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  1. 9 points

    Research Prototype Panel

    Hi Guys, Due to numerous requests that we received from you, here we will provide current prototypes & ideas that we considering to implement and working right now for the Research based on your feedback. Please note that some of those prototypes are very ambitious and we would love to implement them, but they require a lot of man power and time, which unfortunately we don't have. So please consider that even though after finalizing the approach which we will take on that, we might still will have to cut some things from it due to time constrains. Also, this is something that we are planning after steam release, not before. Don't hesitate to post your ideas and thoughts about those prototypes. Constructive critics are also welcome. Sincerely, Sasha Prototype #1 Prototype #2 Prototype #3 @Lissa Gloom @threeheaded monkey as promised
  2. 6 points
    Don't get me wrong, but The Universim in the latest patch has nothing to do with the vision in the kickstarter campaign. Beside all bugs... Gameplay was called "Organic Gameplay" like managing your ant farm... Is the concept of a mighty god still in place or are we just an alien watching the civilization and tell them wich building needs to be build where and how they produce enough food to stay alive. From time to time we can unleash a bit of rain and healing powers through our intergalactic starship... ... that's the way i see it at the moment. Nuggets seem to be aware of a godly presence but still do not pray... Instead they send letters to god but are afraid if a godly power is performed like picking up a tree next to them. I'd call this unlogic gameplay. If nuggets are aware of a godly presence and send god a "mail" and of course if they wait for a godly order where to build important buildings like farms and what to plant on them... It makes no sense at all. The only difference between The Universim and every other RTS bulding game is some pretty useless and extreme costly powers that could be (as i said) technologies from an alien ship in the orbit... The universim seems to take path to RTS building games with micromanagement and resource management instead of a god game. Just to compare... Black & White 1/2 made me feel like a god. The Universim makes me feel like an Alien observing the planet and tell those stupid nuggets what to do to stay alive and take them by the hand every simple and small step. If they are able to build bunkers, why don't they get inside if it is dangerous autonomously. No the alien in his space ship needs to tell them that a sand storm is dangerous... But can the alien help? No. No energy shield, no weather control power... nothing. the alien is only a observer. not godly at all. Who needs a bunker if a god protects you? at least in stone age... stone age bunkers... yes... great idea. Oh and of course... nobody is praying to the alien... Only my 2 cents.
  3. 6 points

    What do you think about research?

    My idea for a research system for a god game in which the player decides how much godly intervention should be avaiable.: My suggestion is to introduce minimum 3 Shrines which evolve depending on your decisions. You Start with a SHRINE OF WISDOM (or if you want to call it epicenter) This shrine provides the possibility to choose between different options that have direct influence on the society. Those research options can be bought by spending faith. Which could be generated in a prayer enclave or a temple. Like: Major options to choose: -secularity -freedom of will -prayer rules -Sacrifices Basic options to choose: -clothes -reproduction -basic technology By choosing either free will or strict prayer rules you decide if the Shrine of Wisdom changes to a "Heaven Shrine" or a "Secularity Shrine" Heaven Shrine Most technologies are avaiable but main focus is on pleasing a god. You decide by spending faith what to introduce to your Nuggets. Higher technologies have a higher faith cost. Some special technologies like a faith shield insted of a bunker to protect nuggets from natural disasters are avaiable. Or in the space age a "godly spaceship" that reduces risks if you land on a planet. Of course your faith gain is faster and you can decide how much nuggets pray or if you sacrifice one for an instant faith boost. Nuggets do most things autonomous to stay alive if you did not set a rule for a specific behaviour... like "god decides if you breed" Secularity Shrine This shrine is not powered by faith. You have to pay resources and nuggets have to learn to invent things. A school is unlocked if your Shrine of Wisdom transforms to a Secularity Shrine. Some nuggets still pray in this secular society so you as a god will not die, but you're not mighty... Your might does not suffice to perform mighy powers... So your nuggets have to learn to protect themselves with a bunker against nature. You're more like a manager insteat of a god. People are aware that you exist but most of them do not care about you but they agree that you're their mayor. ;-) Technologies reflect those circumstances. Your nuggets may evolve not so fast but will be more advanced in the space age when it comes to self defense. My2cents. What are you thinking about this idea?
  4. 5 points


    What's the current take on keeping the wood production chain sustained? I get that, initially, cutting down forests will have the benefit of opening up building spots. But mid game latest, a solution for the dwindeling number of trees will be needed. Maybe a god power, "seedlings" or such. Or tree farms? New funeral options where the dead are buried under a tree sapling? Each birth of a nugget is commemorated by planting one or several trees?
  5. 5 points
    I think it's just you. ...I like the idea of being able to see inside their homes and workplaces, but I'd much rather that come after the game is released. I don't think it really adds anything to the game other than allowing us to be creepers, and I'd probably look once, say "you lazy bugger, get back to work!", then continue on my way and forget about it.
  6. 5 points

    Research Prototype Panel

    Hey Guys, thank you for all the feedback. It is being appreciated. So currently we decided to go with the 3rd prototype with some modifications. Please let us know what do you think.
  7. 5 points

