habit of people to devote their time to systematic work. Without increasing this parameter, it will be practically impossible to switch to a producing economy. And historically, it has changed either by profound changes in the way of society, or, more often, by natural disasters that forced people to switch to eating food that requires more time to process.
Already in the Mesolithic, that is, before the start of agriculture, people knew how to cook cereals. They made bread, cooked cereals, even made beer. It is possible that gardening in some primitive form could exist somewhere. But they did not proceed to systematic agricultural work.
In the game, if a player increases the load on his people in excess of the permissible limits, a penalty modifier will appear and a chain of events can be initiated dedicated to such an abnormal activity.
How now to connect this mechanics with the complexity of the starting interactions, which the player has to understand?
Through a basic vacation vacancy. This is free time when your people disperse in the district: individually or in groups. During it, they do not do anything. Most likely they communicate, examine the territory, train. They, on their own initiative, collect berries and fruits, prey on small animals.
In terms of the gaming economy, this becomes a vacancy that does not require any content, but at the same time gives a stable profit in the form of the necessary basic resources: meat, berries, brushwood.
Thus, the starting economy becomes like this: most of the labor points are focused on recreation, while the working part is on hunting and gathering, as well as the necessary cooking.
The brushwood is enough only to maintain the first bonfire, and the cumulatively obtained food - only to live from hand to mouth. If you want to eat, go hunting, or across the river for berries, where the glades are still untouched.
Food production is an obligatory minimum of work that tribal members must perform. At the beginning of the game, events will prompt the player to engage in the production of clothing, copies, and inventory.
But the further expansion of production and work becomes an interesting task, as vacancies begin to compete with each other for labor points that a player can spend on them. An increase in workload bodes unpleasant fines, and the number of methods of using forces is becoming more and more. You need to choose what to spend them on and try to raise the parameter of hard work in order to spend more labor points without penalties.
At the same time, it is necessary to reduce the number of manipulations required from the player. The most obvious problem is eating food. Since the number of people changes every turn, the amount of food needed will change. To do this, a locker is installed on the consumption of food, showing how many percent of what is needed should be consumed. By default, this metric is 100%.
Changing it upwards makes sense if the player wants to increase the physical mass of the people of his tribe, and it will also be useful for the development of cooking and improving people's health, but, of course, it will require the extraction of more food. The decrease in consumption may be due to the onset of bad times when the tribe loses an important source of food. Long-term hunger not only brings negative effects, but also develops resistance to it, and in terms of selection it reduces the growth and weight of your people.
Game mechanics will automatically set the required number of labor points for the consumption of food from rest (while the balance of labor is not disturbed, since food for people is also a form of rest). At the same time, if the warehouse does not have the required number of products (processed food, presented as a kk resource - millions of calories), the number of labor points will decrease automatically (by going back to rest) and will return when the products in the warehouse appear.

The implementation of these mechanics, together with the mentioned events, is our main layer of tasks for the near future and the content of the first major update.
In addition, our main programmer, who implemented the current mechanics, refactors the system of conditions and effects. Their number has grown so that it already requires a certain reorganization.
And, of course, our favorite demography: balancing numbers and events.

So, what about guardian spirits?
After all, these are the same game characters who meet the player from the first screen. The concept of such characters is not something new, advisers are used in almost every strategic game. But I tried to make them part of the overall plot.
It would seem, what plot can be in an economic strategy spanning millennia? However, it can. After all, the player himself is a spirit or deity controlling his people.
Together with him there are other spirits, they serve as assistants and observers. And, during the game, voicing their opinions, sometimes arguing with each other. And as the game progresses, new characters will appear that are responsible for a particular activity.
The inspiration for this approach was the good old RPGs: the trilogy Baldur’s Gate and Wizardry 8, where the presence of such characters introduced a fair amount of variety and liveliness into the gameplay. I think here, where the gameplay is largely tied to management and numbers, the presence of live characters will make the game more fun.
And they really can be useful. Technically, they are events, so they can respond to all the same game processes as any other events. So, they can respond to events, give tips, share opinions.

That's all for today. And thanks to you, we are switching to regular updates.

I remind you that you can help develop this game by becoming patrons on this page: https://www.patreon.com/Gene_Sol

"In the beginning" in early access!

