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Proposal for a calendar system

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5 years ago
Jul 1, 2020, 4:15:35 PM

So, a dating system is often a thing that comes up with these sorts of games. I certainly don't know of any historical strategy games that don't have one, including the civilization series, which is the closest to what Humankind is doing.


Usually, either a dating system appropriate for the setting is used (like how Imperator Rome uses ab urbe condita) or the common BC/AD one is used for broader games (this is what civ does, for example). But in this sort of game, both options run into some minor issues. First of, there is no dating system that is completely fitting for a game about all of humanity, since humanity doesn't use a uniform dating system. BC/AD, ab urbe condita, dating from the Hijrah, etc., all are at least somewhat partial to a certain group's history. Because BC/AD or BCE/CE are so commonly used, certainly in the west, for talking about history, they can feel more natural but even there it gets weird when thinking about it.


On top of that, in a game like this it would be weird to use such datings based on specific historic events, as they might not happen. In any given game of Humankind, Jesus might not be born, Rome might not be founded and Mohammed might not go to Medina. It doesn't fit very well into the world's own developing history.


But a way of counting the years does seem like a necessity. With the events and the fame system it does seem like Humankind aims to give a playthrough a stronger sense of an evolving story throughout history and in my opinion dates are a part of that, so you can talk about when your people adopted this form of government or when your forces won this big battle, etc etc. To just leave it out and have a more abstract turn limit would feel out of place with that sense of history.


Some sort of calendar does seem necessary because of this, and I certainly wouldn't blame them for using an established one for ease of implementing. I'd like to propose a different system though, that would both allow the game to have a sense of years passing and would tie it in with the actual history of the world.


First, assign each turn a certain temporal value. Say, turn 150-151 is meant to be 10 years. Then, once a player founds their first city, the calendar starts counting those amounts of time per turn. Possibly the player could also choose to start a new calendar at big events, such as the adoption of a new culture or political system or the founding or a new religion.


This way, there's a way of dating events and measuring how your story progresses through time, while also having a dating system that feels appropriate to the game's history, as opposed to putting our history on top of this fictional one.

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5 years ago
Jul 1, 2020, 11:50:11 PM

I think it would actually be cool if there was no calendar until calendar is invented, and at that point you choose how it is marked. Each Civilization would mark time on it's own terms. Perhaps later on with major religious or political revelations there would be an option to move the year "zero".

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5 years ago
Jul 2, 2020, 7:40:02 AM

I think this would be great. I think the calendar is important, it changes our perspective of the history. Check out this Kurgezagt video about it

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5 years ago
Jul 2, 2020, 5:04:04 PM
Eulogos wrote:

I think it would actually be cool if there was no calendar until calendar is invented, and at that point you choose how it is marked. Each Civilization would mark time on it's own terms. Perhaps later on with major religious or political revelations there would be an option to move the year "zero".

I agree on that, either our own calendar should be created with significant event or existing calendar should be unlocked with the calendar technology, you could choose the calendar you want and if you're influent enough people start adopting it or something along those lines. 

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5 years ago
Jul 2, 2020, 8:02:27 PM

If I remember correctly there is a civic you choose early on whether you want a lunar or solar calendar.

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4 years ago
Nov 9, 2020, 2:42:18 AM

If I had to make a guess at the Calendar, given 7 Eras in a 300 turn game based on certain assumptions: Ancient Era starts at 3000 BC the beginning of the Bronze Era and last Era before present day lasted until roughly 2000 AD, then that 5000 years for 6 Eras means each average Era lasts 2500/3 years.  However, the last Era seems to be ~1/10 that in years.  So, the general idea is: 0.1+...+term(6)=6 Eras.  So, that could look like this approximately, going backwards in time:  Era 1 = e^x, where x = -LN(21/2).  Era 2 = e^(x+LN(2)).  Era 3 = e^(x+2LN(2))+...+Era 6 = e^(x+5LN(2)).  That translates into: Era 1 = (2/21)*(2500/3) years, Era 2 = (4/21)*(2500/3) years, Era 3 = (8/21)*(2500/3) years, ... Era 6 = (64/21)*(2500/3) years.


So, here's my rough Guess at years in Era Turns:

Contemperary Era = 80 years.  (50 game turns)
Industrial Era = 160 years.  (50 game turns)

Early Modern Era = 320 years.  (50 game turns)

Medieval Era = 640 years.  (50 game turns)

Classical Era = 1280 years.  (50 game turns)

Ancient Era = 2560 years.  (50 game turns)


+Neolithic Era (Bonus) - might last an extra 10 turns from estimate.


