1. Primitive Society Simulator
  2. News
  3. Dev Log: Organization + Rooms

Dev Log: Organization + Rooms

[p]The merits and drawbacks of patriarchal and matriarchal societies, and how human history has evolved— [/p][p]questions of fairness and reason have long been studied and discussed in these books. The references I’ve already listed in the announcement.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]The game only references these works, and primarily sets mechanics and values based on playability and balance. [/p][p]Given our small team and limited resources, we can't cover every detail—many aspects are simplified to focus on core gameplay. [/p][p]We kindly ask players not to insist too strictly on realism or fairness in specific details. Ultimately, the goal is fun. [/p][p]A small game like this cannot deliver definitive conclusions on such a grand theme.[/p][p][/p][p][/p]
We have already reduced female attack power
[p][/p][p][dynamiclink][/dynamiclink][/p][p]Without this reduction, women would be overly "strong"—able to bear children while having combat power equal to men. [/p][p]Reducing their strength is actually a simple form of balance. [/p][p]Due to differences in muscle mass and the biological cost of reproduction, women's capacity for violence is relatively lower. [/p][p]This helps explain why, in high-pressure war environments, women would rely on men. [/p][p]Therefore, this is an important prerequisite for the emergence of "patriarchal society."[/p][p][/p][p][/p]
Organization (Testing adjustments, not yet uploaded)
[p][/p][p]- Acts as a second health bar—similar to mechanics in games like *Total War*. [/p][p]- When a group's morale reaches 0, it breaks and collapses. [/p][p]- Each unit has an individual "organization damage" value. [/p][p]- Every time a member takes damage, the group's total organization decreases. [/p][p]- A group’s organization is the sum of all members' individual organization. [/p][p]- Both organization damage resistance and base organization can be improved through training. [/p][p][/p][p]**Leader Combat & Experience** [/p][p]- Leaders gain experience from fighting; when full, they level up. [/p][p]- Leveling up increases command capacity—the maximum number of troops a leader can control. [/p][p]- Units beyond this limit suffer organization penalties.[/p][p][/p][p]Every 3 levels correspond to a noble title. Noble titles unlock troop types and higher-tier armor and weapons. [/p][p]This system divides people into commoners, leaders, and slaves—thus forming social "ranks." [/p][p]Later, we will have women enter the household, becoming affiliated, contributing to education, housework, and serving men. [/p][p]Patriarchy will then emerge naturally.[/p][p][/p][p]Let me explain the logic chain from the beginning:[/p][p]Under external pressure of war, men—having greater physical strength—engage more in combat, suffer casualties, and earn merit, while women have relatively weaker combat capabilities. [/p][p]This leads to submission—a relinquishing of power—and thus dependence on men.[/p][p]Additionally, high-class men rule over low-class men, [/p][p]and high-class families dominate low-class families. [/p][p]This forms the patriarchal class-based society.[/p][p][/p][p]In our game, while this path reflects what has historically been the mainstream development, we will also include alternative branches as playable options.[/p][p]Players can choose a matriarchal society: women become leaders, control households, and men become the dependent ones.[/p][p]However, matriarchal societies are not simply defined by lower violence—they may also have weaker organizational capacity. Therefore, we’ll need gameplay or numerical compensation in other areas, [/p][p]such as giving women stronger diplomacy and cultural influence, to achieve relative balance between branches. Otherwise, if one path is too weak, there would be no meaningful choice.[/p][p][/p][p][/p]
Room System (Testing adjustments, not yet uploaded)
[p]Previously, room types were determined by facilities, and no extra facilities were allowed—this received strong negative feedback.[/p][p]Now, players can directly assign room types manually.[/p][p]We’ve also introduced the concept of Facility Completion Rate: the higher this value, the greater the bonus a room provides.[/p][p]The most important room is the Bedroom, which will be the main way to improve clan members’ mood.
Depending on a character’s social class, bedroom furnishings will differ. High-ranking nobles have more luxurious bedrooms with greater mood bonuses.[/p][p][/p][p][/p][p]When women enter the household, high-class nobles will possess more women—not only a wife, but also 1–3 concubines (secondary wives).
As a result, such nobles will need not just one bedroom, but an entire residence with multiple bedrooms—and possibly even a private kitchen, bath, and study.[/p][p]This creates visible gaps between classes in terms of spouse count and housing, and these disparities may eventually lead to tension or even rebellion.[/p][p]More specific details are still in design. While we have the above framework clear, many nuances remain to be refined. We’ll gradually share more as development progresses.[/p][p]The organization system and the room system are currently under testing and will soon be deployed to the beta branch.[/p][p]All of these are crucial groundwork for the upcoming Family System—where women enter the household.
[/p][p][/p][p][/p][p]The Family System has not yet begun development and is still in the design phase. According to our roadmap, it will become playable in the first half of next year.[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]So we ask for your patience a little longer.[/p][p]Lastly, as always, please keep giving us feedback. We will continue making appropriate adjustments based on your input.[/p]