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Primitive Society Simulator News

Default branch update: Hunger mechanics revised, animal and plant plagues

Save files are compatible. the game pace will change significantly.
[p][/p][p]Due to plague disasters, more input is needed on food, but there are also many methods provided,[/p][p]Daily food consumption is lowered, go raid other tribes, tribute, and the most useful: trade.[/p][p]If you encounter any problems, feel free to contact me.[/p][p]-MagPie[/p][p][/p][p][/p]
Animals, aquatic products, and crops can all suffer from plagues.
[p]This will lead to reduced food production.[/p][p]You will feel that survival is more difficult, and will also feel the necessity of war and storage.[/p][p]However, it won't kill people outright; daily food intake can be adjusted.[/p][p]If daily food consumption is less than 60% (6 portions, full is 10 portions), health will be deducted, but very slowly, so death won't come easily.[/p][p]Animal plagues only affect sheep and chickens (food sources). They cannot be cured, so the only option is to stockpile food as early as possible. Other animal companions will not be affected.[/p][p][/p][p][/p][p][/p][h2]There are also difficulty options that increase food production.[/h2][p]There are also options that reduce plague frequency.[/p][p][/p][p][/p][p]Solutions, or strategies, provided include:[/p][h2]Trading fish, rice, and meat[/h2][p]Can quickly obtain food[/p][p][/p][p][/p][h2]Prosperity + Trade[/h2][p]Bedrooms and clothes can increase prosperity.[/p][p]Prosperity allows inviting caravans. The further the distance, the higher the prosperity requirement. This means that by building rooms and making clothes, you can invite more and more tribal caravans from further away.[/p][p][/p][h2]Raiding will loot food.[/h2][p][/p][h2]Tributes still give a lot.[/h2][p][/p][p][/p][h2]The auxiliary cultural effects of trade are quite good.[/h2][p][/p][p][/p][h2]Children can become followers[/h2][p]Training schedule, let children follow adults to gain training progress[/p][p]Technology creation, culture creation, cohesion, children should follow the leader and provide bonuses[/p][p]Labor children originally could not participate in should remain unparticipatable (even if the leader checks children, they cannot go)[/p][p]Children cannot be seen in the military unit list[/p][p]When coming of age, if already in a group, they are not assigned to the teacher's group[/p][h2][/h2]

【Beta】0.3.5_226.2137

[h3]Added a tutorial warning message:[/h3][p]"Too many people gathering herbs"[/p][p]Trigger condition: When population < 15, more than 3 people are assigned to Medicine.[/p][p]When the population is very low, having many people go out to gather herbs is likely a mistake; this message serves as a reminder for new players.[/p]

【Beta】0.3.5_226.2137

[h2]Interaction Optimization[/h2][p]When a cart exists, little people should optimally choose the cart as a transport tool instead of a pallet[/p][p][/p][h2]Bug Fixed[/h2][p]Clearing backpack during trade causes load value error[/p][p][/p][h2]Tutorial[/h2][p]When population is very low, if food gathering labor types are too many / schedules are too many, a warning will appear[/p][p]This warning can be turned off in the options menu[/p]

Beta 0.3.5_221.0956

[p]It will move to the stable branch in a few days, save files are compatible. However, the game pace will change significantly.[/p][p]Due to plague disasters, more input is needed on food, but there are also many methods provided,[/p][p]Daily food consumption is lowered, go raid other tribes, tribute, and the most useful: trade.[/p][p]If you encounter any problems, feel free to contact me.[/p][p]-MagPie[/p][p][/p][h2]Numerical Adjustments[/h2]
  • [p]Increased Crops Harvest[/p][p]Millet technology moved forward: 700->350[/p][p]Harvest values:[/p][p]Wild Millet: 6->8[/p][p]Millet: 8->12[/p][p]Cultivated Millet: 12->18[/p][p][/p]
  • [p]Plague start time adjusted, the earliest plague encountered is around the end of the 3rd year's spring.[/p][p]This will give players ample time to stock up in the first few years of the game.[/p][p][/p]
  • [p]Modified animal death algorithm, now approximately half of the total animals in the pen[/p][p][/p]
[h2]Children can become followers[/h2][p]Training schedule, let children follow adults to gain training progress[/p][p]Technology creation, culture creation, cohesion, children should follow the leader and provide bonuses[/p][p]Labor children originally could not participate in should remain unparticipatable (even if the leader checks children, they cannot go)[/p][p]Children cannot be seen in the military unit list[/p][p]When coming of age, if already in a group, they are not assigned to the teacher's group[/p]

Beta 0.3.5_215.1047

[h2]Bug fixes[/h2]
  • [p]Increased wool production, it was too low before[/p]
  • [p]Tech/Culture/Cohesion progress gets stuck.[/p][p]his bug disappears upon reloading the save. It is very difficult to reproduce, so this is a "tentative fix". If you still encounter it, please be sure to give me feedback. Thanks in advance[/p]