The math isn't exact, but the general idea is there.  :)

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4 years ago
Nov 11, 2020, 11:05:28 PM

What if "calendar refinements" or resets occured throughout the game upon hitting various benchmarks, unlocking techs, advancing eras, or other mechanisms.  And what if those refinements confered greater bonuses - more movement, more actions, faster development/production, etc.  Essentially creating a mechanism whereby civilizations operating on older, less accurate, calendar systems simply aren't "moving" quite as fast as your civilization and visa versa?  Of course battles would still have to be resolved without such benefits, but operating with different perceptions of time has in fact created huge advantages from everything like when to plant and harvest, population growth, worker productivity, etc.  

The calendar is just a representation of time, but I think what you are getting at unlocks mechanisms that consider how turns can represent different spans of time and how one player's turn my represent something different, at different points in the game's progression, than another player's/AI's turn.

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4 years ago
Nov 12, 2020, 3:29:21 AM
Progress wrote:

If I had to make a guess at the Calendar, given 7 Eras in a 300 turn game based on certain assumptions: Ancient Era starts at 3000 BC the beginning of the Bronze Era and last Era before present day lasted until roughly 2000 AD, then that 5000 years for 6 Eras means each average Era lasts 2500/3 years.  However, the last Era seems to be ~1/10 that in years.  So, the general idea is: 0.1+...+term(6)=6 Eras.  So, that could look like this approximately, going backwards in time:  Era 1 = e^x, where x = -LN(21/2).  Era 2 = e^(x+LN(2)).  Era 3 = e^(x+2LN(2))+...+Era 6 = e^(x+5LN(2)).  That translates into: Era 1 = (2/21)*(2500/3) years, Era 2 = (4/21)*(2500/3) years, Era 3 = (8/21)*(2500/3) years, ... Era 6 = (64/21)*(2500/3) years.


So, here's my rough Guess at years in Era Turns:

Contemperary Era = 80 years.  (50 game turns)
Industrial Era = 160 years.  (50 game turns)

Early Modern Era = 320 years.  (50 game turns)

Medieval Era = 640 years.  (50 game turns)

Classical Era = 1280 years.  (50 game turns)

Ancient Era = 2560 years.  (50 game turns)


+Neolithic Era (Bonus) - might last an extra 10 turns from estimate.


The math isn't exact, but the general idea is there.  :)

I like that basic idea... but Eras are more fluid (different Era per civilization)


So something Where the "Calendar year" and Era civilizations were in determined the Years/Turn

(so if your world is ahead in Eras the Calendar would try to catch up, and if you are behind, the Calendar would slow down)


Those would be the baselines if all Civilizations 





Years per turn (Era of most civs)

Calendar YearTarget EraLower than targetTargetHigher than target
21950-2050Contemporary12
51700-1950Industrial357
101200-1700Modern71015
15450-1200Mideval101520
20550BC-450CEClassical152030
503050BC-550BCAncient
5070
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4 years ago
Nov 12, 2020, 4:17:35 AM
the dates are rather arbitrary sort of like in civ. you can apply any date to any turn number that makes you feel good inside.
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4 years ago
Nov 12, 2020, 4:05:23 PM
Krikkitone wrote:
Progress wrote:

If I had to make a guess at the Calendar, given 7 Eras in a 300 turn game based on certain assumptions: Ancient Era starts at 3000 BC the beginning of the Bronze Era and last Era before present day lasted until roughly 2000 AD, then that 5000 years for 6 Eras means each average Era lasts 2500/3 years.  However, the last Era seems to be ~1/10 that in years.  So, the general idea is: 0.1+...+term(6)=6 Eras.  So, that could look like this approximately, going backwards in time:  Era 1 = e^x, where x = -LN(21/2).  Era 2 = e^(x+LN(2)).  Era 3 = e^(x+2LN(2))+...+Era 6 = e^(x+5LN(2)).  That translates into: Era 1 = (2/21)*(2500/3) years, Era 2 = (4/21)*(2500/3) years, Era 3 = (8/21)*(2500/3) years, ... Era 6 = (64/21)*(2500/3) years.


So, here's my rough Guess at years in Era Turns:

Contemperary Era = 80 years.  (50 game turns)
Industrial Era = 160 years.  (50 game turns)

Early Modern Era = 320 years.  (50 game turns)

Medieval Era = 640 years.  (50 game turns)

Classical Era = 1280 years.  (50 game turns)

Ancient Era = 2560 years.  (50 game turns)


+Neolithic Era (Bonus) - might last an extra 10 turns from estimate.


