- their progeny spread whereever their AI takes them.
- these peoples should adopt lifestyles and develop civilisations appropriate for their environment - rather than having stereotypical predispositions
-Whether or not it remains a city for long depends on if people move to it and how viable the location is to be a city
The above remarks from yellowdaddy and alms66 are confirming that Clash is still on the right track to become an immersive and believable game.
Regarding the initial population (at Dawn - 10,000 BC) I think that every populated square should have a different ethnicity. After 10,000 BC the population will grow if possible; if it becomes high (eg. 10000 in one tile (or other surface unit)) there will be either migration (affecting the disposition of ethnicities towards each other) or the forming of a government, in which event the Player is offerred to take control of it. He will be offered to do so as long as he does not yet control one.
(Ethnicity is a sense of identity determined by language, style, etc. which are essentially elements that will not play a role in the game. So the name alone is sufficient to define an ethnicity. Though any population group does have other attributes (religion, culture).
We can use existing names and their historical descendants, but how will we determine the descendants of ethnicities who historically were the last in the row? Picking a random, not-yet-existing one from the same group? Yellowdaddy?)
Nomads:
Nomadic "civs" could not exist without the support of settled civs (trade or pillage). Nomadic peoples without regular civ support did not have any significant influence.
The Amorrite nomads in the Arabian desert at the time of Babylon sought employment in the cities for a sizable amount of time. The ruling class in many cities was Amorrite, and they regularly invoked their bloodties to demand military support from the nomadic population. They were really part of the Mesopotamian civilization, but the amount of political control by the central governments was extremely limited, especially in comparison to the regular city and farmland population (Akkadian and Sumerian, mostly).
Therefore I suggest that we are clear in the future about what we mean by the term "civilization": a political structure (nation, empire, city-state) or a culture (ethnicity)?
Back to nomads: The "military unit" solution for nomads is ok, since their position and military potential is important. To be consistent, traders should be modelled as units too, since their position is also important. Furthermore, nomads frequently functioned as traders and traders frequently had military escorts (silver fleet etc.).
The question is: will we model ALL traders and nomads by units? or will we still have a general category of population that will be assigned to trade routes or larger territories, and only large and well-organized bands as units (one could transform into the other of course)?
When will they be created? If a tile near an existing political structure becomes overpopulated, an third alternative to individual migration and forming a government will be creating a nomadic unit. That unit will need to seek its own subsistence, the AI determines how (pillage, conquer, settle, migrate.. for all or a part of the unit).
This solves the question: We will not need to create any additional special population and government for the nomadic areas, any surplus will be taken care of in one of the three above ways.
- these peoples should adopt lifestyles and develop civilisations appropriate for their environment - rather than having stereotypical predispositions
-Whether or not it remains a city for long depends on if people move to it and how viable the location is to be a city
The above remarks from yellowdaddy and alms66 are confirming that Clash is still on the right track to become an immersive and believable game.
Regarding the initial population (at Dawn - 10,000 BC) I think that every populated square should have a different ethnicity. After 10,000 BC the population will grow if possible; if it becomes high (eg. 10000 in one tile (or other surface unit)) there will be either migration (affecting the disposition of ethnicities towards each other) or the forming of a government, in which event the Player is offerred to take control of it. He will be offered to do so as long as he does not yet control one.
(Ethnicity is a sense of identity determined by language, style, etc. which are essentially elements that will not play a role in the game. So the name alone is sufficient to define an ethnicity. Though any population group does have other attributes (religion, culture).
We can use existing names and their historical descendants, but how will we determine the descendants of ethnicities who historically were the last in the row? Picking a random, not-yet-existing one from the same group? Yellowdaddy?)
Nomads:
Nomadic "civs" could not exist without the support of settled civs (trade or pillage). Nomadic peoples without regular civ support did not have any significant influence.
The Amorrite nomads in the Arabian desert at the time of Babylon sought employment in the cities for a sizable amount of time. The ruling class in many cities was Amorrite, and they regularly invoked their bloodties to demand military support from the nomadic population. They were really part of the Mesopotamian civilization, but the amount of political control by the central governments was extremely limited, especially in comparison to the regular city and farmland population (Akkadian and Sumerian, mostly).
Therefore I suggest that we are clear in the future about what we mean by the term "civilization": a political structure (nation, empire, city-state) or a culture (ethnicity)?
Back to nomads: The "military unit" solution for nomads is ok, since their position and military potential is important. To be consistent, traders should be modelled as units too, since their position is also important. Furthermore, nomads frequently functioned as traders and traders frequently had military escorts (silver fleet etc.).
The question is: will we model ALL traders and nomads by units? or will we still have a general category of population that will be assigned to trade routes or larger territories, and only large and well-organized bands as units (one could transform into the other of course)?
When will they be created? If a tile near an existing political structure becomes overpopulated, an third alternative to individual migration and forming a government will be creating a nomadic unit. That unit will need to seek its own subsistence, the AI determines how (pillage, conquer, settle, migrate.. for all or a part of the unit).
This solves the question: We will not need to create any additional special population and government for the nomadic areas, any surplus will be taken care of in one of the three above ways.
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