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Primitive Society Simulator News

[Beta]0.3.0_902.1448 Encyclopedia

[h2]Encyclopedia[/h2][p]This game emphasizes "competition" rather than the natural growth and expansion typical of traditional simulation games.
Under normal difficulty, the pressure of competition is a decisive factor in gameplay.[/p][p][/p][p]Additionally, the game features a large amount of information and introduces uncommon concepts such as "Influence," "Cohesion," "Leader," and "Groups," which create a certain learning curve for new players.[/p][p]Therefore, we have created an in-game "Encyclopedia" to help.[/p][p][/p][p]It explains key concepts and provides our recommended beginner gameplay strategies.[/p][p]Common questions, such as confusion about labor priorities or how the influence system works, can all be explained here.[/p][p][/p][p]You can find question mark icons in many places throughout the game—clicking them opens the encyclopedia UX.[/p][p][/p][p][/p][p]We will continue improving the game's guidance and explanations as development progresses. [/p][p]Thank you all for your support and feedback.[/p][p][/p][h2]Other Changes[/h2]
  • [p]Female attack power coefficient increased from 0.5 to 0.65.[/p][p]Based on the feedback we've received and our own testing experience with the current version, we've slightly increased the base attack power coefficient for females.
    The previous value of 0.5 was indeed a bit too low. [/p][p]Thank you all for your feedback.[/p][p][/p]
  • [p]After loading a save file (SL), gate displays may show incorrectly and need to be reopened once to restore proper visuals.[/p]

[Beta]0.3.0_828.1328 Female attack power reduced

[p][/p][p][/p][p][/p][h2]Female attack power reduced to 50% of male levels[/h2][p]Enemy females also have their attack power set to 50% of males,[/p][p]the number of invaders has been reduced to 70% of previous. [/p][p]The gender ratio of invaders is now: 3 males to 1 female.[/p][p][/p][p]This change makes it a viable strategy for women to remain off the battlefield, while men receive specialized training and take on combat roles.[/p][p][/p][p]Reducing female attack power makes the functional division between genders more pronounced.
This is not an imbalance—under the current game design, women are already more valuable due to their ability to bear children, and since population growth is critically important, women are prioritized (for example, when acquiring slaves, female captives are currently preferred).[/p][p]Therefore, reducing female combat effectiveness is actually a balancing decision. It opens up a new strategic path: prioritizing the growth of the male population to strengthen overall combat power.[/p][p][/p][p]In reality, we could further reduce female carrying capacity or add pregnancy-related debuffs, but we've chosen not to implement these for now in order to keep gameplay more comfortable.[/p][p][/p][p]This change also lays important groundwork for the future emergence of class-based and family-centered societies. Due to biological differences, education, and upbringing, individuals will gradually diverge in capabilities—leading to social specialization. This divergence is a necessary factor in the formation of social structures and class divisions.[/p][p]For example, because women are less suited to violence, having them retreat into domestic roles within the household becomes a natural in-game choice. Of course, historically, this has often involved oppression too.[/p][p]This reflects the dialectical materialism—a concrete example of contradiction theory.[/p][p]Contradiction: Biological differences between genders + an external environment of violent competition[/p][p]
Development through contradiction: Women enter domestic roles, face oppression, but are also spared from direct violent conflict.
Unity within contradiction: Women support men, and the society as a whole gains greater external competitiveness.[/p][p]We will continue to adjust based on your feedback. Your input is invaluable—thank you for pushing us forward. We appreciate it.[/p][p][/p][p]This change marks another small step forward in roadmap:[/p][p][dynamiclink][/dynamiclink][/p][p][/p][hr][/hr][h2]Animal Stats Adjustment:[/h2]
  • [p]Animal attack power reduced by 50%.
    This weakens the combat effectiveness of your own animals,
    but also makes hunting significantly easier.[/p]
  • [p]Animal health regeneration slowed:
    Previously, health recovered fully in about 3 hours—now it takes approximately 1 day.[/p]
[hr][/hr][h2]Other Optimizations:[/h2]
  • [p]Added sorting options and gender display to the leader appointment UX.[/p]
  • [p]Visual improvements to headwear for male leaders and followers (art update).[/p]
[p]before:[/p][p][/p][p]after:[/p][p][/p][h2]Other bug fixes:[/h2]
  • [p]Faction names are no longer affected by screen resolution.[/p]
  • [p]After restarting the game, the food configuration in the slave's cooking pot will no longer reset unexpectedly.[/p]
  • [p]Fixed an input pass-through bug when clicking on the leader's schedule UX.[/p]

