Aaaaanyway...
Darwin: From Stone To Steel (SMP mod)
The mod is called "Darwin", and its main objective is to lead players through the technological history of mankind, while emphasizing and highlighting the benefits of teamwork and cultural development amongst the players, giving rise to communities.
The idea behind the mod is to encourage people to form communities, and to rely on other players to contribute their preferred skills (hunting/mining/smithing/engineering/etc) to the community for a mutually beneficial and satisfying real-world multiplayer experience.
Players will have a somewhat limited set of skills that they can perform, which are subject to the resources (and consequently; the technologies) available to them. With limited skill sets, players will need to rely on one another to perform tasks and to advance technologies within their community.
Communities are likely to develop and employ technologies based on the resources available to them, and therefore, communities will flourish in and around areas where particular resources appear. Some communities will form trade relations with other communities that spring-up near different resources.
The plethora of resources that appear in our mod, generate far more scarcely than typical ores in Vanilla, but they do appear which much greater diversity, and in much, much, much larger deposits… just like real-world geology. This mechanism is part of the magic that makes it difficult for communities to harvest "everything" around them, thus preventing technological leaps and bounds. Combined with the limiting skill set system, which prevents players from becoming a collection of "Individual Supermen", the mod is all about community, and teamwork. Basic politics will assuredly arise, and simple governments may form, struggles for power, or wars over resources may even occur. History will write itself.
Skills can be learned, and taught, or even discovered… using a simple educational mechanic we've devised. It's an elegant solution that will surely give rise to Masters and Apprentices, as players learn their craft. The quality and quantity of the products and commodities created and traded are reflective of the skills and skill levels of the craftsmen and the members of the community.
We are adding new and interesting ways of practicing the craftsmanship behind each technology, outside of the Vanilla "Crafting Table", so that players can immerse themselves into the roles and the trades that they favour. Some players may become Leatherworkers (using the Leatherworking and Tanning interface), or Blacksmiths (using our custom Forge & Smelting system), or even specialize in Agriculture, or Construction and Architecture, or Pottery, or perhaps pursue a career in Military endeavours. It all depends on where the community forms, what resources are available, and what skills are required to advance the civilization.
Communities will begin their journey in the Stone Age as foragers, utilizing sticks, rocks, animal hides… and progress into more complicated technologies as travel becomes easier and different resources become available, onwards into metallurgy... through the Iron Age, and beyond.