This is a concept or project early in development

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Mankinds Beginning: Paleolithic to Mesolithic era Series
 
 
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Platforms: PC
Languages: English
Players: Single-player
Posted
Updated
Jul 12, 2013 @ 5:19pm
Feb 3, 2015 @ 8:44am
Recent Announcements View All (94)
A thread on my forum that I suggest all read...
LOCKDOWN
Description
Mankinds Beginning: Paleolithic to Mesolithic Era is a 4x RTS set in the paleolithic and mesolithic time periods. There will be many features to the "people" among them will be traits that will be passed down through heredity, traits that are earned, and also personnalities of the individuals.
The goal during this game will be to survive, make a decent base for cultrual and religous growth, and make the social constructs as we know them today such as parenting and shamanism.
There will be trading and currency in this game, along wtih foriegn affairs and many many many more screens.
The economy will have thousands of products but can be automized to make it easier on the player. The automizations will be programmable to what you want them to do and what you dont want them to do. There will be many configurations for products and uses for raw materials.An example of one of the many configurations is using cattail flour instead of potato flour to make a "flatbread"
There will be minigames as examples : hunting, fishing, gathering of plants, chopping wood, making dyes, etc. The hunting/fishing will increase production, technology, and trade importance of these items. Gathering of plants will assist with the Cultural, Religious, Technology, and Knowledge of Herbalism. Making dyes will assist in the Cultural, religious, herbalism, and technological aspects of the game as well as the economic aspect. To have the first "dyed" items would be an achievement to society.
Your "people" will have individual wants and needs, along with minigames that will assist them. With that said, Thier personnality traits will determine how much the "citizen" tells you and how much you have to guess. There will be division of labor(when developed) and thus will decide alot of factors also. The individuals will also engage in courtship behavior that you can assist or harm with, and many other behaviors that would assist or harm society as a whole.
This game will use birthrate, deathrate, and other factors to determine population growth and decline. Food stores and production will assist in the birthrate/deathrate ratios... Illness, deseases, and injuries will also factor into the ratios. The knowledge of medicine will assist your "people" greatly. The injuried/sick members of your society will hardly contribute to the "people" as a whole unless it is a minor inconvience like a cold or a cut.
The decisions and events that assist you while you are playing the game will be instrumental in how your "people" develops. The first few decisions outline the first government, social, and religious structures. Such as, what your currency will be(can be changed throughout game); How your dead are buried; etc. These decisions will decide the path of your "people." The events will be either assisting or harming. IE volcano erupts near village and only two survivors (male and a female). With that example you would have to completely remake your "people."
The assimilation of friendly or hostile "tribes" will be very different in respect to the relationship. For instance, Your "people" are great trade partners with another tribe and they start intermarriage(if social construct is there). You can have that people assimulate very easily and quickly to your "people's" beliefs, social order, etc. If that "tribe" was hostile, It would take years longer to do the same actions. Trading, similar beliefs, relationships, etc will all be used to determine assimulation rates.
The many settlement types will have different benefits and costs. For instance, you have your capital city and you want to create a outpost. The cost would be X amount of goods(wood, stone, meats, fish, grains,etc) along with Y amount of people. That would be easily used elsewhere like to create units or assist in the construction of the capital. So you decide on a trade post, alot less required elements and will automatically grow on its own. Mind you the outpost will also grow on its own. So do you chose to build the outpost or the trade post... That is one such item that the player decides on.
The player will control the Unit production, Civilian population, Growth of "people", Government, Religion, Society, Building construction, Expansion of the "people", Advisors, Automizations, Trade, and many more aspects if so desired. The way the player controls construction of units and buildings is they will have to select the unit or building to create another unit or building(civilians will be created automatically and die automatically according to deathrate and birthrate). Civilians will want jobs to do and also places to work(after division of labor is established). Military units will have different housing and buildings than civilian counterparts, merchants/traders will also have differnt buildings.
The examples of the building constructions will be as follows: storehouse, storage building, weavers hut, bakery, hunters hut, military training grounds, knappers hut, stone query, fishermans hut(located near a river,stream, ocean, etc.), town hall(government building), and "religious center"(until temple.cave, etc is allicated for same purpose).
Units in this game will be devided into military and civilian. Military units would be like spearmen, archers, harpooners, atal armed spearmen, knife throwers, etc. Civilian would be builders(different classes), weavers, farmers, hunters, fishermen, knappers, shaman/religious leaders, medicinemen, etc. There will also be training locations for each of the individual civilian "professions." Also laypeople can be sent to do certain tasks if they are more inclined to work in a certain area. The division of sexes will also be a factor when that social structure is "implemented."
The growth of the "people" would be founding of different settlements and or increasing trade between them. Taking over a settlement by force and many other actions will also contribute to this aspect.
Religion will be controled through a special interface screen designed specifically for this purpose. There will the head spiritual leader and the head religous leader, both will be part of your advisor concil. After that subscreen stating what they believe should and should not be done to assist with spiritual and religious needs of the people, there will be subscreens for the growth of your religion, New advancements that can be implemented for the religion, the buildings and what they contribute to the religions, along with the various spiritual and religious subleaders of your religion that influence your peoples "paths to enlightenment".
Government will have advisors, cabinet, diplomacy, internal affairs, foriegn affairs, treasury, admirals(when raft making is invented), general of army, transportation dept advisor, law screen, exicutive orders, debt vs taxes, and many more screens to detail that of your government.
Advisor screen will be all your advisors and cabinet... cabinet will be a subscreen in this screen with all the advise they give. The advisors will be the heads of the various departments and give advise.
The social screen is where the social constructs and social standings will be. The social advances will also be on this screen. "Parenting" "slavery" "settling" "rulership" chiefdom" "shamanism" and "animalism" are all social advances. Parenting allows for settling which allows for Chiefdom. Animalism allows for Shamanism which allows for a new types of religion with animalism and only one new one for shamanism. Settling will allow for slavery, division of labor, and also Government. Rulership will allow for settling.
The trade screen will be tradable items that are natural or artificially made. Will also have the "price" in your "currency" to make them and the "price" for any of the other trade partners you may have. It will also have a domestic trade screen. international trade screen, World trade screen, and the link to the diplomatic trade screen. All of which will be very informative.
Popular Discussions View All (29)
27
Feb 9, 2015 @ 1:26am
weapons
druebey
21
Feb 13, 2015 @ 7:55am
Are you on track?
MartinC
21
Feb 1, 2015 @ 3:58am
depth of game
druebey
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117 Comments
Lanik Jan 31 @ 7:06pm 
Looks great - Let me know if you need any help with in-game writing/dialogue.