[Default] 0.3.0_820.1522

[h2]Bugs[/h2][p]Returning from the map edge gets stuck at the map edge[/p][p]Dead people occupy the task of burning themselves, causing corpses to be unburnable[/p][p]If a person has more than 10 illnesses, opening the character UX causes an array out-of-bounds error[/p][p]When animals auto-mate, if the target dies, it throws an error[/p][p][/p][h2]Text / Interaction Improvements[/h2][p]Aging should only change hair color to white, not reset everything[/p][p]Guards on duty in the council hall should not continue training[/p][p]Remove 'ethnicity' from names; it's visible in the character UX, so it's not needed in names[/p][p]The text for invaders has incorrect tribe names[/p][p]Modify English cultural names: Slave Fence -> Slave Room to reduce misunderstandings[/p][p]English slave release information is not fully visible[/p][p]Death messages exceed the frame[/p]

ROADMAP

[p]First, apologize to veteran players; past communication about the entire development plan was indeed insufficient. [/p][p]From now on, we will improve this. [/p][p]The main nodes of future development plans, as well as completed ones, are published and recorded here. [/p][p][/p][p]We hope players can set clear and realistic expectations for this game's development.[/p][p]We may make minor adjustments during development based on feedback from community.[/p][p]However, the overall development direction will not change.[/p][p][/p][p]At least from my own experience, I've never encountered such gameplay mechanics.[/p][p]Additionally, while this incorporates many findings from sociological research, it also includes a lot of my personal bias and subjective input.[/p][p]Mistakes are inevitable in the process, and we sincerely ask for your understanding.[/p][p]I offer my deepest gratitude in advance to all willing to dive in.[/p][p][/p][p]Please note that this only covers key development objectives; many minor features and details will be presented in the game itself during development and will be detailed in development logs.[/p][p][/p]
Overall Goal: Social Shaping/Construction
[h3]Social Shaping: [/h3][p]Use external violent competition as a major factor influencing social structure [/p][p]- gives players a survival/competition goal, so they know what to do; [/p][p][/p][p]Then use "male-female/gender relations," patriarchal/matriarchal/equal rights/matrilineal, etc., possible gender relations as the basis of social rules [/p][p]- players can choose which basic gender relation to adopt as the foundation, forming class-family and other social structures; [/p][p][/p][p]Then use various classical political philosophy concepts as ways to mediate social contradictions [/p][p]- players can choose which concepts to use to regulate social contradictions; [/p][p][/p][p]Ultimately achieve the gameplay of freely shaping society according to players' ideals or in-game goals.[/p][p][/p][p][/p]
2026 - Class
[h2](Design Completed) Patriarchal Society -> Family [/h2][p]Increase in male social status: Achieve noble status through merits in various battles, diplomacy, and internal management [/p][p]Men possess women, simultaneously creating demand: property needed for women to bear and raise offspring.[/p][p]This will give rise to private ownership. The more women possessed, the greater the demand for property.[/p][p]Women, once possessed, enter patriarchal families, and players will also lose direct operational control over women.[/p][p]Women's social functions will depend on their husbands,[/p][p]For example, the wife of a leader, besides doing housework, will also participate in labor with her husband;[/p][p]The wife of a noble does not participate in labor, devoting herself to education, culture.[/p][p]Overall, women will primarily engage in "supporting husbands and raising children," providing numerical bonuses to their husbands and children in education/social status.[/p][p][/p][h3](Design in Progress) Matriarchal Society [/h3][p]Historically, and even today, it exists. [/p][p]Historically, it can only exist in environments with less intense competition. For example, certain relatively isolated mountainous areas, plateaus, etc. [/p][p]In the game, we are considering granting unique cultures, diplomacy, victory methods, etc., to maintain playability balance. [/p][p][/p][h3](Design in Progress) Various civilizations outside China [/h3][p][/p][p][/p]
