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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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4 years ago
Nov 14, 2020, 4:40:55 PM

You're working backwards which is messing up your calendar. Either your eras are the wrong age, or you have a crazy high number of turns per era. A standard game, at least currently, lasts 300 turns. The calendar would be more like:

Ancient Era 3500BC - 1000BC; 50 year turn, 50 turns

Classical Era 1000BC - 500AD; 30 year turn, 50 turns

Medieval Era 500AD- 1500AD; 20 year turn, 50 turns

Early Modern Era 1500AD - 1850AD; 7 year turn, 50 turns

Industrial Era 1850AD - 1925AD; 2.5 year turn, 50 turns

Contemporary Era 1925AD - 2025AD; 2 year turn, 50 turns

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4 years ago
Nov 14, 2020, 6:25:27 PM
Eulogos wrote:

Ancient Era 3500BC - 1000BC; 50 year turn, 50 turns

Classical Era 1000BC - 500AD; 30 year turn, 50 turns

Medieval Era 500AD- 1500AD; 20 year turn, 50 turns

Early Modern Era 1500AD - 1850AD; 7 year turn, 50 turns

Industrial Era 1850AD - 1925AD; 2.5 year turn, 50 turns

Contemporary Era 1925AD - 2025AD; 2 year turn, 50 turns

I think your timeline seems a bit more historically acurate, but I'd like to fine-tune it, using the double year per Era adjustment.  So, if you notice, not all Eras are the same in turns, the Medival Era is 60 turns, taking 5 away from the Industrial and the Early Modern Era, and the Ancient Era is a shorter 40 turns, where the Neolithic Era is now included with the leftover of 10 turns from the Ancient, and the total is a perfect 300 turns.


Contemporary Era (2 yr/turn) = 1920 - 2020.  (50 turns) - difference of 5 years earlier.

Industrial Era (4 yr/turn) = 1840 - 1920.  (45 turns) - difference of 10 years earlier.

Early Modern Era (8 yr/turn) = 1480 - 1840 (45 turns) - difference of 20 years earlier.

Medieval Era (16 yr/turn) = 520 - 1480 (60 turns) - difference of 20 years later.  (central approximation for your timeline).

Classical Era (32 yr/turn) = 1080 BC - 520 AD (50 turns) - difference of 80 years earlier.

Ancient Era (64 yr/turn) = 3640 BC - 1080 BC (40 turns) - difference of 140 years earlier.

Neolithic Era (128 yr/turn) = 4920 BC - 3640 BC (leftover = 10 turns) - calendar not displayed, until next Era.

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4 years ago
Nov 14, 2020, 7:48:24 PM

When making the Calendar a few things are important


1. Assume the game is going to aim for an equal number of Turns per Era besides Neolithic (all eras are equally important in gaining fame, so should have the same amount of gameplay)


2. Calendar Era=/=World Era... 

Calendar Era=Year that it is.... Higher Calendar Era =Less Years per turn, (because later Eras cover less years, but the same amount of turns)  


World Era=How advanced the civilizations are...**Higher World Era=MORE Years per turn (because you want to "catch up" to the proper Calendar Era)

(probably from the Median, round up... so 3 Neolithic civs, 2 Ancient civ, and 1 Classical civ->Ancient World Era)


3. Era start/end dates for the Calendar Eras aren't something fixed (there isn't a "Historically accurate" date that the Early Modern Era started for example)

Anceint->Classical anywhere from 1200-300 BC

Classical->Medieval anywhere from 300-800 AD

Medieval->Modern anywhere from 1200-1600 AD

Modern->Industrial anywhere from 1700-1900 AD

Industrial->Contemporary anywhere from 1900-1960 AD


So we go with whatever fits #1 and #2 best so that things Feel right


** This is if if we want the Calendar to adjust to the World so that players usually aren't using Fighters against enemy bombers in 1500 AD

Updated 4 years ago.
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4 years ago
Nov 14, 2020, 9:44:31 PM
Progress wrote:
Eulogos wrote:

Ancient Era 3500BC - 1000BC; 50 year turn, 50 turns

Classical Era 1000BC - 500AD; 30 year turn, 50 turns

Medieval Era 500AD- 1500AD; 20 year turn, 50 turns

Early Modern Era 1500AD - 1850AD; 7 year turn, 50 turns

Industrial Era 1850AD - 1925AD; 2.5 year turn, 50 turns

Contemporary Era 1925AD - 2025AD; 2 year turn, 50 turns

I think your timeline seems a bit more historically acurate, but I'd like to fine-tune it, using the double year per Era adjustment.  So, if you notice, not all Eras are the same in turns, the Medival Era is 60 turns, taking 5 away from the Industrial and the Early Modern Era, and the Ancient Era is a shorter 40 turns, where the Neolithic Era is now included with the leftover of 10 turns from the Ancient, and the total is a perfect 300 turns.


