1. Primitive Society Simulator
  2. News

Primitive Society Simulator News

[Beta] 0.3.5_212.1530 Plagues cause food reduction

How To Access The New Beta Version
[p]The new version content has been updated to the Beta branch. To access it:[/p][p]Steam Library → Right-click the game → Properties → Betas → Select "Beta" → Launch the game.[/p][p][/p][p][/p][p][/p]
Animals, aquatic products, and crops can all suffer from plagues.
[p]This will lead to reduced food production.[/p][p]You will feel that survival is more difficult, and will also feel the necessity of war and storage.[/p][p]However, it won't kill people outright; daily food intake can be adjusted.[/p][p]If daily food consumption is less than 60% (6 portions, full is 10 portions), health will be deducted, but very slowly, so death won't come easily.[/p][p]Animal plagues only affect sheep and chickens (food sources). They cannot be cured, so the only option is to stockpile food as early as possible. Other animal companions will not be affected.[/p][p][/p][p][/p][p][/p][h2]There are also difficulty options that increase food production.[/h2][p]There are also options that reduce plague frequency.[/p][p][/p][p][/p][p]Solutions, or strategies, provided include:[/p][h2]Trading fish, rice, and meat[/h2][p]Can quickly obtain food[/p][p][/p][p][/p][h2]Prosperity + Trade[/h2][p]Bedrooms and clothes can increase prosperity.[/p][p]Prosperity allows inviting caravans. The further the distance, the higher the prosperity requirement. This means that by building rooms and making clothes, you can invite more and more tribal caravans from further away.[/p][p][/p][h2]Raiding will loot food.[/h2][p][/p][h2]Tributes still give a lot.[/h2][p][/p][p][/p][h2]The auxiliary cultural effects of trade are quite good.[/h2][p][/p][p][/p][h2]Insufficient[/h2][p]Currently, it only meets the requirements of numerical gameplay; the atmosphere is insufficient.[/p][p]Bodies scattered across the fields, cracked earth, none of this can be seen.[/p][p]Animal plagues are slightly better, but since the bodies are burned quickly, it's still not quite enough.[/p][p]It would be best to have some environmental effects, gloomy winds, darkening, sound effects, and preferably some skeletal remains, such as the bleached bones of wild animals.[/p][p][/p][p]Additionally, wars, or even revolutions and rebellions, breaking out due to disasters are actually more important. [/p][p]With the groundwork laid by disasters, these can be gradually produced in future versions. [/p][p]Since children cannot be assigned to squads, adjusting their diet frequently is cumbersome to operate; we will soon add automation for this part.[/p][p][/p][h2]Personal Experience[/h2][p]In our own experience, the pressure regarding food has clearly increased.[/p][p]Looting yields grain, making war feel very "justified." Since food is not easily stored, there is less time to think about and develop other aspects, so the overall pace of development won't be as smooth as before. [/p][p]However, there is no need to worry about excessive pressure. After all, difficulty options are provided, and the difficulty can be freely adjusted, so the margin for error is still quite high. [/p][p]Tributes feel even more beneficial now. [/p][p]The "Trade" strategy has a certain threshold, but the returns are truly very high.[/p][p][/p][p]Bugs like "having ingredients but not using them" have also been fixed on the beta branch. Those who were bothered by this can switch branches to play the new version.[/p][p][/p][p]We will collect everyone's various data, bug reports, and experience feedback, and make adjustments as appropriate. [/p][p]As always, we await your feedback[/p]

