Hi, I’m new to the forum after having followed thrive for a year or so. I have some questions about the society stage:
What will the pov be? In my opinion the most interesting would be to play as a single indiviual during gameplay and in the menu you get to affect the culture/industry/goals of the society as a whole. This would keep continuity will earlier stages where you play as a single creature in gameplay and switch to affecting the whole evolutionary line of the species in the menu stages. But I could also see a more civ like direction where you play as the abstracted collection of society as a whole. Or maybe a Suzerian route where you play an important figure in your society but other agents will still react to you
Another topic that interests me is how the biological evolution affects societal evolution. For example omnivores could choose to adopt either a more meat or plant centric diet which will determine how much land that society will need and whether they will be incentivised to expand and go to war once populations rise a certain level. While carnivores or herbivores are hardlocked into either one
A concern I have is how to prevent historical linearism. I’m not sure if I can easily explain what I mean by this but it is like thinking of the progression of society as predetemined steps (hunter gatherer, small farming cities, empires, industrial nationstates). Then societies that are at a lower step may be characterised as static, not having changed hard enough to move to a further stage, ignorant of their further development or stuck in the past. This conceptualisation of the development of societies is harmful, inaccurate and contributes to thing like the noble savage myth or Orientalism. I would like this stage to work as an educational tool in anthropology the same way earlier stages do for biology
Another interesting point I find is overlapping economic systems. Like in many societies of our historical past would be mainly a gift economy for most high trust interpersonal relations between indiviuals and communities, with occasional trade/barter with lower trust outsiders and an elaborate fine system for when feuds break out (I’m mainly drawing off the anthropological work of David Greaber here). I would like to see the game navigate these various complexities
I would be interested to know how these various topics have been discussed and what the plans for this game are