Contemporary Era (2 yr/turn) = 1920 - 2020.  (50 turns) - difference of 5 years earlier.

Industrial Era (4 yr/turn) = 1840 - 1920.  (45 turns) - difference of 10 years earlier.

Early Modern Era (8 yr/turn) = 1480 - 1840 (45 turns) - difference of 20 years earlier.

Medieval Era (16 yr/turn) = 520 - 1480 (60 turns) - difference of 20 years later.  (central approximation for your timeline).

Classical Era (32 yr/turn) = 1080 BC - 520 AD (50 turns) - difference of 80 years earlier.

Ancient Era (64 yr/turn) = 3640 BC - 1080 BC (40 turns) - difference of 140 years earlier.

Neolithic Era (128 yr/turn) = 4920 BC - 3640 BC (leftover = 10 turns) - calendar not displayed, until next Era.

Why double years though? Do you have any reason to consider that accurate? Up until modern inventions of machinery and science, improvements in development was rather slow and certainly not exponential for production, logistic improvements, or carrying capacity of population. In fact because players choose when to advance to the next era, there isn't any particular reason to tie the calendar to the eras at all. Hypothetically each turn could represent a different period of time. For example it could start with 35 years per turn and every 8 turns the number of years per turn goes down by 1. So it would be:
                                                                                                                                                                                                                                                                                 

TurnDate
13000BC
22965BC
32930BC
42895BC
52860BC
62825BC
72790BC
82756BC
152518BC
162485BC
172452BC
10510BC
10612AD
2791970AD


My original proposal was intended to keep to 50 turns per era, so that pacing is ball-park correct if the game is balanced well. This example proposal would achieve a similar effect, but begin accelerating a bit too soon; you reach 10 years per turn at turn 200 which is only 1540AD. But it makes the point that the calendar need not be tied to the era, while still accelerating as the game progesses.

Updated 4 years ago.
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4 years ago
Nov 14, 2020, 10:05:49 PM
Eulogos wrote:
Why double years though? Do you have any reason to consider that accurate?

The approximation works, not exactly, but reasonably close while keeping the years/turn in each Era the same.  The later thought you had about 35 years per turn and subtracting a year off it every 8 turns isn't level per Era.

Eulogos wrote:
My original proposal was intended to keep to 50 turns per era, so that pacing is ball-park correct if the game is balanced well.

Yes, but the game is balanced even better if 10 turns for the Neolithic Era + 40 turns for the Ancient Era, was an average Era in terms of turns.  Also, historically, given the slow progress made in the Medieval time frame, it makes sense that would be longer by 10 turns, coming from the next 2 Eras, (Reason: the Dark ages containing the plague) catching up to the average pace of 50 turns per Era in the Contemporary Era.  So, Its well-balanced within 10 turns for both cases.


Another point, unmentioned after the standard timeline is loosely approximated:  Should there be a dynamic timeline because of the difference of Empires reaching different ages at different times?

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4 years ago
Nov 15, 2020, 12:54:48 AM

Honestly, reading this whole discussion, I'm more and more convinced that we shouldn't be using BC/AD dates based on our timeline at all. Considering all the math that goes into making it feel okay I'm not sure it's worth it. On top of that, we aren't simulating earth's history after all. You can say that the middle ages in our timeline had slower progress (something which historians can of course argue about till we're blue in the face) but there's no reason why our middle ages should be like the middle ages on earth.


So I'm just going to reiterate my proposal of having each turn represent a certain amount of time (maybe still loosely in pace with the time length of our eras, since they're taken from our timeline, but not too much) and having how it's counted be dependent on decisions (at first counting from settlement for example, or then later counting from the founding of a religion). Of course, I'm not a programmer so maybe that's even more fiddly to implement than all the above calculations.

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4 years ago
Nov 15, 2020, 1:46:08 AM
Alice99 wrote:
Honestly, reading this whole discussion, I'm more and more convinced that we shouldn't be using BC/AD dates based on our timeline at all. Considering all the math that goes into making it feel okay I'm not sure it's worth it. On top of that, we aren't simulating earth's history after all.

What if they could simulate Earth's history, loosely, by playtesting 1 Era at a time, while not considering the stacking combinations of the previous Eras to get to that point - would you be in favor of that?