The math isn't exact, but the general idea is there.  :)

I like that basic idea... but Eras are more fluid (different Era per civilization)


So something Where the "Calendar year" and Era civilizations were in determined the Years/Turn

(so if your world is ahead in Eras the Calendar would try to catch up, and if you are behind, the Calendar would slow down)


Those would be the baselines if all Civilizations 





Years per turn (Era of most civs)

Calendar YearTarget EraLower than targetTargetHigher than target
21950-2050Contemporary12
51700-1950Industrial357
101200-1700Modern71015
15450-1200Mideval101520
20550BC-450CEClassical152030
503050BC-550BCAncient
5070

What if each of the 7 Eras target had 40 game turns, for easy math in my system, and the leftover 20 turns took it beyond the millennium, so the game could go beyond present day to end in 2040 going at the pace of the Contemporary Era?  Also, what if the Neolitic Era was shortened by 30 game turns, and the Contemporary Era was lengthened by 30 game turns from it, 2100 to make it fit the game even better?  Then, I like your idea of Targets.  How about this math below?  If Lower than Target then next Era up (half years per turn).  If Higher than Target then previous Era down.  (double years per turn), using your idea, but with a simple double or half rule.


So, the proposed system would look like:

Contemporary Era Target (90 turns) = 2 years per Turn.  (1920 - 2100).

Industrial Era Target (40 turns) = 4 years per Turn.  (1760 - 1920).

Early Modern Era Target (40 turns) = 8 years per Turn.  (1440 - 1760).

Medieval Era Target (40 turns) = 16 years per Turn.  (800 - 1440).

Classical Era Target (40 turns) = 32 years per Turn.  (480 BC - 800).

Ancient Era Target (40 turns) = 64 years per Turn.  (3040 BC - 480 BC).

Neolithic Era Target (10 turns) = 128 years per Turn.  (4320 BC - 3040 BC).


I like this approximation a lot.  If it could start at 4000 BC, it would be right on the money I feel, without comprimsing the upside.  This calander starts earlier and ends later, it seems, but I believe its within bounds.  What do you think?  :)

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4 years ago
Nov 12, 2020, 7:59:48 PM

A simple rule of 1/2 year speed every time the "Calendar Era" advanced (with 1/2 year speed for a world that is behind, 2x speed for a world that is ahead) might work


Of course the base amount would be different with different game speeds.

However, hopefully the (nonNeolithic Eras) are fairly evenly spread out.. so 50 each... which means that doubling might be a little bit wierd


using the 2 year/turn as the contemporary era speed to start, and 50 turns/era


4250 BC-1050 BC Ancient (64 y/turn, 128 y/turn if world is Classical+)

1050 BC-550AD Classical (32 y/turn, 16 y/turn if world is Ancient, 64 y/turn if world is Medieval+) 

550-1350 Medieval (16 y/turn, 8 y/turn if world is Classical-, 32 y/turn if world is Modern+) 

1350-1750 Modern (8 y/turn, 4 y/turn if world is Medieval-, 16 y/turn if world is Industrial+) 

1750-1950 Industrial (4 y/turn, 2 y/turn if world is Modern-, 8 y/turn if world is Contemporary) 

1950-2050 Contemporary (2 y/turn, 1 y/turn if world is Industrial-) 


So the 1950-2050 period would have 1 y/turn in a slow game (600 turns). 1/2 year per turn in an epic game (1200 turns), and 5 y/turn in a speed game (120 turns)


I think it would be simpler if the "calendar date" only started when someone started the Ancient Era, and was only displayed to players with Calendar technology.  (so you would research Calendar tech and suddenly find out it is 2432 BC... and Neolithic just doesn't figure in)

Updated 4 years ago.
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4 years ago
Nov 12, 2020, 8:12:17 PM

One thought with differing timelines is syncronizing game turns to a standard Contemporary Era game turn.  Contemporary turns seem like micro turns compared to one big Neolithic Era turn.


So, How many actions per Contemporary Era turn should each Era get, given years go by longer leaps at the bottom?

Contemporary Era gets 1 actions per every 1 Contemporary Era turns.

Industrial Era gets 1 actions per every 2 Contemporary Era turns.

Early Modern Era gets 1 actions per every 4 Contemporary Era turns.

Medieval Era gets 1 actions per every 8 Contemporary Era turns.

Classical Era gets 1 action per every 16 Contemporary Era turns.

Ancient Era gets 1 action per every 32 Contemporary Era turns.