    Research Prototype Panel

    I really love the 3rd and the 2nd type of research screens i think you should opt for creating a mixture between both of them : the graphical design of the 2nd one and the Ui cleaness and precision of the 3rd one. Let me just explain a bit what i mean : * the 3rd one gives you more control over the eras, over what conditions are required to move into the next era, for instance moving from the stone age to the iron age is researching the iron melting research and so on * the 2nd one is more precise when it comes to sorting out researches, that means sorting into social, scientific, ethical , and so researches and that would give you guys more room to add lots and lots of new researches when it comes to art , recreation, rockets . basically a limitless sorting and clear sorting * a mix of both would be really really nice to see the mixing and precision and control over the researches, that way we can opt for better research order and better appeal to when it comes to the eyes i have a small question though , perhaps it is already included, or even say planned for the game , but are random technologies a thing? instead of having the same order all the time i think perhaps having randomly researches might spicy things up and create an interesting game each save : it helps when it comes to replayability, and imagine the endless Possibilities . Thanks for going through my post, i really really really love this game and i truly believe in its potential to achieve the milestone of best game of the era. Great work guys and keep on rocking, from Tunisia
  8. 5 points
    I think there should be less micromanagement and more automation. i have thought about this a bit before this email. Imagine how how cool it would be if you had multiple civilizations and two of them didn’t get along and waged war on each other, completely on their own. Like maybe if you were a benevolent god to one of those civilizations and made them angry towards others. i think that would be cool. Also if you don’t select someone to fill in a fishing spot or farming spot, the game could eventually do it for you. I want this game to feel like it advertises, at least in my eyes. Less like sim city and more like I’m a god and I interact with the nuggets. And they develop and grow based on those interactions.
  9. 5 points
    To throw my 2 cents in... But too much micromanagement (especially if it is a repetitive task) is nothing more than a chore. Especially if the chores are as trivial as buy more water supply, check building health status and so on. During Kickstarter there was an Idea. The Live News System with some pre made Quests you can accept or neglect to earn bonus powers or something else... And user generatet quests. Has this idea died already? If we're talking about a god game... I could imagine Quests in the style of... the house is burning and you learn through prayers a new divine power like rain... and so on. The whole building and managment process is (in my opinion) a good bonus for a god game but should not be an essential. Spore was great but had to much repetitive micromanagement in the space age. Everyone has a different preference, but I don't want too much micromanagement to feel entertained. But there are tons of people playing cookie clicker ;-)
  10. 5 points

    Make me smile again

    Dear @AKoshelkov, as a passionate Kickstarter backer from the beginning I followed the ups and downs of the development for almost 3 years and 8 months since the successful funding. You''ve made great progress yes, but the foundation is still broken and you need manpower to fix it. Starting with the completly misjudged release roadmap during kickstarter. Why this huge misjudgement? You are a creative artist and really great in visual design. But you're not a programmer. How many full time programmers work for Crytivo and since when? Full time programmers that are good at their job should be able to develop at least a working minimal foundation that works most of the time in more than tree years. Part time programmers of course with a daytime job have other things on their mind. You delivered great concepts and added add on and strecht goals but could not realize one of them yet because you have no stable base. The Kickstarter alone made $ 387,345 and you were able to get more support trough your site after kickstarter finished. Let me ask you some questions if we're talking seriously honest and full of transparency. How much money was spent on: Arts and Assets Programming PR Building up Crytivo as a Publisher including investments in other games. Thinking of developing a game... We talked about a stable base you can develop on... a non professional would think... investing in full time programmers would be a good idea, right? How many full time programmers work for crytivo since you're a publisher now and you offer development assistance. Be honest. Be awesome. Be true.
  11. 4 points
    I ran into the issue yesterday where while I was trying to place my civilization, I thought I found a prime spot on the dark side of my planet. It was difficult to see when it was directly on the back of the planet. When the sun is blocked out, that entire hemisphere is difficult to see (lake/rock/mountain locations). It would be nice if the entire planet had a slight light increase at least during the placement of the civilization, that way if I want to place it on the night side of the planet, I can see where I'm placing it.
  12. 4 points
    Hey there! Welcome, everyone! It’s been quite a while since our last coffee date. We’ve missed our talks about world domination and cats. Most of all, though, we missed hearing your thoughts on The Universim. We want to hear your opinion on how we can improve a certain little feature in the game. Let’s talk about micromanagement. What do you think should become more automated as your civilization develops? How much micromanagement should remain? We are already halfway through the Medieval Era and have begun working on concepts for the Modern Age. Should Nugget assignment to the buildings be automagic? How should we prioritize who is assigned and who is not? Which buildings should be prioritized when there aren’t enough Nuggets in your civilization to keep them all running? These are the kinds of questions we would love to hear your thoughts about. We need your suggestions and ideas doesn't matter how wild they are. Also, to make your wallet a little thicker, here are some Crytivo Coins. 500 Crytivo CoinsClick Here to Reedem Learn more about Crytivo Coins Here This will help gravity to keep you locked down as all of the new changes distort the world around you. If being consumed by the infinite void of space doesn’t bother you, you can also redeem them for discounts on games in the Crytivo Store. These are the Rewards that Matter! Alright, you may now begin smashing your keyboard over on the forums. Impress us! With love, Crytivo
  13. 4 points