Cheers
druebey  [author] Jul 18, 2015 @ 8:58pm 
Secret Sunshine due to unforseen situations, the closed prototyping (cost of 5 bucks for prototype) has been delayed. I will post an update on the forum/twitter/facebook page/steam page as soon as situational circumstances have cleared up. I apologize for those that are waiting to play... I am a one man team working exclusively on these games. I am hoping to give you a better product in the end with these delays.

As soon as I know a more concrete date for release of the prototype for testing, I will make a Hangout to show off a new forum for production, and the prototype itself.

Thank you for your continued patience,
Drew
Reaper ~Secret-☼-Sunshine~ Jul 15, 2015 @ 1:38am 
When can I start playing?
druebey  [author] Feb 1, 2015 @ 4:05am 
I have reopened/commented on two discussions that need to be discussed or analyzed. I hope that all involved will come back with more civil "tone" and be productive.
druebey  [author] Jan 20, 2015 @ 9:03am 
quite alot actually... ostly workcation though. Hands on research in Greece. among other things.
SpermCube Jan 20, 2015 @ 2:45am 
anything new mate?
druebey  [author] Sep 23, 2014 @ 4:35pm 
Possible RP on my forum that will include things from the games, http://mankindsbeginningpm.boards.net/forum... add your nickname and place a number in the interest thread.
druebey  [author] Jul 13, 2014 @ 4:20pm 
bryan I will state this, I am still doing research of over 100 kinds of trees and plants to be utilized in the games.
bkeniry (aka Quetzovercoatl) Jun 26, 2014 @ 4:06pm 
How accurate do you want the game to be? For instance you mention currency. Coinage didn't arise until around 700 BC at the earliest. It is of course arguable that previous to this, precious items such as obsidian were used as a rough form of currency, but most early societies ran on a barter economy or at best what is known as "commodity money".
How much knowledge of paleoanthropology do you have, because while I love the concept, the problem I always have with these kinds of games is their lack of historical accuracy.
druebey  [author] May 12, 2014 @ 6:30am 
I have to ask, would making a reddit for this endeavor be more useful for all?