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Primitive Society Simulator News

Noble Titles + Organization + Unit Types + Rooms

Old saves are compatible, but it is recommended to use new saves.
[p]Some important numerical adjustments:[/p][p]Wool production has been reduced;[/p][p]Animal breeding values are now 0~x, meaning breeding will be slower than before, and trade can quickly improve animal attributes;[/p][p]Lobsters now increase constitution, but overall fishing yield is low.[/p][p][/p]
Nobility System
[p][/p][p][/p][p][/p][p]War allows leaders to gain experience and level up, granting them a Title and \[stat] Organization. Titles unlock Unit Types. When Organization runs out, troops will collapse. Individuals with titles become Nobles and will demand better rooms to live in. Each commander level has its own unique outfit:[/p][p][/p][p][/p][p][/p][p][/p]
Unit Types
[p][/p][p]Unlocked by the Nobility Title. Three new Unit Types are available: [/p][p]Armored Javelinman, Ghost Face Warrior, and Tiger-Guard Axeman. [/p][p]The image below is the Tiger-Guard Axeman:[/p][p][/p][p] [/p][p]Unit Types have their own Specialties. \[Roles include] Dealing damage, Organization damage, Defense, and Pursuit. The differences are reflected in their weapons, armor, and training effects. Each has exclusive weapons; some can wear armor, others cannot. For example, the Pursuit Unit Type, the Oni Warrior, is fast but cannot wear armor.[/p][p][/p][p][/p][p][/p][p]They gain higher attack power from training.[/p][p][/p][p][/p][p][/p][p]Unit Type: Spearman[/p][p]Can wear armor, has normal speed, and high basic attack damage.[/p][p][/p][p][/p][p][/p][p]Unit Type: Archer[/p][p]Ranged. The training effect provides relatively high Organization damage.[/p][p][/p][p][/p][p][/p]
Room System
[h3]Common Bedroom[/h3][p]Boosts commoner morale.[/p][p][/p][p][/p][h3]Noble Bedroom[/h3][p]Exclusive to nobles. Boosts noble morale.[/p][p][/p][p][/p][h3]Granary[/h3][p]Preserves food, attracts immigrants.[/p][h3]Kitchen[/h3][p]Increases dish production.[/p][p][/p][p][/p][h3]Slave Room & Execution Ground[/h3][p]Intimidates slaves, prevents escape.[/p][p][/p][p][/p][h3]Dedicated Storage Areas[/h3][p]Weapons, Tools, Armor, Fur, Medicine[/p][p][/p][p][/p][p]Raw Material Piles (various)[/p][p][/p][p][/p][h3]You can now specify which groups are allowed to occupy a room.[/h3][p]This allows you to determine the residence location for a specific group of people.[/p][p][/p][p][/p][h3]You can specify the colors of the interior and exterior walls of a room[/h3][p]to visually distinguish the purpose of each facility.[/p][p][/p][p][/p]
Subjective Experience
[p]In fact, not much new content was added, but the Title-Level system connects many previous elements together, significantly enhancing richness and pacing.[/p][p]From a societal perspective, differences in housing and clothing begin to visually reflect social stratification. Residential areas (left to right): nobles, professional soldiers, commoners, and slave room.[/p][p][/p][p]Nobles indeed provide higher organization and better unit types.[/p][p]It’s still too early to call this “class,” as class conflict hasn’t emerged yet.[/p][p][/p]
Obvious Issues
  1. [p]Rooms have too few facilities, making them feel monotonous.[/p]
  2. [p]Cavalry is missing; ranged units lack restrictions and feel overpowered.[/p]
  3. [p]Performance starts lagging at 100+ units — though content experience is mostly complete, optimization must continue, as scale is also a core gameplay pillar.[/p]
  4. [p]Diplomacy and domestic affairs should require leader level-ups to unlock non-military nobles and related content — none of this exists yet.[/p]
    • [p]Domestic affairs especially need “family” and “class conflict” systems to be implemented first.[/p]
  5. [p]Maps are currently small; large maps would strain performance, so we’ll add them cautiously — possibly alongside the class system.[/p]
[p]These missing elements naturally lead to our next phase’s focus: Family & Class.[/p][p][/p][p]The development plan has been updated:[/p][p][dynamiclink][/dynamiclink][/p]

Major update will soon move to public branch (within 2 days)

[p]That is, the current content in the Beta branch will be merged into the Default branch.[/p][p]
Old saves are compatible. However, some facilities will disappear, such as food racks.
Therefore, it is still recommended to start a new game.[/p][p]If you wish to continue playing with old saves, do not update for now.
If you encounter unsolvable compatibility issues, please contact me; I will resolve them.[/p]

【Beta】 0.3.5_1223.1751

[h2]Numerical Adjustments[/h2][p]Prioritize linen for clothing production
Increased animal stat growth[/p][p][/p][h2]Room Assignment Issue[/h2][p]Assign Group A to Room X, which has 3 beds
Group A members 1,2,3 should all sleep on the 3 beds in Room X[/p][p][/p][h2]Bug Fixes[/h2][p]In leader selection interface, the “Constitution” column header disappears[/p]

[Beta] 0.3.5_1222.1630

[h2]Bug Fixes:[/h2]
  • [p]Units getting stuck on complex terrain like altars and city walls during high-speed play[/p]
  • [p]Bugs in auto-combat[/p]

[Beta] 0.3.5_1219.1303

[h2]Adjusted commodity sales [/h2][p]Copper and tin are now rarer, harder to mine than before. [/p][p]But can be traded for: [/p]
  • [p]China Central Plains: Copper [/p]
  • [p]China South: Elephant [/p]
  • [p]West Asia: Copper, Tin, Tiger [/p]
  • [p]China Northeast: Tiger [/p][p][/p]
[h2]Bug Fixes[/h2]
  • [p]When a leader dies, a new leader inherits — but unit type reverts to “None” [/p]
  • [p]After catching chicken, character holds a chicken model while another chicken walks on ground [/p]
  • [p]When person plows with cow, animations of person and cow overlap and desync [/p]
  • [p]Storage devices have bugs causing item loss [/p]
  • [p]If one row is not yet harvested, others start planting — the harvester will keep harvesting that row all day [/p]
  • [p]In slave mood, “Dressed well” should be removed [/p]
  • [p]At 100% progress, lobster burrows still not generated [/p]
  • [p]Floor bonus calculation is incorrect [/p]
  • [p]When adding a leader, previously built rooms should NOT default to allowing them to reside[/p]