    Already have fixes for this that you'll see in the October update
  14. 4 points
    HOW YOUR CHOICES MATTER IN THE UNIVERSIM Our team is hard at work on that oh-so-sweet update for the Steam Release going live on August 28. We’ve got a whole lot of new systems coming with the patch, and we’re going to be discussing one of them today. Buckle up! Introducing God Quests. As a god, you have to deal with a lot of prayers. While some of them may be spam - and a fair amount will be ludicrous - there are a few genuine, reasonable requests you might want to take a look at. Nuggets will ask for help with various tasks, or request aid during hard times. They might throw in a few bizarre ones now and then, and it’s really up to you to decide if you want to fulfill them or not. We are also adding legendary Nugget Influencers and Inventors with this system. Inventors are notable Nuggets who will alter the course of your civilization’s progress with their quests. For example, you will be able to choose which technology path your civilization follows with the quests from Nuggola Tesla. Nuggola will have a dilemma; he discovered that there are several ways of generating Electricity, and he will need your help to end the battle in his mind over which technology to pursue. There will be three ways to generate Electricity: Kinetic - Wind Turbines One path leads to Wind Turbine Electricity Generators. This is a relatively passive and clean way of generating Electricity for your civilization. However, it’s a little unpredictable, due to the production relying solely on the wills of the wind. Wind Turbines will not work during Windstorms (to protect them from being ripped apart) or when there is no wind at all. The good news is, you’ll be able to store any energy surplus in Batteries. Stored power can then be utilized when Wind Turbines aren’t generating enough Electricity to keep your cities’ lights on. Kinetic - Nuggetic Motion Generator Now, here’s an idea. You know all of those Nuggets you have running around? Are they really all being productive members of society? We doubt it. That’s why you will be able to use Nuggets to generate Electricity for your civilization. It’ll be great for their health, it’ll definitely keep the lights on, and it only requires a bit of light whipping. If you have Nuggets to spare, and you don’t really want to take your chances with the wind, then this is a great system. Of course, excess Electricity is stored in the same way as other Generators. In a similar manner to fancy cars, there is an Insane Mode Button that pushes things into overdrive on the Nuggetic Motion Generator. Nuggets will run like mad, producing far more energy than before. However, use this with caution. Nuggets have been known to explode without warning. Cover expensive furniture beforehand. As mentioned, these methods of Electricity generation are 100% environmentally friendly. There is, of course, a far more aggressive approach that replaces unreliability with consistency and clean air with pollution - the Electric Gas Plant. Electric Gas Plants are behemoths when it comes to generating Electricity. They spew it out with ease. However, there are significant downsides. You’ve probably already guessed why, but it’s mostly because this system burns through Natural Gas, which is only found underground. In order to extract Gas, you will need to build Gas Mines. This precious resource will then be delivered to Electric Gas Plants to be converted into Electricity. Gas Plants will cause a steady decrease in air quality, with an additional side effect involving global temperature increases. But, hey, at least Gas Mine owners will get filthy rich. Inventors and Influencers There will be many more Inventors and Influencers throughout your civilization’s advancement, but they will appear randomly. Our goal is to offer you a different experience every time you play the game. Before you tell your friends all about it, here are a couple more Influencers you might come across: Elon Nugsk - A clever Nugget with some grand and occasionally silly ideas. He will help begin the Planet Colonization initiative. He also may or may not send expensive machinery into space for fun. Keep an eye on him. Donnug Rump - A Nugget who has a peculiar fascination with walls. He will allow you to build advanced walls around your civilization to protect against extraterrestrial threats or other unwanted intruders. He should never be put in a position of power, but his rants about wall designs have proven to be useful in certain scenarios. Florence Nuggingale - Her healing hands and tireless efficiency will lead to significant improvements in Hospitals, increasing the total number of patients a Hospital can serve at a time, as well as their Happiness. Kim-Joe Nug - His sole intention is to provide Nuggets with Nuclear Power. However, many Nuggets may need to be sacrificed to achieve his goal. Nuggie Curie - Her contributions will lead to the invention of the X-ray machine, reducing the time needed for diagnosis of injuries or pain. This will result in faster healing times for patients. Wrong Brothers - These guys are crazy. They think Nuggets will be able to fly like birds. We all know that Nuggets can barely walk to begin with, so we’ll have to see whether they’re wrong or wright. We hope you’re as excited as we are for these new features to make their way into the game. Let us know if you have any suggestions for Influencers or Inventors you’d like to see. Tell us their contributions and how they will alter gameplay, and don’t forget to come up with a terrible pun for their names. We will hopefully get a few more in before the Steam release, but rest assured that more will follow. Be sure to share this with your friends and family - they might have crazy ideas as well! https://crytivo.com/en/news/how-your-choice-matter-in-the-universim
  15. 4 points
    Oh @Alex Koshelkov that was great "The worlds most expensive Screensaver. Well it's in your hands to give us something meaningful to do. Only micromanaging is a tedious task for many people. But in the other hand some people enjoy virtual gardening and house renovation although they could do it in the real world. A game should give you the options to do things you can't do in the real world. Managing people can be fun but is only a small part of a game at least the Kickstarter game you promised. The interaction as god to your followers is especially important. Do I feel needed? Am I in control? If I wanted to... could i do something wonderful or am I forced to obey. I know it is hard. That's the reason you were funded on Kickstarter. Because people wanted a god game. The ability to be a god again and enjoy the game in their pace. You started with the Idea of an god game and developed it to an city simulator first... and gained supporters that want a city simulator. That was not the original pitch. So yes it's hard to combine those two playstiles together. See I understand your point of view but a god game (at least The Universim was funded as god game) should have god powers that are useful and sometimes needed. If you make them optional... you make the whole god game concept of the game optional. There are plenty of management games outside but no god game. This is the only thing The Universim is or could be different from any other game on the market. @Alex Koshelkov Talking about the genre. What do you think is the main genre of The Universim at the moment? I don't know what you're working on and how it affects gameplay and godly gameplay. In all honesty... you should not advertise The Universim as god game if you did not improve the godly gameplay mechanics insanely in comparison to the current build. A clear statement would help. The only thing I know is... If you'd advertise the current build as god game in Steam... Most people would be disappointet about the godly gameplay. And people that don't want a god game like @rnramos or less godly interactions, are maybe annoyed about the pure existence of god powers in a city building management game. The question is: Who do you want to be your main audience? The original concept supporters that funded you because you promised to do a god game or the group that joined later while you already developed a city builder simulation. As I said... management and city builder games are a huge market and the competition is really hard... But there does not exist a single god game on the market beside the old black & white series which is nowhere to buy. See I am the (sometimes critical and for your liking uncomfortable but also very supportive and constructive) voice of the Kickstarter backers that wanted a god game more than anything else. We talked about Godus and you agreed. Such a disaster should never happen again. I do understand that the development of a game of this scale is a really hard job. But you can't please them all if you do not introduce different gameplay options to activate or deactivate to everyones liking. Or a completely "god free" gamemode with as much micromanaging as possible for those who don't want a god game... Which is funny... As I said... There are plenty of not god games on the market..... I think you get the point. You as developer need to decide which is your main audience or everyone is unsatisfied with a half hearted compromise. If you have enough manpower to introduce different game modes... okay... but I doubt it. It's hard work. But you should (I'm egoistic now for a second...) know who supported you in the beginning and for what.
  16. 4 points