Dev Log: Hunger Mechanism Revision, Epidemics for Animals, Crops, and Fisheries

[p]Below are some features we are currently designing and developing.[/p][h2]Hunger Mechanism Revised:[/h2][p]“Hunger” will no longer cause instant death, instead it applies a debuff that slowly drains HP. This makes the penalty less severe than the previous “starvation death.”[/p][p][/p][p][/p][h2]Add Epidemics:[/h2][p]Fisheries epidemic / Crop epidemic / Livestock epidemic — during outbreaks, production drops, forcing players to stockpile food for emergencies.[/p][p][/p][h2]Rationing:[/h2][p]Introduce adjustable “Appetite Satisfaction” to reduce consumption and survive epidemics.[/p][p][/p][p][/p][h2]Tribute, Trade, Money[/h2][p]Once the food scarcity system is complete, Tribute, Trade, and Money will become significantly important.[/p][p]You can buy meat cheaply from pastoral tribes and sell it at high prices in agricultural tribes to obtain more grain.[/p][p]However, there’s currently an issue: trade requires traveling across the map for several days, which incurs significant “loss.”[/p][p]Therefore, we’ll further revise the “Invitation” mechanic — the more prosperous your tribe becomes, the more easily you can invite distant tribes to trade. This should make the trading experience smoother.[/p][p][/p][h2]Diplomacy – Trade Volume[/h2][p]Currently, “Cultural Influence” involves simply visiting and staying for a few days.[/p][p]When trade becomes more important, this is our current proposal for revising influence:[/p][p]Influence = Military Influence + Lifestyle Influence[/p][p]Military Influence = Diplomat Team’s Combat Power × Military Deterrence × Number of Military Victories[/p][p]Lifestyle Influence = Diplomat Team’s Intelligence × Prosperity Level × Trade Volume Coefficient[/p][p]Diplomat team capability, your own prosperity, and trade volume together determine external influence.[/p][p]The more frequently you engage in trade and the more prosperous you are, the greater your external influence becomes.[/p][p]We welcome any other suggestions — please leave comments, and we’ll seriously consider them all.[/p][p][/p][h2]Diplomats[/h2][p]Once diplomacy gameplay is fully developed, diplomacy can become as deep as warfare — allowing you to cultivate “Diplomatic Officers.”[/p][p]I cannot yet accurately estimate when this series of designs will be completed. I will report major progress to everyone as soon as it happens.[/p][p][/p][p]Thank you all for your patience and support. Let me keep working hard.[/p][p]-MagPie[/p][p]
[/p]

0.3.5_107.1525

[h2]Fixed several bugs caused by optimizations: [/h2][p]- High-priority facilities get stuck if crafting jobs lack materials, failing to proceed to subsequent tasks. [/p][p]- Pickaxe used for chopping trees. [/p][p]- Newly built meat racks do not trigger storage organization logic.[/p]

[Default] 0.3.5_106.1602

[h2]Performance Optimization [/h2][p]- Optimize tool craft and item placement to reduce memory leaks [/p][p]- Performance optimization for storage area organization [/p][p]- Performance optimization for crafting tasks, reducing their performance cost (cumulative reduction of 80% so far) [/p][p][/p][p]On my own PC, 100 villagers run at ~30 FPS; gameplay remains playable up to around 150 villagers. [/p][p]Configuration Reference: [/p][p]CPU: i9-11900K @ 3.5GHz [/p][p]RAM: 64GB [/p][p]GPU: NVIDIA GeForce GTX 1050 Ti[/p][p][/p][h2]Interaction Optimization [/h2][p]- When selecting vassal troops, apply the filtering — do not include dead units, so that command buttons can appear.[/p][p]- Tooltip does not appear on progress bar for Linen Combat Attire tech[/p]

[Default] 0.3.5_1231.1613

[h2]Bug Fixes: [/h2][p]- Vassal troops throw errors when leaving. [/p][p]- Tooltips for "Meeting Hall" are missing. [/p][p][/p][h2]Numerical Adjustments: [/h2][p]- Increased storage capacity of Raw Material Piles. [/p][p][/p][h2]Performance Optimizations: [/h2][p]- Crafting, saving, and room generation: Reduced memory usage, performance overhead, and memory leaks. [/p][p]Late-Game Performance Optimizations: [/p][p]- Optimized performance for harvesting and resource gathering tasks. [/p][p]- Optimized performance for crafting tasks. [/p][p]- Optimized update frequency of Lightmap2DManager.[/p]