Good day, ladies and gentlemen!
Finally, our project was able to go through Steam moderation and go into early access.

In order to avoid misunderstandings, I warn you in advance:
At the moment, the Game is a prototype with a ready-made set of basic mechanics and much work remains to be done on it.
The goal of early access is to seek additional funding for further work and create a gaming community from which the team and I could receive feedback oищге new updates.

I officially declare that work on the game is ongoing and in September there will be one major update with economic changes and new content. The development progress will be written in the development diaries. I hope you enjoy our game project and you support our development or even become part of our gaming community!

Development Diary # 1 New approach to gameplay and primal nomadism

Dear friends!
We are beggars from Eastern Europe and we do not have the opportunity to do a professional translation into English. Therefore, forgive us for the abundance of errors, we just want to bring our ideas to the English-speaking public. If you can help us with the translation of these diaries - write to [email protected] or https://www.patreon.com/Gene_Sol

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Hello! My name is Gene Sol, I am the founder of Solare Games and the author of the game In the beginning.

It's time to publish my diaries, where I will talk about game design, work on the ITB project and where we will definitely plunge into the fascinating history of the Stone Age.

Work on basic mechanics is coming to an end, and by mid-July I plan to release the project to early access on Steam. The announcement of the game is already there: https://store.steampowered.com/app/1073020/In_the_beg..

After this, the game will be updated regularly with adding new content: new technology branches, buildings, events. From Paleolithic to Mesolithic and further to the bright (or not so) future formation of civilizations. Ideally, I would like to go on the pace of work - one major update per week.

“Why not release the entire game?” Some will ask. “Do you want to make money on a raw product?” Others will ask. The comments are fair, but I have a legitimate excuse for this: because for this game I needed to develop a completely different mechanics, built on principles that are not practiced now in game-dev. I felt like I entered Terra Incognita, and invited my reader and future player to go there with me.

In the beginning ... Or how to find your approach?

I always dreamed of making games. Probably, ever since, at about the age of five, he saw the first Sid Meier’s Civilization. It struck me how our entire complex and diverse world fit into such a game model. And I always wanted to make it more detailed, logical and similar to our reality.

Having opened my studio, I knew exactly what games I want to do. Smart games that will try to reproduce reality as detailed as possible. So that the model becomes so logical and viable that it could continue the game simulation even without the player. And so that the game could create for the player a scientifically authentic image of the story.

Today's popular series of historical games either donate historicity for the sake of softness of the gameplay, or, together with an increase in detailing, increase the complexity of the game, forcing the player to pay attention to a growing set of trifles.

But what if you go the other way?

Why not limit the player to the point of interaction with the game, leaving only the most important and exciting? And the rest is left to the simulation itself.

But then you need to understand what is most important? By manipulating what, the player can have the greatest effect on the fate of the tribe?

First you need to understand that our game is a model, a model of real life, and best of all, the measurable relationship between people is explained by economics. Therefore, in order to find the answer to this question, we had to turn to anthropology and economics. It was necessary to understand how the relationships of people at the dawn of civilization were arranged and how they interacted with nature and with each other, what resources they had?

It seems to me that such a resource is time. Man could rise above the animals, including because he realized the need for labor and consciously began to create intermediaries between himself and the animal way of life. Such intermediaries were the first sticks with which one could beat a prey or a fragment of a sharp stone, with which one could cut off a piece of meat or a bonfire, which must be diluted and maintained. The stick must be deliberately sharpened, a sharp stone - cleverly cleaved, and for the campfire, in general, constantly bring the fuel, solid worries. Man consciously set aside his time to make a tool that does not bring the satisfaction of animal needs here and now, but will help in the future.

So, if it is a matter of conscious labor, then our main resource is the time that a reasonable person can devote to a particular activity. Then, let's deal with the distribution of this time.

Therefore, the game economy is represented by the mechanics of the distribution of people's time. The game move is ten real years and our task is to solve what people will be engaged in for a decade.

How to play it?

In the Paleolithic time went much slower for our ancestors. In order for some processes to manifest themselves, generations must change. The player gets the opportunity to distribute - how much time your people will devote a particular activity. Will your people hunt or fish? To pick berries or mushrooms?

Each person in the tribe: a man, a woman, or a child - contributes to the total pool of “time points”. At the same time maintaining their individuality. For example, you can prohibit or allow women to hunt or children to perform some kind of adult tasks.