    Research Prototype Panel

    An idea to get xp to get a new research would be a/some nuggets who are smarter. You make them build something, and the smarter nugget studies the building and it's functions and he comes up with the idea, then you have a pop up message that says, "elu came up with an idea, research x is now available". It would be nice if you could designate those nuggets, the smarter they are, the faster they get the research. But it's still tricky, you'd need the first research tier, so you have a base line you can start from...
  17. 4 points
    Kerby is quite right, we're all here to support the game as best as we can, and steam will bring trolls and ragers into the forums. I understand that having too many people weigh-in on an idea or give their own can undermine productivity, but the earlier a bad idea is caught or a good idea is made better, the less work you'll have to spend later. I think the way we can be most valuable is giving the "what if" scenario's that may break a design decision.
  18. 4 points

    Tips System

    I'd recommend some basic tips for how the emergency shelters work. I had absolutely no idea the bell was used to get nuggets to go into the bunkers until about 2 weeks ago. That could've been explained and cleared up very easily if I had some tips for that.
  19. 4 points
    this is an important question. not easy to answer. In fact I created a really long answer, illustrating my ideas and concepts. In the end I think that's what you want, ideas and ideas to create the game. __ PLAY FROM GOD OR PLAY FROM MANAGER Let's start by talking about the type of game: you say you are a game of God, but most of the game is management. I refer to a style of play as "Age of Empire". I think that doing a mixed game between management and divinity is fine and is a choice that touches different types of players. Currently the Manager game is quite adequate. there are possible improvements that we will look at later. The game version from God is a bit limited: let me explain. A God must not waste time telling his believers what to build and where to build it (the Manager's gaming system). A god must keep his faithful believers, he must make himself offers, he must have fun at the expense of his faithful. and more. In the primitive age, a god governs the elements and is good or bad. And I'm fine that you put the tree type, but I'm not good that I pass from good god to bad god because the system of collecting corpses is INEFFICIENT, even though I myself to dispose of most of the corpses and trying to make them happy . So as god I would like to see them pray or praise me. (maybe to see nuggets standing in front of the altar, and they could approach religion (pray) whether it's a benevolent god or a scary god. As God, I would like to make them happy, or to punish them. you have made this possible with godly powers such as healing or moving or falling in love. (but some costs are too high 20 points to make them fall in love too many! And also the cost to make them all happy (but everyone becomes happy or just a little man?) For the tornado calamity and more I think the cost is plausible. As god I can want some gifts. in these primitive beings usually the gifts are of food, a dead hen. if I were a god of death, a beautiful virgin girl ... At the same time, if I were a good god, I would like to give some gifts. And in times of famine grow a bush of flourishing food ... (FOOD). o SPEED plantation growth. or REPEAT a lake that has lost fish. __ QUEST prayer requests from the Nuggets I really like the idea of prayers by post. But do not make it gmail style, please give it a religious and divine style !!. I saw that you put 2 of them. One is the missing child. and the other is to punish the enemy. Good idea. But there is a technical problem: the child is not on the list of nuggets and knowing where he is without a name in his head is impossible in a camp for 50 people. you should make these requests feasible. I like it as an idea but give it a red halo that is clearly visible to this child. While for the punishment of the enemy, how should you punish? you should help us understand what we can do to punish it. I tried to destroy the house (it was difficult to find his house of residence), I tried to make it fly. and finally I also killed him. but maybe there is a bug where all my actions do not complete the prayer quest. So you could make us play god by giving us different prayers from the nuggets, and if we grant them we will be devoted servants and "efficient workers". But beware, do not oblige us to resolve prayers at certain times. at least not all. I believe that a prayer is worth the whole life of the nugget and depending on the case the nugget can be satisfied after several years or rather disappointed because too late. (killing or giving poverty to the enemy can be satisfactory even after several years of prayer). Keep in mind that the God must also deal with the management and therefore may not have much time to make god in those minutes of updates to the age of the Middle Ages; but having so much time in the dead period. __ RELIGION AND CHURCH FUNCTION, and the power to influence the village through those who speak with God Moreover, a God should have ONE WHAT YOU SPEAK WITH HIM. a priest in the medieval era, a shaman in the primitive age. In short, a henchman who influences the ideas of the population. I believe that in the early and middle ages the God can have direct influence through the figure of the priest. Technically a place of worship will be created (the church) and assigned to a nugget. When the nugget has started you can have different commands (like for archidio or in theory the meteorological tower). You will have commands like: "daily life must be based on hard work" "daily life must be based on latin idleness" "daily life must be in balance between work and well-being" "Behave well for paradise" "Behave badly that you die so young" (I would use a slider bar from absolute work to total idleness where there are 0 in the middle which are balanced neutral parameters 0 is how the nuggets are now, or how you have planned them basic). In this way, God will give directions to how I want my nuggets to live. And like every church and religion there will be a level of church importance. In Roman times the Christian church did not have much importance (indeed they were prosecuted), but in the Middle Ages the church had a truly absolute importance. So here too a level of the number of faithful; the level of power of the church over the decisions of the village, the level of respect for the church and its rules (how many faithful are correctly practicing the church's rules). Hard work can be a rule, but we can also add: make more children, take more wives, or be vegetarian! Certainly a God who leads to the extreme of work at the beginning will increase the productivity of my village, making them work will increase production (of course only the religious nuggets, while non-religious will behave normally, but in the primitive and medieval era almost all they should be religious!). But after a while 'time there will be a rebellion to too much work and there could be a religious revolt: that is masses of nuggets could show disagreement and even get to burn the church (and inside his priest). In this way, I God should erect another church and choose another priest. (This cycle should represent the changes in religion that occurred over time, such as the change between the Roman gods and Christianity). But be careful, if I create another church and immediately arrange for it to be extreme workers again, the church will have practically no followers, its power will be 0 and I will not find new believers. At the same time if the new church preaches the Latin ozium, it will immediately have a lot of faithful happy to embrace a different religion! But at the same time the production will slow down! Let's jump into the future. Now, in the modern era, religion has lost some of its power over the state. And even if you can still give the religious directives we say that we will not have absolute control? It is also true that in the modern era atheists are very rare, which is very rare in prehistory