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Primitive Society Simulator News

[Beta Branch] Update 0.3.0_624.1708

[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][p][/p][h3]Late-game Automation‌[/h3]
  • [p]Children Auto-group with teacher when grow up‌[/p]
  • [p]Slave corpses now handled as ENEMY units (can be burned)[/p]
[h3]Balance‌[/h3]
  • [p]Ruling cost influence factor, added minimum threshold:-8[/p]
[h3]‌Resolution Support‌[/h3]
  • [p]Added 3440×1440 (Ultrawide)[/p]
  • [p]Added 2560×1600 (WQXGA)[/p]
[h3]‌Bug Fixes‌[/h3]
  • [p]Fixed: Elephants getting stuck after using Water Spray then eating[/p]
  • [p]Fixed: NullReferenceException in tribute system[/p]

[Beta Branch] Update 0.3.0_623.1842

[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][p][/p][h3]‌UI Optimization[/h3][p]Add a popup for slave revolts[/p][p][/p][h3]‌Bug Fixes‌[/h3][p]Error when executing prisoners who die unexpectedly[/p][p]Game crash when building altars[/p][p]Delayed shrimp pond progress blocking lobster cave spawns[/p][p]‌[/p][h3]Localization‌[/h3][p]Large-scale English text proofreading[/p]

On the design goals, and future development directions.

[p]Based on feedback from the current beta, some players have been deeply engaged, while others have expressed a preference for the more relaxed tribe-building experience of the previous version.[/p][p]It’s important to clarify our design goals and communicate them in detail to help set appropriate expectations.[/p][h2]Competitive Worldview[/h2][p]The current version presents a relatively harsh worldview. However, note the "Culture Tree." We will build on this foundation to introduce more "idealistic" societal paths—such as a peace-oriented matriarchal society—offering a more leisurely experience. These options must remain grounded in historical plausibility. While the previous version was relaxed, it diverged too significantly from history. For human civilization, conflicts and warfare have been the norm. [/p][p]Recent numerical adjustments also prioritize "competition" as the core metric. Certain mechanics—like cooking speed or livestock feed rates—may feel slower than before, but as long as they strategically enable outpacing rival factions, they serve their purpose. [/p][p]That said, I fully agree that excessive perceived sluggishness diminishes enjoyment. I’ll continue refining these elements holistically. [/p][p]Beyond Micromanagement[/p][p]With "competition" as the driving force, excessively micromanaging individual labor assignments shouldn’t burden players as "rulers of the world." While the current labor interface offers some production control, its impact is intentionally limited. [/p][h2]Diverse Societies, Diverse Experiences[/h2][p]The previous version forced passive defense, with content auto-unlocking through knowledge. Meaningful strategic choices were scarce—minor production tweaks (crops vs. livestock) yielded negligible differences, and activities like clothing production required livestock with no alternatives. [/p][p]The new version establishes a historically grounded foundation with real choices. We’ll expand upon this to deliver richer strategies and experiences. If the current build isn’t to your taste, please be patient—societies aligning with your values (like peaceful matriarchies) are coming. [/p][p]I fully respect diverse playstyle preferences. My plan is to introduce these alternate experiences via distinct nations/cultural/political doctrines, shaping societies that match player desires. [/p][p][/p][h2]Current Core Gameplay Loop[/h2][p]Strategic now focus lies in diplomacy and schedule. [/p][p]And like other grand strategy games, the gameplay cycle:[/p][p]1) Achieve victory (unify the region) through one strategy.[/p][p]2) Replay with varied approaches—examples include:[/p][p] > Early war[/p][p] > Cultural indoctrination[/p][p] > Trade dominance[/p][p] > Slavery systems[/p][p] > Tributary networks[/p][p] > Military conscription[/p][p]---[/p][p]Leaders & Future Development[/p][p]Leaders currently function as "grouping" tools for management. Later, they will evolve into "nobility," introducing social classes. I’ll detail this in future videos and announcements. [/p][p]---[/p][p]A Work in Progress[/p][p]This project is highly experimental, constantly evolving through exploration. Your feedback is invaluable. Please continue offering your constructive criticism! [/p][p][/p]

[Beta Branch] Update 0.3.0_621.1511

[p]Balance
• AI Training Points growth rate: -10%
• AI Weapon Tech research speed: -40%
• Late-game AI siege ram quantity: -40%
• Cohesion mechanics adjustments
• Knowledge: Must not exceed 1000[/p][p][/p][p]‌UX Improvements
• Add "Slaughter" option for captured juveniles even without pens
• Replace all "Merge XXX" actions with unified "Organize Storage" option[/p][p][/p][p]‌Bug Fixes
• Storage workers ignore Clam transfer tasks
• Slaves awaiting execution stuck in unreachable pathfinding locations (causing constant errors)[/p][p][/p][p]‌Localization Issue
• military service buttons display error text[/p]

[Beta Branch] Update 0.3.0_620.1750

[h3]Balance Adjustment[/h3][p]Spear Thrower[/p][p]Attack Range: 20 -> 15[/p][p]Against 'Long Spear': +20% -> 0[/p][p][/p][h3]Bug Fixes[/h3][p]Anipals health bars turn red abnormally[/p][p]Assyrian civilization expands too rapidly[/p][p]Corpses near fish ponds or weapon racks cannot be buried[/p][p][/p][h3]Optimizations[/h3][p]Added tooltip to New Leader button: "Leaders act according to your schedule. Followers synchronize all actions including production, technology, culture, and training."[/p][p]Battering rams deploy ONLY during Command State[/p][p]Slaves' Anipals immediately disband during slave rebellions[/p]