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Primitive Society Simulator News

[Default Branch] 0.3.0_630.1617

[p]This is an update to the default branch.[/p][p]Beta has also been updated.[/p][p]The legacy version remains accessible at:[/p][p]Properties -> Beta -> 0.2_old_version[/p][p]Save files are preserved and playable.[/p][p][/p][h2]‌Bugs‌[/h2]
  • [p]Caravan members should not be freezing[/p]
  • [p]Names remain stuck on screen[/p]
  • [p]BGM loading error[/p]
  • [p]Incorrect right-click feedback on children[/p]
  • [p]Each dish requires a 3D model matching its icon[/p]
[p][/p][h2]‌Text Fixes‌[/h2]
  • [p]Character interface action text: "Organize Storage" needs translation[/p]
  • [p]Incorrect evaluation text in Diplomacy interface[/p]
  • [p]Expedition operation buttons lack tooltips[/p]
  • [p]Random name pool contains errors[/p]

Design Philosophy Behind the Worldview & Cultures of Other Nations

A World of Competition
[p]
This reflects my core values as the creator.
War is a significant catalyst for societal change. Note I say "catalyst," not "driving force."
War—or more precisely, "competition"—has propelled much of human civilization's development. Note I say "development," not "progress."[/p][p]Personally, I dislike war, yet it remains an objective factor in social evolution. Our goal is to "shape societies," which inherently involves change—thus competition must exist.
The need for sustenance (food) and security (safe rest)
necessitates empowering the strong.
This concentrates labor, energy, attention, respect, and resources in the hands of the few (elites) or even individuals (heroes).
Thereafter emerge class systems, patronage, exploitation, ownership, and rule.
Hence the need for morality and laws to mediate class conflicts.
Moreover, even these aren't exhaustive reasons. As development progresses, I'll selectively implement gameplay around impactful elements.[/p][p][/p]
Resulting Gameplay
[p]
Without competition, the sense of purpose weakens—severely hindering strategic choices and gameplay expansion.
Currently, you can experience:[/p]
  • [p]Boosting fertility through fertility cults[/p]
  • [p]Enhancing combat via warrior worship[/p]
  • [p]Increasing productivity through slavery[/p]
  • [p]Shaping influence by mythmaking
    These are foundational methods to "shape society," forming the implemented core gameplay.[/p]
[p]We wholeheartedly welcome constructive critiques.[/p][p][/p]
Playable Factions
[p]
Current factions center on ancient China. After framework refinement, global cultures will emerge.
This is the primary purpose of the Culture Tree mechanic.
We're considering Mycenae (proto-Greek), Babylon, and Egypt—undecided as yet.
While Greek/Spartan culture and philosophy are renowned,
Babylon's historical period aligns better with our setting—but our cultural understanding remains insufficient, requiring further research.[/p]

New version coming soon to main branch.