At the same time, a significant part of the time, your players still go about their business - most often just relaxing and wandering around.

These people were carefree and contrary to popular belief about the hard life of the people of the Stone Age, in reality they led a much more lazy and imposing life than we. Permanent systematic work is already an invention of the era of the society of the producing economy (when people want to eat, they don’t go to the nearest bush with yummy, but go to prepare lunch from stocks that they have been collecting for a long time). Civilization itself is a human reaction to the deterioration of external conditions and the threat of extinction. But we'll talk about this in other issues of the diary)

Your primitive people are not so easy to do anything. Of course, being a deity controlling the life of a tribe, a player can unscrew the labor slider to the maximum and, for example, make its people do dragging stones all ten years. Then, by the beginning of the next turn, the player will find an event in which there will be a story about how a very strong giant grew up in the tribe, who, thanks to his strength, declared himself the leader and made everyone engage in pointless labor. It all ended badly - the local Hercules was killed, though in passing he interrupted most of the tribe. One more such move - and the game would simply end.

In other words, the game is designed to create a reliable logical picture of events for the player in the form of an interactive story. Even if the player makes mistakes, the game itself will tell him what they will try to present in the form of a story.

In this example, we met with two main aspects of the game: economic in the form of distribution of people's time and plot in the form of an event. The event is the second point of interaction with the player, which stirs interest in the world. There is a granularity of the world for the player.

For 10 years, which lasts a course, a lot can happen in people's lives. And the likelihood of these events depends on which technology branches the player has discovered, which development paths he chose. For example, a tribe that devotes a lot of time to fishing will get more events related to the attitude of your people with the river.

And the player needs to somehow respond to the event. After all, by the river, your people can meet people from other tribes traveling on rafts. And the player will need to decide how to act on his people: hide and not show up to strangers, meet with weapons in their hands, showing that they are ready to fight or make contact, trying to learn something new about the world? This creates a sense of belonging to the game world and makes it possible to influence the most important and brightest events in the history of the tribe.

So the game turns into an interactive story. This is a story about the sapiens family, our possible ancestors, who, fleeing the effects of the Toba volcano eruption, have come a long way to the north. There they settled among other refugees in Europe. In those days, Europe was inhabited by Neanderthal tribes and sooner or later you will have to meet them.

In the game there will be other scenarios, in particular - wagering from the face of Neanderthals. After all, why not try to create an alternative humanity?

The player decides that his people will continue to do and how

will their story. The player will be able to collect this story on his own thanks to the Event System.

All events work on the basis of the same set of conditions as each tribal parameter. So, those processes that generate the drift of technologies and ideas in game mechanics, they can also push to one or another event.

And we get our gameplay: the player controls the economy, allocates time and responds to events. At the same time acting on the brightest events in history and making decisions that will visibly affect generations to come.

The rest: the development of technology, a change in the cultural order of the people - happens on its own, against the background and is calculated by the model. The game gives the player the result of these processes in the form of events, focusing on the most interesting.

Why play this?

Because it's interesting! The game gives the player the opportunity to create a truly unique people and check it for survival. Here the player can have an impact on things that he could never have before!

Each story will be different. The opportunity to play completely different approaches to the organization of society, will allow you to return to the game again and again. Here the player will be able to create a highly developed civilization of the type of ancient Greece. And the totalitarian dictatorship, like Assyria. You can make people religious fanatics living in the world of mystics or nomadic cattle-breeders and terrify the surrounding tribes for thousands of years before Genghis Khan.

I have developed my own approach to development: the principle of the maximum possible reliability so far the accuracy does not harm the fun of the gameplay.

In other words - the game should be primarily fascinating, otherwise the credibility will turn it into some kind of accounting program with hundreds of point settings that the player will have to deal with. This approach also works, but we decided to try it differently))

And I would like to believe that this gameplay will be interesting and my theory is correct - you can combine detail and realism with the fun of the gameplay.

Other approaches (the rejection of historicity or an increase in points of interaction with the player) have honed their gameplay for the last 25 years, but I do not have this time. That's why I appeal to my future players with a proposal to take part in the development.

