![]() This drip feed of knowledge makes the first couple of eras go by fairly slowly, without much for you to do. Learning is an active process for your little simulated people, even though most of your knowledge points will come from activities that are automated anyway. There is no place-it-and-forget-it "research" building or school that passively accumulates knowledge points like what you might see in other strategy games like Civilization. I like this mechanism of "learning by doing". You can turn in lump sums of these knowledge points for new technologies in a technology tree. You're constantly and gradually earning new knowledge. Drying and curing 100 units of meat would be another knowledge point. Crafting 10 bows will be another knowledge point. And so on.Īfter that, you gain further knowledge points by repeating certain tasks or stockpiling certain resources. Plant your first crops: gain a knowledge point. Craft your first composite spear: gain a knowledge point. Hunt your first deer: gain a knowledge point. ![]() Build your first hut: gain a knowledge point. Each "first" within the game will earn a knowledge point. Your people effectively learn by doing, and through repetition. These knowledge points are gained by completing certain tasks or milestones within the game. Your progress through the eras is governed by the accumulation of knowledge points. You hunt animals, gather sticks and stones, pick berries and nuts, craft simple tools, and eventually expand your handful of tents into a bronze or iron age city - complete with walls and an army. You start the game as a small group of 7 paleolithic humans (half of which are children) living in a handful of animal skin tents. I'd tell myself that I'd play it for an hour or two, then switch to Sekiro, or work on a Civilization strategy guide, but five hours later, I'd be building palisades and watchtowers to protect my little neolithic farming village from plundering raiders, or sending an expedition halfway across the map to hunt one of the last few remaining wholly mammoths. Like any good management sim or city-builder, Dawn of Man has a "one-more-season" addictiveness that kept me playing into the wee hours of the morning trying to balance my food stockpiles and finish that next set of construction projects before saving and quitting. ![]() My two favorite PC games are the Civilization games and city-builders like Cities: Skylines, so a management sim / city-builder set during the stone, bronze, and iron ages seemed right up my alley.Ī prehistoric city-builder is an idea that is right up my alley! I watch those from time to time to see if any new games are coming out in the niche genres that I enjoy - like city-builders, strategy games, and horror games. ![]() I saw a preview for it back in mid 2018 in a YouTube video about "upcoming strategy games for 2019". I've actually had the game on my radar for quite some time. The game made it onto Steam's top-sellers list the month that it released and was a surprise hit. Strategy, simulation, pre-historic city-builderįrom what I've read, Madruga's indie management sim Dawn of Man has proven to be far more successful than the developers had ever imagined. ( < indicates platform I played for review) This game will be an easy recommendation!
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