This article shall cover the meta game aspects of the mod, such as game stages and flow.
DETAILS
I.game stages
A.early game: survival
1.aspects
-hunger from lack of food/farms/ranches
-hunting/gathering
-no productive capacity due to no major population centers/industrial power
-basic tools crafted by player
-no steel
-lots of trees to get started
-caves and natural formations with lots of minerals
-surface deposits
-use of bronze
-limited smelting capacity (electrum, copper, bronze)
-homesteads and hovels
-basic, low tech machines
-contending with natural predation
-contending with unnatural predation
-diaspora (SMP)
-exploration; mapping key resources like oil, geo, gas
-collection of key biological specimens; breeding pairs, seeds
-discovery of rubber plants; establishment of plantations
B.mid game: expansion
1.aspects
-clearing tracts of land for food growth
-establishing farms and ranches
-improving marginal land
-diversifying crop production by harnessing multiple biomes
-civilization; the presence of small to medium population centers sustained by large scale agriculture
-utilization of peoples tools and basic explosives for mineral extraction
-industrial approach to timber harvesting
-early power sources: wind, water, biomass steam and subcritical coal
-established and burgeoning industrial center
-establishment of passive and reactive defenses in response to predation
-definition of borders, establishment of nation-states, peoples militia (SMP; "attrition blocks")
-establishment of transportation system, region linking
-collaboration; conglomeration (SMP)
-relative comfort; overcoming early game risks associated with survival
-leverage of state and productive resources to conduct foreign excursions ("mission system")
-utilization of modern power generation
-diversity of power generation
-harnessing mineral and oil wealth for power generation; refinement of previous bio-powered systems (from timber to ethanol)
-expansive rubber plantations
-homes; powered residences; supply side benefits via state mineral wealth
-low refinery capacity
C.late game: dominance
1.aspects
-dominance over sub and surface world resources
-harvesting mineral wealth en masse via powerful explosives and high end tool use
-large population centers
-developed and efficient industry
-elimination of predation through superior technology
-leverage of state and productive resources to conduct trade ("trading system")
-predominant use of explosives and heavy machinery
-sophisticated power generation; large scale fossil fuel; forays into advanced renewables and nuclear
-high refinery capacity
D.end game: post scarcity
1.aspects
-control of atoms and molecules; hyper efficient industry
-extreme population centers; transition to apartments
-leverage of productive and technological resources to transform matter ("universal constructor")
-cyber enhancement
INTRO
This article shall cover the meta game aspects of the mod, such as game stages and flow.
DETAILS
I.game stages A.early game: survival 1.aspects -hunger from lack of food/farms/ranches -hunting/gathering -no productive capacity due to no major population centers/industrial power -basic tools crafted by player -no steel -lots of trees to get started -caves and natural formations with lots of minerals -surface deposits -use of bronze -limited smelting capacity (electrum, copper, bronze) -homesteads and hovels -basic, low tech machines -contending with natural predation -contending with unnatural predation -diaspora (SMP) -exploration; mapping key resources like oil, geo, gas -collection of key biological specimens; breeding pairs, seeds -discovery of rubber plants; establishment of plantations
B.mid game: expansion 1.aspects -clearing tracts of land for food growth -establishing farms and ranches -improving marginal land -diversifying crop production by harnessing multiple biomes -civilization; the presence of small to medium population centers sustained by large scale agriculture -utilization of peoples tools and basic explosives for mineral extraction -industrial approach to timber harvesting -early power sources: wind, water, biomass steam and subcritical coal -established and burgeoning industrial center -establishment of passive and reactive defenses in response to predation -definition of borders, establishment of nation-states, peoples militia (SMP; "attrition blocks") -establishment of transportation system, region linking -collaboration; conglomeration (SMP) -relative comfort; overcoming early game risks associated with survival -leverage of state and productive resources to conduct foreign excursions ("mission system") -utilization of modern power generation -diversity of power generation -harnessing mineral and oil wealth for power generation; refinement of previous bio-powered systems (from timber to ethanol) -expansive rubber plantations -homes; powered residences; supply side benefits via state mineral wealth -low refinery capacity
C.late game: dominance 1.aspects -dominance over sub and surface world resources -harvesting mineral wealth en masse via powerful explosives and high end tool use -large population centers -developed and efficient industry -elimination of predation through superior technology -leverage of state and productive resources to conduct trade ("trading system") -predominant use of explosives and heavy machinery -sophisticated power generation; large scale fossil fuel; forays into advanced renewables and nuclear -high refinery capacity
D.end game: post scarcity 1.aspects -control of atoms and molecules; hyper efficient industry -extreme population centers; transition to apartments -leverage of productive and technological resources to transform matter ("universal constructor") -cyber enhancement