and in the Middle Ages. So, your power from God is reduced ... BUT, we can see the world differently. Meanwhile, there will still be the role of Manager and not just of God, but then you can influence the individual in power. In the modern era there will be nuggets at the head of entire structures. There will be the nugget at the head of justice, the nugget at the head of agriculture, I imagine that create a building with the tasks of government divided by type (justice, environment, productivity, science, medicine ...). And each task will add a nugget. Now imagine you have the power to bribe the nugget like God. In this case I imagine a bad God, a god who wants to subdue them all and make them go back to a medieval mentality (modern technology but power to the church); certainly in the game usually the player wants to grow his village, but if the game is from God, he must also foresee a bad god. So a bad God (it is not excluded that in a complex phase of the game you God John, you intrude on the planet of the God Roberto and try to influence the social structure of the nuggets of John, corrupting with money and perversion the heads of government so that make the system malfunction, maybe in an online game version where you put your own planet into play); I said, a bad god will corrupt the single nugget with money and other things and will make sure that governments misbehave, leading to the downfall of civilization. Either a benevolent god infuses light and justice into the nugget and will make the nugget that governs that sector work the best. Or we put our Lord God very good and succeed in holding a Church with great power over civilization and keeping it in the modern era when atheists spread, but the church is so well balanced and God is very active in the miracles that the faithful remain many. __ PLAYING FROM MANAGER improvements the first important thing to say is that the nuggets are too stupid. I'm sorry but the parameters are not worthy even for a primitive. _ Cut trees and stones away from the place of construction to which they are putting. _ In spring and summer they do not collect food from plants around, and there are times when they are dying of hunger. _ There is no basic food from restaurants but they do not collect it. _ Instead of repairing the most damaged buildings, the engineers repair the less damaged buildings and let the serious ones fall into pieces! _ The lumberjacks are in the building doing nothing if the trees are too far from the building. _ too many bodies and do not hurry to get them out by leaving them on the road years! But sooner or later you have them decompose these bodies? Honestly the nuggets can not be so stupid as not to get food supplies for the winter while having bushes handy ... So first of all you have to fix these bugs or wrong statistics. The nuggets, logically speaking, having the right buildings available should self manage themselves. And you created this self-management, you see, but it is also true that small details like those mentioned above make the system unbalanced. _ THE MANAGEMENT OF THE VILLAGE I find it right to choose the buildings to be built and their position. I find it right to decide how many buildings of what type to build depending on how I want to create my village. The basic management structure is fine, but there are no additional elements. _ Food management in fact If for the water I know how much I need it and how much they consume the buildings being able to build a precise number of pumps for every need; I do not know how much food my nuggets consume. The management of food must absolutely be improved. I can build restaurants, fishmongers, farms, but I've seen that sometimes the food is less than a following winter. I believe that the Village Manager has the right to create and organize it as he wishes, but workers must follow his directives. I have difficulty explaining this point. I try to make a description anyway. If I were a good village chief, I could tell my men exactly what to do. I could tell my men that they have to collect 10 food for the winter because we consume 8 food as a village. As a village chief I could know that wanting to build a hospital will take a lot of stone and so I want to tell mine that they have to get more stone that year than wood ... In theory this administration is done automatically when I build a hospital that requires stones and woods. But perhaps it would give us a way to be more efficient if we could tell our nuggets how many stones we want to stock stored as soon as possible. I as a Planet Manager know that the medieval era with the upgrades of the buildings will involve a lot of wood and lots of stone. I could think of wanting to collect it in the dead times of the primitive era. _ WAREHOUSE SYSTEM I believe that Warehouses should be organized as well as individually, even in a total manner on the interface of God. To see the available places of all the warehouses and the places occupied by type of object. And to be able to decide the quantity that is required to be kept in STOCK (to be kept in stock and not to be kept for example in a restaurant that is not a warehouse). This is especially useful for building materials that are used in all ages. _ AGRICULTURE SYSTEM I think agriculture is good, even if I do not really understand how cyclicality works. I think that putting a mini-calendar style seasonal tool in which the type of culture is studied for each season, could be interesting. _ THE MIDDLE AGES and future ages I'm already imagining the mess of an era in which the whole planet is populated. I already have problems managing 4 restaurants, 4 farms 10 fishing boats, 10 factories etc. It is problematic, for example, if the city center is far from the factories, I see several nuggets that make a long journey between the house and the factory. And even if I put restaurants and wells near the factories, there's still a lot of going away. I believe that in the Middle Ages it is necessary to start building real, structured cities. I have already tried to be schematic in the construction of the buildings, arranging the fishing areas together, placing the repairers all in a row, etc. But with a medieval age I have to be able to use a grid scheme better and bring buildings closer together. I built 8 refineries between wood and stone, but anyway I had to position at a certain distance. These refineries do not look anything like an industrial quarter of our 1700 style style. I also think of the fact that with 8 refineries I have to check that they all have a little man who works inside. And in situations of social problems I have to activate or deactivate the men in refineries. Let's take a practical example: full medieval times. The population rises too much and lacks food. I absolutely have to devote myself to gathering food and closing the refineries. So imagine 20 refineries and I hand one by one I have to remove the nuggets from the list of refineries and put them in agriculture. Then the food problem is again contained and I have to put the nuggets back into the refineries. It would be much more practical to shut down the refinery and immediately have the unemployed nuggets available, and then when you restart the refinery, again the same nuggets or if they are busy recalling new ones automatically. Do not have to do it by hand. If you think of a modern era, I should not have 10 refineries as in the Middle Ages, but have a refinery park extended on the potion of 10 refineries that with one interface manages all the employees. Another very problematic fact is the request for a nugget to be included in a construction from the list of nuggets. The list with 100 nuggets is already a bit slow. If the number of nuggets has to start to increase a lot until the modern era, you will have to start evaluating the macro management of the nuggets. First phase divide between unemployed and employed. Furthermore, those who collect construction material should have a registered job and not on the list of those who do and do not. In this way I can have the list of those who do not have a job and assign it to the new factories, but without going to affect the group of collectors and builders who are vital as labor. Now