There is a mechanic, but to make a realistic model, you need to balance it. The game modeled not only the trees of the Stone Age technology development, but also such parameters as the human mentality, understanding of one’s place in the world, attitude to the world and people around, attitude to death. The player can even affect the structure of future families in the wards and determine how the lifestyle of his tribe is formed. Putting numbers on each of these parameters raises a lot of interesting questions, which I, among other things, will duplicate in these diaries. But I would like to receive feedback from the players about the gameplay, the written history and the accuracy of the simulation of people's lives as often as possible. And players will be able to contribute to what this game will be.

Ideally, I would like to bring here professional anthropologists, historians and other specialists who could take part in the development of the game with their expert opinion. In the end, they also always wanted to play a realistic and historically accurate game and grumbled that everything was not so in reality! Here is a chance to make a contribution and make a game on which one could study historical processes.

I always wanted to turn the game into an interactive historical park. So that in the form of stories from the Stone Age, a player would see a realistic picture from which one can make a true (from a scientific point of view) idea of the historical period and the processes of the formation of society.

Today, in the hyperinformational era, when information rushes through us at insane speed, we often do not know our

own history: Who are we? Where are we from? Where are we going? And the real story is often mixed with absurd myths and modern legends.

And in this I see the historical mission of this game: to popularize the authentic image of history.

I hope that the gaming community will support the game, help make the gameplay comfortable and enjoyable. Will take the game as having a right to exist in game dev.

Bring something new to the genre?

I plan to publish these diaries every Friday. If you are interested in progress, then by the weekend there would be fresh news and interesting stories. A week earlier, they will be leaving in closed posts on my page on patreone: https://www.patreon.com/Gene_Sol

If the game and my approach to game development have seemed interesting to you and you want to see our new projects, then help us by becoming patrons on our page. It is there that not even the diaries will be laid out, but our working notes, where together with the players we will be able to discuss such questions as: where did the religion come from and what factors to measure its contribution to the mentality of people ?!

And we are planning a lot of new projects. The ITB engine is already developing the concept of a sci-fi game, where the player will have to build first bases - settlements, and then cities on other planets. There will be room for futurism. We also have a city planning simulator and several economic games that work on the same principle of maximum credibility and even a global strategy, which, perhaps, will become our main series someday. )

And now we are constrained only by the lack of resources. Therefore, by supporting us, you will provide all possible assistance to the development by speeding up the appearance of new content and new games. And also free my head from the problem of finding sponsors or publishers so that I can focus on producing new content and working with our team)

And the more we will have support from the community of players, the more often we will be able to produce cheap or free DLCs for everyone, forming not only a different direction of game design, but also a different monetization model.

Nomads

Now let's talk about the promised nomads, they are nomads. Humanity began with a nomadic way of life.

About 70 thousand years ago, the Toba volcano erupted. A huge amount of ash was thrown into the atmosphere of the Earth and a volcanic night came on the planet. And behind it, and volcanic winter.

To make the picture brighter, just imagine that the sky is black and the day is no different from the night. Darkness lasts for many weeks. And then comes the cold, which you still did not know. The ash particles in the upper atmosphere can hang for years, reflecting sunlight and cooling our planet.

Today, scientists argue how real damage was from this eruption on the nature of the Earth. But it is obvious that for our ancestors in those times it was a terrible shock. Of those after which they make legends about the end of the world.

Our ancestors then lived in the African savannah. They knew how to make a fire and hunted and gathered. Representatives of the Homo species have repeatedly left Africa and settled the whole world, but after the eruption of Toba, the first groups of Cro-Magnon men, our ancestors, began their journey north. We will be watching one such group.

Immediately it should be said that it represents a tribe of people in the Stone Age. These are small groups of about 15-25 people. All of them are to some degree relatives. Big primitive family. Up to half of them are children, if these are good times for the tribe.

They still have no understanding of the house. During the daytime - they disperse over a vast territory. When they want to eat, they are looking for edible fruits. Or prey on small animals. Men once in a few days bring prey from the hunt.

Life in the African savanna is full of dangers. Many predators occupy the same ecological niche and are not averse to eating a human. Therefore, people have learned to work together. Acting as an organized group and using primitive spears, our ancestors defended themselves from dangers. It was the organization, tactics of work in small groups and the use of tools that allowed our ancestor to take a dominant position in the wild.

