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Proposal for a calendar system

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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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