Alice99 wrote:
You can say that the middle ages in our timeline had slower progress (something which historians can of course argue about till we're blue in the face) but there's no reason why our middle ages should be like the middle ages on earth.

So, the boubonic plague, killing off 1/3 of Europe's population (it really was that significant) can be bypassed?  How would the in-game events do this?  The other warring cultures of the Dark Ages can also be bypassed?  And, what of the crusades - How would that in game event hypothetically be handled?  Slower progress from this Era to the next is realistic, not that history should have happened this way.  Also, is 10 turns a reasonable amount of time to rebuild population and replenish resources consumed by producing war units to what it should be, being ready for the next Era statistically?  Remember, in Humankind, war units also take up population too in the calculation.

Alice99 wrote:
So I'm just going to reiterate my proposal of having each turn represent a certain amount of time

I know you said about the math, and the feel, making it so its not worth it so much, but that is how this goal is achieved I believe.  I do like this thought, suggestion of yours above.  But, then, there's the How - Should it be roughly the same number of turns making perfect math per Era or exactly the same turns for Era, making imperfect math, knowing when one is exact the math for the other one isn't?  Maybe, its possible just like there's a Solar vs Lunar calander, there's also different ways of figuring this one out too.  I hope the computer programmers can take this thread input and make some good sense from it, based on their game design finding the math they feel works for their scenarios the best, which I am excited to try when it comes out, even if the math, turns, and the timelines are horrible!

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4 years ago
Nov 15, 2020, 9:32:27 AM

So, the boubonic plague, killing off 1/3 of Europe's population (it really was that significant) can be bypassed?  How would the in-game events do this?  The other warring cultures of the Dark Ages can also be bypassed?  And, what of the crusades - How would that in game event hypothetically be handled?  Slower progress from this Era to the next is realistic, not that history should have happened this way.  Also, is 10 turns a reasonable amount of time to rebuild population and replenish resources consumed by producing war units to what it should be, being ready for the next Era statistically?  Remember, in Humankind, war units also take up population too in the calculation.

Well, those aren't handled. They've said so before but they're not modelling specific historical events at specific times. The most you have is mechanics and events inspired by them but they're not meant to be those specific events. For example, there's a war grievance based on religion. But there's no specific crusades in the game, and nothing says holy wars should happen in the middle ages and not in the classical era or early modern. Same for the bubonic plague. So there's no reason for progress in this era to be slower than the others, beyond if you want to model it being 1000 years long (which goes for the classical era as well anyway). I don't think 10 turns should be how long the era is, but I'd say depending on your situation 10-15 should be good enough time to recover, if the war wasn''t too destructive. Also, of course, you're likely carrying armies over from the previous era anyway, not just buidling them all in the middle ages.


I know you said about the math, and the feel, making it so its not worth it so much, but that is how this goal is achieved I believe.  I do like this thought, suggestion of yours above.  But, then, there's the How - Should it be roughly the same number of turns making perfect math per Era or exactly the same turns for Era, making imperfect math, knowing when one is exact the math for the other one isn't?  Maybe, its possible just like there's a Solar vs Lunar calander, there's also different ways of figuring this one out too.  I hope the computer programmers can take this thread input and make some good sense from it, based on their game design finding the math they feel works for their scenarios the best, which I am excited to try when it comes out, even if the math, turns, and the timelines are horrible!

Take how many turns an average game takes, take how many years you want in the game. Then check how much time an average era takes in the VIP games. And then you can allocate the time to turns to have it roughly be on the same scale as we experienced those eras. And if the game goes a bit shorter, or a bit longer, that won't be a problem because on a fictional timeline there won't be much of a sense of being "behind" or "ahead."

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4 years ago
Nov 15, 2020, 2:45:28 PM

After playing with idea a bit, I agree that a dynamic calendar is probably too complicated and a fixed calendar is better.  So then its just a matter of the right times.  so

3000-500 BC at 50/turn.  Ancient & Neolithic

500BC-900AD at 20/turn. Classical+early Medieval 

900AD-1700AD at 10/turn. lateMedieval+Modern

1700AD-1950AD at 5/turn. Industrial (maybe bit of Modern) 

1950 AD -> at 2/turn.  Contemporary


That way its all "round numbers" even if they don't line up perfectly with eras.  And given that the Calendar is a fluff, I feel round numbers are overall better than mathematical formula numbers (as much fun as those are)


So for different game speeds

Fast game (150 turns)

3000 BC->500 BC ...100/turn

500 BC->500 AD ...50/turn

500 AD->1700 AD...20/turn

1700 AD->1920 AD...10/turn

1920 AD->5/turn


Slow game (600 turns)