Neolithic Era gets 1 action per every 64 Contemporary Era turns.


Another thought I had, is fine-tuning the target timeline.  One way to cut down the scope the timeline by 50 years.

21st century = 1 year per turn.  Double the actions if the Contemporary Era has been completed.  So, the game would end in 2050, and each Era target is still 40 turns long, with the exception of the Neolithic, being 10 turns to target.

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4 years ago
Nov 12, 2020, 8:17:52 PM
Krikkitone wrote:
(so you would research Calendar tech and suddenly find out it is 2432 BC)

The year can be displayed, instead of the turn number when Calendar tech is researched.  I like that idea.

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4 years ago
Nov 12, 2020, 8:44:34 PM
Progress wrote:

One thought with differing timelines is syncronizing game turns to a standard Contemporary Era game turn.  Contemporary turns seem like micro turns compared to one big Neolithic Era turn.


So, How many actions per Contemporary Era turn should each Era get, given years go by longer leaps at the bottom?

Contemporary Era gets 1 actions per every 1 Contemporary Era turns.

Industrial Era gets 1 actions per every 2 Contemporary Era turns.

Early Modern Era gets 1 actions per every 4 Contemporary Era turns.

Medieval Era gets 1 actions per every 8 Contemporary Era turns.

Classical Era gets 1 action per every 16 Contemporary Era turns.

Ancient Era gets 1 action per every 32 Contemporary Era turns.

Neolithic Era gets 1 action per every 64 Contemporary Era turns.


Another thought I had, is fine-tuning the target timeline.  One way to cut down the scope the timeline by 50 years.

21st century = 1 year per turn.  Double the actions if the Contemporary Era has been completed.  So, the game would end in 2050, and each Era target is still 40 turns long, with the exception of the Neolithic, being 10 turns to target.

Different players would all have the same turns and the same year.

NO difference in years/turns between players...NO gameplay effect.  The year displayed is pure fluff.


For example, 

A world has 3 Industrial civs and 1 Contemporary civ, so the "World" is Industrial

So that means if it is year 1970 AD (for all civs), the "world" is behind where it "should be" so the calendar only moves 1 year per turn (for all civs)


in 3 turns the year is 1973 AD (for all civs)... and one of the Industrial civs becomes Contemporary


Now the "World" is Contemporary (where it "should be"), the calendar moves 2 year per turn (for all civs)


in 3 turns the year is 1979 AD (for all civs)

Updated 4 years ago.
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4 years ago
Nov 12, 2020, 9:07:26 PM
Krikkitone wrote:

4250 BC-1050 BC Ancient (64 y/turn, 128 y/turn if world is Classical+)

1050 BC-550AD Classical (32 y/turn, 16 y/turn if world is Ancient, 64 y/turn if world is Medieval+) 

550-1350 Medieval (16 y/turn, 8 y/turn if world is Classical-, 32 y/turn if world is Modern+) 

1350-1750 Modern (8 y/turn, 4 y/turn if world is Medieval-, 16 y/turn if world is Industrial+) 

1750-1950 Industrial (4 y/turn, 2 y/turn if world is Modern-, 8 y/turn if world is Contemporary) 

1950-2050 Contemporary (2 y/turn, 1 y/turn if world is Industrial-) 

The math for your timeline suggests:

Contemporary Era = 100 years (50 turns at standard rate)

Industrial Era= 200 years (50 turns at standard rate)

Modern Era = 400 years (50 turns at standard rate)

Medieval Era = 800 years (50 turns at standard rate)

Classical Era = 1600 years (50 turns at standard rate)

Ancient Era = 3200 years (50 turns at standard rate).


And I like the rough timelines.


I like your idea a lot, actually.  I'd just like to steal 12 turns (2 from each Era) for the Neolithic Age, ending at the same year.


So, that might look like:

96 years.  (1954 - 2050)

192 years.  (1762 - 1954)

384 years.  (1378 - 1762)

768 years.  (610 - 1378)

1536 years.  (926 BC - 610 AD)

3072 years.  (3998 BC - 926 BC)

1536 years = (12 turns)*(128 yrs/turn) (pre 4000 BC = Neolithic Era)

might need to be year = years minus 2, so Ancient Era starts Exactly at 4000 BC.  And, the final game turn can be 2048, offically ending in 2050 (a nice round year).