[p]We will promote the beta branch to the main branch next Monday (June 30th). The current main branch [/p][p]will be preserved, and all save files will remain fully accessible.[/p][p]Following this, we will update the store page with the new description and screenshots below.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Compact Gameplay:[/p][p]Conquer the world-one breakthrough at a time.[/p][p]Each run is a new experiment:[/p][p]Early Rush • Cultural influence • Trade/Slavery • Granary Migration • Enforce other tribes to tribute or become your vassal.[/p][p]Combine these approaches, then restart to pursue new paths after each breakthrough.[/p][p][/p]
‌Ancient Nations Competition‌
[p]We added simple grand strategy gameplay to colony-building mechanics.[/p][p]You will lead a branch of ‌Ancient Chinese, starting by building a small tribe: crafting tools, constructing houses, hunting, farming, and raising livestock.[/p][p]Then face 5 ethnic groups in Asia: ‌Rongdi, Baiyue, Ancient Chinese States, Aryans, Assyrians‌.[/p][p]From the eastern Yellow River basin to Mesopotamia – rule or be ruled.[/p]
‌Tech Tree & Culture Tree‌
[p]You can develop culture to make other tribes submit, pay tribute, and provide ‌vassal troops + supplies‌.[/p][p]Or gain advanced tools and bronze through technological advantage for trade.[/p][p]Or prioritize reproduction through ‌fertility worship‌.[/p][p]Or embrace violence, train professional soldiers, and plunder extensively.[/p]
‌Manage Slaves‌
[p]Force lifelong labor, OR adopt them into your tribe to bear children.[/p][p]Execute slaves to suppress rebellions, OR sell them directly.[/p]
‌Leaders & Grouping‌
[p]Use Leaders to manage groups, reducing repetitive actions.[/p][p]Set group schedules: labor, create culture, develop tech, or train.[/p][p]Battlefield controls function like traditional RTS unit groups.[/p][p]Future update: Group leaders will become a higher social class.[/p]
‌Knowledge Inheritance‌
[p]Tribesmen gain knowledge through labor – lost when they die.[/p][p]Must carve knowledge onto stone monuments to preserve it.[/p][p]These monuments become learning tools for future generations.[/p][p][/p][p][/p]
Next Steps
[p]We will continue refining gameplay, optimizing late-game performance, and fixing reported bugs. [/p][p]Major planned additions (order/details subject to change):[/p]
  • [p]Remove mammoths' watering ability → Replace with
  • *expedition capability** enabling East/West Asia connectivity in late-game [/p]
  • [p]Human-operated irrigation upgrades will supersede mammoth watering (resolves conflicts with cattle) [/p]
  • [p]Add
  • *quick combat option** to alleviate late-game repetition/performance issues [/p]
  • [p]Introduce
  • *specialized storage** for item categories [/p]
  • [p]Attacking enemies should suffer
  • *population attrition** [/p]
  • [p]Successful defenses should yield
  • *battlefield loot** [/p]
  • [p]Aryans and Assyrians turn hostile upon bordering player territory [/p]
  • [p]
  • *Combat system overhaul** for deeper mechanics [/p]
  • [p]
  • *Diplomacy system redesign** for enhanced strategic depth [/p]
  • [p]Revamp
  • *fertility cult visuals** (current implementation lacks impact) [/p]
  • [p]Development of family structures and private ownership systems. [/p]
[p]-BigDove[/p]

[Beta Branch] Update 0.3.0_626.1727

[p]Data Balance[/p]
  • [p]Fish Food & Animal Food[/p][p]Production Time: 2 -> 1 Batch Yield: 5[/p]
[p]Bugs[/p]
  • [p]Child characters glitch when eating without a campfire model[/p]
  • [p]Title overflow in leader group management UI (text field too short)[/p]
  • [p]Global map view hides pop-ups but still pauses the game[/p]
  • [p]Renaming interface invisible on global map[/p]
  • [p]invasion force ratio incorrect → causes excessive invasion pressure[/p]
[p][/p][p]Interaction Optimizations[/p]
  • [p]Adjust crowded caravan pathing during trade[/p]
  • [p]Disable indoctrination when influence factor is negative[/p]
[p][/p][p]Localization: Currently Playable Languages:[/p]
  • [p]Simplified Chinese[/p]
  • [p]Traditional Chinese[/p]
  • [p]English[/p]
  • [p]French[/p]
  • [p]Japanese[/p]
  • [p]Korean[/p]
[p]Playable with Minor Issues:[/p]
  • [p]German[/p]
[p]Not Recommended:[/p]
  • [p]Spanish[/p]
  • [p]Russian[/p]
  • [p]Portuguese[/p][p]If playing in these languages, untranslated text will fall back to English.[/p]

[Beta Branch] Update 0.3.0_625.1909

[p]Please note: This patch is part of a beta testing phase and is available only on the beta branch. [/p][p]It may be unstable or cause unexpected issues.[/p][h3]Bugs:[/h3]
  • [p]When the leader goes out, those not taken along should work automatically.[/p]
  • [p]If the leader trains with followers, saves, and reloads, followers will first run to work and only resume training at the next full time point.[/p]
  • [p]After the indoctrination team arrives and trades, they immediately return causing indoctrination failure. Allowing trade is correct, but they shouldn't return directly afterward—only after indoctrination completes.[/p]
  • [p]Animal companions get stuck near campfires.[/p]
  • [p]After dismantling altars, the selected highlight range remains visible.[/p]
[p][/p][h3]Interaction Optimizations:[/h3]
  • [p]Change default difficulty selection to the first difficulty option.[/p]
  • [p]Modify difficulty selection text. Recommend appropriate challenge levels for different player situations.[/p]
  • [p]Change eating rule from "INT + VIT" to "Mixed".[/p]
  • [p]Adjust camera movement controls on the world map. Feel varies per player. Please provide feedback if controls feel off after update.[/p]
[h3]Localization:[/h3]
  • [p]Fixed display issues in some English and French texts.[/p]
  • [p]Added explanations regarding release slaves to join the tribe.[/p]