3000 BC->300 BC ...20/turn

300 BC->1150 AD ...10/turn

1150 AD->1750 AD...5/turn

1750 AD->1950 AD...2/turn

1950 AD->1/turn


Epic game (1500 turns)


3000 BC->600 BC ...10/turn

600 BC->700 AD ...5/turn

700 AD->1700 AD...2/turn

1700 AD->1900 AD...1/turn

1900 AD->1/2 per turn


[That is the problem with round numbers is that they don't work as well at different gamespeeds]

Updated 4 years ago.
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4 years ago
Nov 15, 2020, 3:50:55 PM
Alice99 wrote:
Take how many turns an average game takes, take how many years you want in the game. Then check how much time an average era takes in the VIP games. And then you can allocate the time to turns to have it roughly be on the same scale as we experienced those eras. And if the game goes a bit shorter, or a bit longer, that won't be a problem because on a fictional timeline there won't be much of a sense of being "behind" or "ahead."

1.  300 turns total, an average game should take.

2.  6000 years, if it started right on 4000 BC (Neolithic) and ended right on 2000 AD (Contemporary).

3.  An average Era in this model would be exactly 1000 years, combining Neolithic and Ancient to make 1 average Era.

4.  Time per turns would be 20 years per turn, given 50 turns in a 1000 year Era.

5.  If the game ends earlier or later, it would end earlier or later.


Now, I'd like to discuss how an average Era is not the same as a Contemporary Era or an Ancient Era.  In fact given the scale, there is a Huge difference, actually.  Also, by mathematically increasing the Era closer towards Neolithic, and by mathematically decreasing the Era towards Contemporary would seem to make more sense, imo, given this Historical Fiction strategy game.  I still like 16*60, approximating the Medieval average Era the best, because that can be doubled or halved for years per turn, as well as have the turns be adjusted to fit the Era, mathematically, which is pretty close.  Arguablly, if the Medieval was 50 turns exactly, then it should be 20*50 (the average Era).  What would the calander look like based on 50 turns per Era, without doubling or halving it centralized around the Medieval Era from 500 AD to 1500 AD?  The math would look uglier, but the Eras would fit the square peg into the round hole.  Instead, I favor a system that fits better mathematically, where the years per turn is based on the Era, x, going backwards in time from present day.  F(x) = 2^x, but the downside of this way is to fit the Era historically, the comprimises the number of turns, but not by much.

Updated 4 years ago.
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4 years ago
Nov 15, 2020, 11:22:25 PM
Krikkitone wrote:

3000-500 BC at 50/turn.  Ancient & Neolithic

500BC-900AD at 20/turn. Classical+early Medieval 

900AD-1700AD at 10/turn. lateMedieval+Modern

1700AD-1950AD at 5/turn. Industrial (maybe bit of Modern) 

1950 AD -> at 2/turn.  Contemporary

Using the numbers 2/5/10/20/50, turn model (imperfect math function); 

Some comments, if the community prefers easy numbers, rather than doubling, forcing the Era to fit:

20*50 turns is a perfect Medieval Era during 500 AD to 1500 AD;

2*50 turns is a perfect Contemporary Era during 1900 AD to 2000 AD. (Considering History, not up to 20 years of present day).

100*10 turns is reserved for Neolithic Era, after which starting at 3000 BC.

Also, Each Era shouldn't share other Eras timelines.


So, 4000 BC to 3000 BC is Neolithic.  (100/yr)  10 turns.

So, 3000 BC to 1000 BC is Ancient. (50/yr)  40 turns.

So, 1000 BC to 500 AD is Classical. (30/yr) 50 turns.

So, 500 AD to 1500 AD is Medieval (20/yr)  50 turns.

So, 1500 AD to 1750 AD is Early Modern (5/yr) 50 turns.

So, 1750 AD to 1900 AD is Industrial Era (3/yr) 50 turns.

So, 1900 AD to 2000 AD is Contemporary (2/yr)  50 turns.


For the Early Modern and the Industrial Eras, I changed 5/10 to 3/5 for the sake of forcing it to fit in this timeline.

So, the numbers I used to force this fit were:  2/3/5/20/30/50/100.  Does this work well enough?

Updated 4 years ago.
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4 years ago
Nov 16, 2020, 5:17:39 AM
Alice99 wrote:

... check how much time an average era takes in the VIP games...

They don't have access to VIP builds. Also average time depends on a few factors, such as if you happen to be PARAdoxiBLE...

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