I do not know if a Laborer is idling or is collecting material. The best thing for the future, considering even a population of 5000 nuggets, is to have automated assignment. _ WORK MANAGEMENT OFFICE for the modern era A building, for example, that opens a window with certain commands: first of all, every sector of work is identified (refineries, farms, fishing, catering, repairers). For each sector, the available jobs are displayed in relation to the buildings of that sector built, and depending on the needs all are assigned or dismissal people in the case of too much production or need to work on a specific request. The buildings that now select 2 or 3 minors at a time will be managed by the automated system and prepared by the system described above. For example, if I can have a 100% refined iron production, but I have collected enough, I can lower the production to 50%. the nuggets will lose their jobs and will go to work in those situations where men are needed on the occasion (building example, when you build something new). While if we have 10 iron refineries as buildings or a single refinery park, then it could be that half of the park sectors or half of the refineries are turned off automatically, consuming even less energy. And if they are still separate buildings, it would be better to close the most shabby and worn building, so you can have time to rearrange it. If you think about it with 5000 nuggets we can not manage the occupation of each nugget, but we will have to have automatisms that allow self-organization of work. Obviously you should still leave the possibility to change the single nugget from the workers' list, this to optimize with more efficient workers for that job, and then also for the first speech of a corrupt system in which specific nuggets are put to power do what you want. _ ROADS. AND URBAN PLAN I think it is necessary to have a mechanism of roads to optimize the city. As well as making our people evolve it is also nice to create refined and elegant cities and this can also start from the Middle Ages. Being able to design an urban plan for the future could be interesting. In practice, do not build immediately, but create a map drawn (technically a virtual map above the surface of the planet and even above other buildings) and start saying that you want a road, that of a rectangular area you want the district of the factories; but also to say that in that little square between the main road and the factory district you want a prairie bed, or a group of trees. Do practically urban furniture, preparing where to build things in the future. I would not mind telling my nuggets to create a new residential area near the factories, and obviously make sure that the workers assigned to that area go to live nearby. _ CIRCLE OF LIFE FAUNA AND FLORA this theme seems a little ignored, but I think it's fundamental. I left the day for about 600 years and I noticed that an area of trees has completely disappeared and the fauna has totally disappeared from the planet. Now, I do not know if you have already implemented the system, but you can imagine that you can not leave a planet in the primitive era with zero animals and trees that do not grow back. I understand that in the city areas plants do not regrow them, but do not grow back even in remote areas! Of course, it is right to say that the resources are not infinite. But let's talk about fauna and flora and water, which are recreated in the system. So you really should get them to regrow and repopulate, and rightly put a rate of regrowth. Then if the nuggets consume more than they grow back then they will rightfully become extinct, but I do not think it can happen in a primitive period .. Also I would like to be able to plant plants as trees and fruit picking plants, I am an artist and I would like to have a village full of greenery, but the system currently brings me to a bare primitive town. Full of braided logs still visible .... _ OTHER SMALL IMPROVEMENTS buildings that are destroyed or destroyed by push-button should be recycled by recovering some of the stones and wood from the rubble. It seems to me sensible because there are actually residues! _ the hunters should put the traps themselves, not you as God. It is OK to choose the type of beast and type of trap, but do not let us do the dirty work. _ I believe that in a Renaissance or modern era, cataclysms like sandstorms and tornadoes or fire damage buildings less. Certainly the nuggets that took a walk will be swept away .. but a building will not be completely destroyed. Also you should put evolutionary tools for building resistance to hurricanes and storms. And if you want a bit of an earthquake, a volcano for the planet. And obviously a God who saves the situation in drastic cases ... like if the volcano is about to erupt, use god points to delay 10 years. _ it would take in the construction work (such as refineries) that indicate how good the worker is, and how regular the work is. In this way if you work badly or little I could choose to replace it .. _ it would be the case already in the Middle Ages and then in the modern era, to have the first construction companies, because the repairers of buildings are not exactly construction companies. But in this specific case these companies will automatically take the nuggets (a bit like now) without a fixed job and use them to build. I think I've already written so much. I hope you come quickly to the medieval era. I have been following you for several years, and even if I enjoy trying every new pach ... we are + - always in the same position ...
  20. 4 points
    I have to agree with this, It's all well and good micromanaging initially but as it expands it would become very tedious, as for the screen saver comment - I didn't sign up to be a civilizations babysitter forever, they need to grow up and do things for themselves. They should be able to work out what they need to build, what they need to plant and how to behave with one another - unless you are planning on adding civil discord (which would be interesting in both concept and practice), I want them to splinter off and create their own 'countries', I want to be able to influence the leaders, bait them into holy wars in my name, smite the non-believers and fight the seeping corruption of heresy. I appreciate the fine line required between 'things to do' and total automation but we want to feel like a God, would God really care what crops need planting or who is working in the restaurant? I have politics to influence, heads of state to throw over mountains and cultures to shape and destroy with a whim. If people really need to play around with micromanagement give them a toggle and let them play the largest game of The Sims currently on the market. Johnny Nuggets nutritional requirements mean nothing! Just eat him my nugget followers and let's create our own version of the Wastelands of Mad Max!
  21. 4 points
    I absolutely agree with just about everything that Goldmos said. As the civilization progresses through the eras, more and more basic needs should be automated by the nuggets, such as by "chief" or "manager" nuggets who oversee the automation of one system such as water. It would be a realistic design choice, as the stone age obviously didn't have any sort of organized civilization, it was just groups of Homo Sapiens without any leader or directive other than to survive. As the civilization advances, different responsibilities should be moved onto the player, and others should be moved to the nuggets. From having to manage food and water, to managing wars and politics, to managing whole planets and (hopefully) star systems. This makes an incentive for people to want to experience more of the game, and prevents the progression from feeling too repetitive and grindy. No one wants a Universim where every era is the same but is only graphically different. Micromanagement should be constantly shaped throughout a playthrough, which puts more work on you developers, but can interest more fans into the game and the ultimate product will be much better.
  22. 4 points
    Someone mentioned it that they might add it later down the road.
  23. 4 points
    anything for $35?
  24. 3 points