Low density of settlement allowed not to think about the control of territories. The food was in abundance and when it was close to someone with their relatives - it was always possible to go a couple of kilometers and live there.

At the same time, people were not tied to certain places. They left behind the herds or seasonal changes in the river beds. Did not make any stocks. Why, if everything necessary for life is always within walking distance?

In the evening, you can gather around the fire, fry a juicy piece of fresh meat and listen to a couple of stories from your fellow tribesmen. Idyll.

Only a real catastrophe, which will put people in danger of death, will be able to make them change their way of life. Such a catastrophe could be the eruption of Toba.

The disaster led to a serious famine. Entire ecosystems died, people tried to survive as they could. Some refugees could have thought of moving far to the north.

There they met a completely new climate. Grass-covered steppes and age-old forests full of game. Land that required a different way to survive. And it was already inhabited by local Neanderthals, who are still outnumbered by Cro-Magnons from Africa.

The top of the technological level of our wards is the ability to make stone tools. Still very primitive - ordinary river stones, chopped so as to get a sharp edge. Now the player has to determine who this tribe will be and what path it will take.

How to display this state of people in the game mechanics?

The answer was found in the classic map grid. Each cell is a square, approximately 30x30 km. This is the territory occupied by one primitive community.

Conditional “overpopulation” begins at the turn of about 30 people. When there are more people in one of the communities: children grow up, new ones are born, internal conflicts inevitably begin and people just start interfering with each other. The idyll is collapsing, already to the nearest bush with whole fruits - you have to go somewhere, because all the nearest bushes were eaten up by relatives.

At that time, only the appropriating type of economy was available to our ancestors - this is when people are not engaged in production, and everything they need for life is collected in nature. The reserves of resources were very extensive, but at the same time they were very “spread” over the area. The forests were full of game, but they still needed to be caught, and berries, fruits, roots or nuts had to be reached.

According to approximate calculations, the territory of one game cage (900 sq.km) under the conditions of conducting a primitive society could support 50-60 people before the shortage of products begins. But the tribes seldom gathered on the same territory in such numbers (50 people is a huge crowd at that time), as a rule it was connected with seasonal events, such as the concentration of herds of animals in one place, where people from different tribes came to hunt.

More often, the young people in the tribe just wandered a little further from their relatives and enjoyed the natural abundance.

These economic restrictions were also the main obstacle to the growth of the number of people. Being by nature a super-predator, man could not allow himself uncontrolled reproduction and the number of people maintained its stability for tens of thousands of years. More people demanded more food, but the territory could no longer feed people.

In game mechanics, these restrictions are implemented as a finite number of vacancies available on each of the cells. Take our first cave by the river: the cage allows you to feed up to 100 people if you use all possible food sources, but you can’t build a civilization of 100 people. Sooner or later, you will have to either begin an intensive path of development, or engage in expansion and

begin settling in nearby territories. Whatever choice a player makes, it will require a qualitatively different way of organizing your people.

Intensification of the economy assumes that your people will look for more efficient ways of extracting resources, primarily food. The ability to fish with your hands is very cool and brutal, but a harpoon, a fishing hook and a good net will allow one person to feed much more tribesmen and get more food from the territory.

All this implies a change in lifestyle. And for the nomadic way of life comes the next stage. Your people are far from settling, but they are already beginning to understand the importance of permanent habitats. Hunters can live for weeks in a temporary camp where the tools are kept, animals are being butchered and hides are dried. Production activity is concentrated in this place. People have stocks that need to be stored somewhere.

So people come to a semi-nomadic way of life. Temporary seasonal camps grow on their territory, between which your people move depending on the season. In the summer, they live near water and a source of plant food. In the spring and autumn they move to where the herds of animals are - their main source of food.

For the player, this means that in order to change the lifestyle of his people, it is necessary to build temporary camps for hunters, fishermen and gatherers. Each of which requires the intensification of the economy.

Thus, the game reproduces historicity: instead of a simple transition from era to era at the touch of a button, the player creates authentic conditions for the development of his people. Lifestyle change - it becomes a response to a change in the economic structure, which is more complex, requires more effort, but also more effective.

In the next issue: who are the guardian spirits and the divine player. How can a player fit into the setting of the game for total immersion?

I remind you that you can help develop this game by becoming patrons on this page: https://www.patreon.com/Gene_Sol

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