Updated 4 years ago.
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4 years ago
Nov 13, 2020, 1:07:43 PM

Well ending on 2050 would be a little hard given that this system varies the years/turn deoending on the state of the game, So I don't think it works to "nicely round off" numbers as much


But, I do like the idea of taking 12 out for Neolithic


So... method for calculating the year that can be displayed (but is only displayed with the Calendar tech)


Start

turn 0=4768 BC

4768 BC - 928 BC add 64 years/turn, double if world is Classical+

928 BC-608 AD add 32 years/turn, double if world is Medieval+, half if world is Ancient-

608-1376 add 16 years/turn, double if world is Modern+, half if world is Classical-

1376-1760 add 8 years/turn, double if world is Industrial+, half if world is Medieval-

1760-1952 add 4 years/turn, double if world is Contemporary+, half if world is Modern-

1952-> add 2 years/turn, half if world is Industrial-


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4 years ago
Nov 13, 2020, 4:15:42 PM
Krikkitone wrote:

Start

turn 0=4768 BC

4768 BC - 928 BC add 64 years/turn, double if world is Classical+

928 BC-608 AD add 32 years/turn, double if world is Medieval+, half if world is Ancient-

608-1376 add 16 years/turn, double if world is Modern+, half if world is Classical-

1376-1760 add 8 years/turn, double if world is Industrial+, half if world is Medieval-

1760-1952 add 4 years/turn, double if world is Contemporary+, half if world is Modern-

1952-> add 2 years/turn, half if world is Industrial-

Why not do the same thing for the Neolithic Era as the other Eras?  Why did you include the Neolitihic Era in the Ancient Era?  Even though the 12 turns would be unseen (pre 4000 BC), until Calandar is researched, it matters because its a recognized Era.  Should the Calandar speed be able to double if the World is Ancient during those "should be" game turns while the player is still Neolithic, following the pattern?  I assume the point of speeding up or slowing down Calander function would make it so the game would end earlier on the timeline if the player is ahead compared to the average world on the should be timeline, and the game would end later on the timeline if the player is behind compared to the average world on the should be timeline.  Otherwise 300 turns is just 300 turns of gameplay.

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4 years ago
Nov 13, 2020, 7:37:13 PM

I included the Neolithic in the Ancient Era, because it is a highly variable amount of time, with big effects

But... to modify that


turn 0=5536 BC

5536 BC-4000BC add 128 years/turn, double if world is Ancient+

4000 BC - 928 BC add 64 years/turn, double if world is Classical+, half if world is Neolithic

928 BC-608 AD add 32 years/turn, double if world is Medieval+, half if world is Ancient-

608-1376 add 16 years/turn, double if world is Modern+, half if world is Classical-

1376-1760 add 8 years/turn, double if world is Industrial+, half if world is Medieval-

1760-1952 add 4 years/turn, double if world is Contemporary, half if world is Modern-

1952-> add 2 years/turn, half if world is Industrial-


also 300 turns IS just 300 turns in terms of gameplay, there shouldn't be an "ending date".


If the civilizations in the world are very slow to advance eras, then the years/turn will be greater and turn 300 could be 2073 AD.

If the civilizations in the world are very fast to advance eras, then the years/turn will be less and turn 300 could be 2025 AD.


It will tend to balance out but not exactly.

Updated 4 years ago.
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4 years ago
Nov 13, 2020, 8:58:56 PM
Krikkitone wrote:

If the civilizations in the world are very slow to advance eras, then the years/turn will be greater and turn 300 could be 2073 AD.

If the civilizations in the world are very fast to advance eras, then the years/turn will be less and turn 300 could be 2025 AD.

So, that bascially means:  On easier than average difficulities, the world on average would be slower, so the end date would be later.  On harder than average difficulties, the world would be faster, so the end date would be sooner.  Also, being that this is a global calander, shouldn't the average Era for the world be a weighted average of each Era they are all in, rounded up to the nearest year?  So, if 3 are in Neolithic, 2 are in Ancient, and 1 is in Classical, then the average Era for the calendar calculation for the world would be (128*3+64*2+32*1)/6, rounded up would be 91 years/turn.  Also, what if a player is eliminated - does that eliminate them from the weighted average, so the timeline would probably go by faster if that eliminated player was probably lagging behind?

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4 years ago
Nov 13, 2020, 11:14:32 PM

Yup, I do agree that there should be more depth than a simple lunar/solar calendar. Perhaps just how the gregorian calender won out, we could have a worldwide event with  global trade and idea spread causing other civs to adopt the calander of the culture with the highest science/culture, giving a slight edge to culture and science, while those who stick with the old calender get one to stability and millitary bonus(due to traditionalist elements strenghened)

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