    Rest House [suggestion]

    I do like the idea of rest houses. It may be something that could be implemented in the modern age, and would be a good way to actually cut down on the number of nugget models. Thanks!
  25. 3 points
    At first getting people to believe was easy... but now that i have over 100 people less than 10% of them believe in me... despite curing them of infection from lake water (they drink from lake despite having good clean water next to them.. silly nuggets) changing the seasons.. and making it rain.. i mean if i saw it go from fall to spring instantly i would probably believe something is up... but nope less than 10% of my population believes in me.. and its declining... It feels like i have to constantly use up all my power just to have them continue to believe in me...
  26. 3 points
    GREETINGS, CREATORS! We hope you had an amazing E3 and took some time to digest all of the delicious game reveals and new info pouring out from its doors. While you were enjoying the show, our team was hard at work developing new features and coming up with crazy design ideas for The Universim. Today, we would like to talk about a feature you’ve been requesting for ages - Exile Villages Exile Villages will pop up around the planet. These villages will grow alongside your own, eventually threatening and attacking your civilization. We think these villages offer an amazing opportunity to test your Creator Powers. However, you may want to refrain from rushing out to wipe them off of the face of the planet, as they could also offer you something very valuable. Exile Villages will be formed by Nuggets who have lost faith in you. Certain actions or a lack thereof might cause Nuggets in need to become frustrated and leave. Of course, there will be situations where their demands are completely ridiculous, so it’s almost impossible to please everyone. There could even come a time when you must choose between helping one Nugget or another. Every Exile Village will have its own population, threat level, and evolution progress, which you can reveal by clicking on them. They will contact your civilization’s leaders with demands or trade offers as time goes by. Refusing or ignoring these messages will, as you can likely guess, end in conflict. Our design philosophy with The Universim is to give you as much choice as possible, ensuring you have the ability to decide the outcome of almost any situation, either by ignoring it or taking control. We want you to decide how much you engage with and influence the world. We know that many of you enjoy the micromanagement aspects of the game, while others prefer to lean back and watch over their civilization as a silent observer. Exile Villages will be making their way into the game sometime after the Steam Release. Please let us know your thoughts on the new system. What kind of interactions would you like to see? Do you have some cool ideas you’d like to share? Don’t be afraid to drop us a comment! WHILE WE HAVE YOU HERE We have plans to begin releasing regular video updates in the future where Alex Koshelkov (founder) or Sasha Shumski (our producer) will talk about recent changes to the game and general news about Crytivo. These videos will be titled the Crytivo Digest, and we will publish them on our YouTube channel. Subscribe to the channel to never miss an update! GOBLINS OF ELDERSTONE Our friends over at Lost Goblin released a great little game a while ago, and they’ve been working hard on tuning the game’s systems and fixing pesky bugs. Goblins of Elderstone is the best it’s ever been, but we need your help to make it even better. We have created forums where you can share your feedback and ideas for the game. The game had a bit of a rough launch on Steam due to a mix up with the Early Access label, so we need to help them recover. They will be adding a whole host of attractive features to entice new players and reward current fans, so be sure to throw your thoughts in as well on what you think should be added. You can check out some videos here to get an idea of how the game plays. We will also be giving away game keys to the most active community members who play the game and offer feedback.Explore the forums here. WANT YOUR NAME TO BE FEATURED IN THE UNIVERSIM? Just a friendly reminder that everyone who purchases The Universim from the Crytivo Store prior to August 28 will get their name in the game on the backer list monument, available for all to admire. We will begin sending surveys out very soon that will ask for the name you want to add (we want to get the spelling and details right). Read more about this at: https://theuniversim.com/something-special-for-our-supporters Oh, and FYI, if you purchase the game from the Crytivo Store any time before the Steam launch, you will also receive a Steam key on 28 August. IMMORTALIZE YOURSELF FOREVER BY FOLLOWING THIS LINK. Don’t forget to sign-up here for our future updates and giveaways. Follow our Twitter and Facebook for day-to-day updates. All the best, The Crytivo Crew Article Link: https://crytivo.com/en/news/tu-exile-villages
  27. 3 points

