- Primitive Focus: No metals (Iron/Bronze). Peak tech is Steam/Architecture/Advanced Stone.
- Tribal-Political: Focus on the tribe as a unit, not individual survival.
- Generative Economy: Resources are tied to world generation and ecology. Adaptation is key.
- Turn-Based Tactics: Player moves units individually -> Wildlife moves in batch.
Type: Tile-based, Finite & Renewable. Storage: Global Tribal Stockpile (initially unlimited).
- Renewable:
- Wood: Forest tiles (tied to vegetation %).
- Fiber: Grassland/Forest (tied to vegetation %).
- Food: Meat (Hunting), Fish (Coast), Berries (Gathering).
- Finite:
- Stone: Mountains/Hills (Abundant).
- Clay: Near water/hills (Required for pottery).
- Obsidian/Flint: Rare stone types (Required for advanced tools).
- Resin: Rare forest drop (Required for hafting).
- Salt: Desert/Coast (Required for preservation).
- Player Phase:
- Select Unit -> Move (within range).
- Action (Gather / Attack / Build).
- Note: Gathering adds to global stockpile immediately.
- Wildlife Phase:
- Animals move/hunt/flee based on AI.
- Predators: Hunger-driven + Territorial.
- Herbivores: Flee threats.
- World Phase:
- Vegetation regrows.
- Weather/Disasters apply effects.
- Base Classes:
- Gatherer: High carry capacity, efficient harvesting.
- Hunter: Ranged combat, stealth/scouting.
- Crafter: Bonus to building speed/quality.
- Shaman/Healer: Buffs, healing, ritual.
- Progression:
- Units gain XP/Skills through action.
- Specialization unlocked via Tech/Buildings.
- Research: Unlocks concepts (e.g., "Pyrotechnology").
- Invention: Unlocks specific recipes (e.g., "Kiln").
- Recipe System:
Stone Axe= Stone + Wood + Fiber.Campfire= Wood + Stone.
- Campfire: Small safe zone, repels predators.
- Palisade: Blocks movement, destructible.
- Storage: (Later) Increases capacity/preservation.
- Hybrid Model:
- Hunger: Predators hunt when hungry.
- Territory: Animals defend home ranges.
- Pack Behavior: Wolves/Lions coordinate.