2025 - Worldview, External Factors of Society
[h2](Starting Soon) Morale[/h2][p]We already have a team system and leaders.[/p][p]The morale system will introduce strategies such as "demoralizing the enemy" in combat, while also imposing limitations where the number of people a leader can command depends on their social status and leadership.[/p][p]This is important groundwork for the emergence of the class-family society. Social status and leadership can be enhanced through class, official positions, and family education.[/p][p][/p][h2](Completed August) Reduce Female Attack Power [/h2][p]Reducing female attack power makes the division of roles between genders more pronounced.[/p][p]Women manage reproduction, while men possess greater combat strength.[/p][p]Introducing this mechanic lays important groundwork for the later emergence of class-based and family-centered societies.[/p][p][dynamiclink][/dynamiclink][/p][h2](In Production) Continue optimizing overall experience[/h2][p]Refining diplomacy system, animal allocation, room construction management, tutorials, performance, etc.[/p][p][/p][h2](Completed July) Group marriage [/h2][p]Design basis: Consanguine family, intermarriage within the same generation, such as collective marriage among siblings, children do not know who their father is. [/p][p]Note: This is not matriarchal society. The matriarchal society option has not yet been added to the game. [/p][h2](Completed July) Framework of the worldview: [/h2][p][/p][p]This is the detailed explanation for this:[/p][p][dynamiclink][/dynamiclink][/p][p]The internal structure of society is usually significantly influenced by external pressures/factors. [/p][p]Violent competition is mainstream. Thus, male status inevitably rises. [/p][p][/p][p]Design adopted main reference materials: [/p][p]"The Origin of the Family, Private Property and the State" [/p][p]Author: Friedrich Engels [/p][p]Core chapters: Chapter 2 "The Family" (Section 2 "The Family") & Chapter 3 "The Iroquois Clan" (end part) [/p][p]Work: "Women, Production and Patriarchy in Pre-industrial Societies" [/p][p]Author: Diana G. Coontz (1983) [/p][p]Chapter: Chapter 3 "The Military Revolution and the Domestication of Women" [/p][p]Work: "The Warrior Society: How War Created Patriarchy" [/p][p]Author: Ruth Eisentadt (2021) Core chapter: Chapter 4 "The Weaponization of Inheritance: Bronze Age Europe" (pp. 112-145) [/p][p]Work: "Sapiens: A Brief History of Humankind" [/p][p]Author: Yuval Noah Harari [/p][p][/p]
2024 - Colony Build as Foundation

[Beta] 0.3.0_820.1522

[h2]Bugs[/h2][p]Returning from the map edge gets stuck at the map edge[/p][p]Dead people occupy the task of burning themselves, causing corpses to be unburnable[/p][p]If a person has more than 10 illnesses, opening the character UX causes an array out-of-bounds error[/p][p]When animals auto-mate, if the target dies, it throws an error[/p][p][/p][h2]Text / Interaction Improvements[/h2][p]Aging should only change hair color to white, not reset everything[/p][p]Guards on duty in the council hall should not continue training[/p][p]Remove 'ethnicity' from names; it's visible in the character UX, so it's not needed in names[/p][p]The text for invaders has incorrect tribe names[/p][p]Modify English cultural names: Slave Fence -> Slave Room to reduce misunderstandings[/p][p]English slave release information is not fully visible[/p][p]Death messages exceed the frame[/p]