Civilization Stages

== Civilisations ==
Civilisations are human built clusters of advancement, building, lifestyle and technology in Deisim that naturally progress and expand over time and have the ability to create offshoot towns elsewhere on the world with different cultures. In Deisim there are currently 6 levels of advancement, and civilisations progress through these levels if given the materials they require. Civilisations are by default founded when the player loads up a new save file, or can be started by placing any type of human in an unoccupied land. 
== Stages of Advancement ==
As of the 25th of April 2021, there are 6 stages of Human Civilisation, Tribal, Antiquity, Medieval, Renaissance Industrial, Modern, and Futuristic. Each of these stages apart from Tribal requires a certain amount of materials to advance to the next stage, and as the civilisations become more and more advanced, they require increasingly complex items. For the sake of brevity, descriptions of houses on each of these levels will mainly focus on temperate biomes only, such as forests and grasslands.
==== Stage 1: Tribal ====
Tribal civilisations are the first stage of advancement in Deisim, and require no prior materials to found a town. Each tribal village automatically starts with a single firepit or town center no matter the type of civilisation, and consists of 4 tents, huts or little circular dwellings centered around the middle of the village. To advance out of this stage, the village usually just needs easy to find basic materials like wood.
==== Stage 2: Antiquity/Roman ====
Antiquity stage civilisations are the second stage of advancement in Deisim, and require wood and some stone. Towns on this stage are identifiable by their Romanesque town halls and homes when in temperate biomes, however this is where many culture-based architectural differences are first seen diverging depending on what biome the civilisation is located in.
==== Stage 3: Medieval ====
Medieval civilisations are the third stage of advancement in Deisim, and require more complex materials to reach their level, such as coal, meat, iron, as well as wood and stone. This civilisation stage is identifiable by its 2 story houses in temperate biomes as well as a statue in the town square. Towns really begin to expand during this stage, with other buildings such as Churches, proper Mines, and Forges appearing too, along with regular homes and a town hall. This stage of civilisation also has unique music for the its time period, and is different from the regular music of the game.
==== Stage 4: Renaissance/Industrial ====
This stage is a mixture of both the Renaissance and the Industrial period, and to reach this level, copper, stone, iron, fur, meat and many raw materials are needed. This civilisation stage has unique music for its stage, just like the Medieval period, and can be identified easily in temperate biomes due to it having townhouses, as well as also having factories as well as other buildings that give any temperate civilisation on this stage a very unique feel. Factories also first appear in this era, with trade becoming a priority for these types of civilisations. Factories produce complex goods like Jewels, Steel, Oil, and other goods that can be imported, refined, and traded with other peoples. The citizenry of this stage wear clothes remiscent of early the 1900s, however at the same time, they also wear clothes similar to 1700s Great Britain. Many people are on this stage for the longest, as to reach the next stage, many more materials are required.
==== Stage 5: Modern ====
This stage is one of the most easily identifiable, as it is very easy to tell when a civilisation reaches this era. To reach this level, a Renaissance/Industrial civilisation must gather many materials, such as copper, iron, fur, meat, stone, lots of wood, steel, jewelry, oil, and Knowledge among other things. This civilisation stage is extremely unique, as it introduces the concept of purpose built roads that are paved, has buildings which upgrade to skyscrapers in the city center, and as the city progressively gets further from the city center, the buildings become smaller and smaller in height until they are houses. Factories remain in this stage and research plants are introduced in this level. Factories, oil rigs, and other large buildings as well as monuments like statues or old buildings are put in roundabouts, and this stage uses much more land than any of its previous counterparts, resulting in many players having to destroy old mountains and forests to clear out space for expanding cities. This stage also has a unique soundtrack, and is much more modern than any of the previous stages' soundtracks. In this stage of civilisation, cities also become increasingly Athiest, which has no positive or negative effects on you as a God, however they can still be converted by Heretic Priests.
==== Stage 6: Futuristic ====
This stage is the last stage in the progression tree of Human civilisation in Deisim as of the 25th of April 2021. This Stage is identifiable by its extremely tall skyscrapers throughout the whole city, more futuristic roads, tall research centers, unique music, and coloured accents on the side of dark grey skyscrapers, all coming together to give the whole city a very futuristic aesthetic. To advance to this level, large amounts of knowledge is needed, as well as massive amounts of wood and other secret components. On this stage, most temperate cities have high population (20+), have roads interconnecting the whole city, have massive skyscrapers, and all have a hexagonal purple logo on their side. Not much is different from a layout standpoint than modern period, and because there is nothing to advance to beyond this point, there is no resource needed bubble for a futuristic level city. At this point, most, if not all futuristic cities are Athiest, however, they can still be converted by heretics.