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Primitive Society Simulator›Events›[Main Branch] Vassal Independence Tendency and Oracles
In-game event

[Main Branch] Vassal Independence Tendency and Oracles

Primitive Society Simulator · published 2 months ago

All eventsPlayers around this dateRead on Steam

Old saves are compatible, but all vassal tribes will also start to have an increase in their Independence Tendency, and you will need to make Oracles to soothe them. So starting a new save is still recommended.

Vassal Independence Tendency

Modified the vassal mechanism, vassal tribes now have an Independence Tendency, and the vassal interface has also been changed.

"Handprints" are used to signify the signing of contracts.

It is still tribute and military service, which counts as occupation.

Both of these contracts will increase Independence Tendency; when it reaches 100, they will break away from the player's control.

Therefore, the more vassals you have, the harder it is to control their independence.

Of course, a method to suppress independence is also provided: Altar Divination - Distributing Oracles

The "Cohesion" previously in the schedule has been deleted and replaced with "Divination".

Through divination, oracles are created. These oracles carry important information such as the calendar, and nominally come from the gods, so they can reduce the vassals' disloyalty.

Oracles are obtained on the altar's divination seats by firing bones or clay.

Both the leader and followers can use the divination seats, meaning that as many people as there are in the group, that many divination seats can be used.

Oracles will be distributed to all vassal tribes during the annual tribute, at which point the Independence Tendency is reduced.

Because military service tribes also need to receive oracles, they will now also attend the tribute event, but they will not bring tribute; they are just there to get the oracles.

In other words, having a dedicated group to perform divinations, obtain oracles, and maintain control over vassals is the approach I recommend.

Altar prestige is still there, and now it increases the effect of oracles.

Additionally, you can choose to exempt obligations to stop the growth of Independence Tendency.

Simplified Influence Coefficient

Because Independence Tendency restricts the player from expanding too quickly, the previously hard-to-understand "Cohesion" has been removed.

Now, the Influence Coefficient is determined by three factors: Prosperity, Military Strength, and Distance.

Ruling other tribes has been changed to Distance Influence.

The Influence Coefficient is reduced based on the distance between the tribe and the player's capital; the further the distance, the harder it is to exert influence.

The benefit of doing this is, first of all, it is a much easier concept to understand. Secondly, it means players don't need to worry about the Influence Coefficient during their initial occupations because the distance is close, the coefficient is sufficient, making it more friendly for beginners and providing faster positive feedback.

As a result, the entire influence system is much easier to understand than before, and playability has also increased.

Other Optimizations

  • Stone knife damage 2->4, Copper knife damage 5-8

  • Stair style selection has been merged into the altar's facilities

  • In the tech tree interface, the description of unlocked facilities can now be seen

Next Steps

Although Independence Tendency seems like a restriction on the player, it makes the concept of the Influence Coefficient much easier to understand, and at the same time gives the gameplay further potential for improvement.

Currently, only "Generals" have a simple growth system in the game.

Now, because suppressing vassal independence is a needed capability, "Civil Officials" also have the potential to grow.

A few months ago, I implemented limits on food and ammo, which was based on similar considerations. In the upcoming family system, there will be even more possibilities for talent cultivation.

The family system is a massive system. The family tree was actually made a long time ago, but families must progress generation by generation, which means they need to acquire certain needed capabilities.

Therefore, the modifications and refinements to the previous systems are all laying the groundwork for this.

If you encounter issues:

You should also feel that our speed at fixing bugs and handling issues is very fast. It's mainly because the game is complex, and we might not necessarily encounter the issues that you all do.

Please trust us, just give us more feedback and write more reviews for us.

-MagPie

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