    Tips System

    Hi! Just bought the game in your Steam early access debut -- congratulations on an exciting, new game -- looks great. I come from a long line of godlikes, citybuilders, resource gathering, etc. Looking forward to following along your progress. I have some thoughts from my first 2 hours in the game: Water control. Water generated/Water stored is pretty clear -- what's not clear is how much will be needed in the future. I ran out of water in the winter despite "some" pumps and "some" reservoirs. It's not currently intuitive how much water per season my village uses. Wells vs. reservoirs and their use. It's unclear if villagers drink exclusively from wells. Therefore it's unclear if I should spread them throughout my village. The tooltip seems to warn against building too far from water pumps, but is that meant to deter me from building many in each stone hut neighborhood? I don't know whether water is needed, and why, and how to handle it. Building placement. Using "q" and "e" to rotate isn't intuitive - tooltip Using "shift" to multi-place isn't intuitive If there are keyboard shortcuts to bring up the builder menu and the submenus within it, they aren't known Making the builder menu disappear when you select a building to build means often returning to re-open and re-find the building you want. The 6 categories of building aren't intuitive. It's hard to remember the difference between an Epicenter building and a Resource one. When I'm placing a new graveyard or engineer, seeing the AOE of the other ones is helpful. Why isn't that the case with all other buildings? If I'm trying to maximize food coverage, it would be helpful if all existing food places glowed or became illuminated to show previous placements. The role of each building is unclear. Am I doing anything by adding eateries? Population Control I like the idea of breeding to get desirable traits, but it's too difficult to sort through all my nuggets. Once I had more than 4 nuggets, identifying each one and isolating them to pair with a different nugget was difficult. Once I had 70 nuggets, it was impossible. It's very difficult to tell which buildings need workers, and which don't. The small flag next to a building isn't sufficient. Menus/GUI I LOVE the sorting function in the menus. HOLY CRAP YES. The downside is that the window size doesn't change, and only 10 results per page, and the numeration/clicking through pages is somewhat awkward. The GUI could be improved by auto-jumping to the top of new pages when clicking through sorted results, at least. Being able to sort buildings by worker makes finding buildings w/o them easier. But ALL buildings without workers are listed -- including those that don't need any. Sending those to the bottom, or sorting them differently would make finding buildings w/o workers much easier. Progress In my first two hours, it was hard to tell what "progress" looked like. I wasn't responsible for telling the Nuggets where to build their houses, and I couldn't tell how many pumps/reservoirs/wells to build, so I was left just... watching. I'd wait til a new research came available, build its associated building and then... watch. Something that more clearly explains what "progress" ought to look like would help, and a clearer picture of what very early-game is meant to be would be helpful.
  28. 3 points
    Hey. I really would like to know what the others are thinking about the way we do research in the game. That's it,heh. See, I was playing Stellaris a lot and the game is absolutely amazing, there's just one thing that doesn't seem right to me and that's how you do research. I'm more the kind of guy who likes to see where I am, where I'm heading to and what I have to do to get there. But choosing from randomly popping up techs makes me feel like sitting in front of a slotmachine, pushing buttons for an unseen jackpot. As for The Universim I feel the same way, but with more "frustration". The research as it takes place right now actually offers no proof of progression. When selecting a certain perk and researching it, I can only imagine which opportunities may arise afterwards. The game deserves more.
  29. 3 points

    Ask Us:

    We are rethinking the whole faith system. More and more it boils down to just the faith as a whole and not good or bad side, since a lot of the actions can be good or bad based on the situation. ~ 1 year. Not a long time, but for some time I was working as a Lead Designer & Programmer as well.
  30. 3 points
    I more and more think that the choices of technologies we make define what a kind of god we are. Either one using the alternatives and poducing/developing in a sustainable way or one exploiting the motherplanet and the nuggets without any mercy. The believe system shouldn't purely be dependant on the god powers or the god quests IMO, because so it would be possible to act "good" by using "good" god powers , but still we could use "bad" tech, so research is related to believe and the way the nuggets consider god's choices, isn't it?! Also we can't just be "a" god, there has to be a way to personalize ourselves: When using destructive technologies and god powers more often, then (a) the nuggets should/ could be more afraid of the "cursor" (b) the god powers that we may unlock should be even more destructive (c) even the god quests should go more into the destructive direction When using clean technologies and god powers more often, then (a) the nuggets should/could be more impressed of the "cursor" (b) the god powers that we may unlock should be even more clean (c) even the god quests should go more into the clean direction
  31. 3 points
    I won't find any time this summer anyway,so... But as for the NDA.. I'm not quite sure what you guys at Crytivo are afraid of? How are you going to make sure that the broad audience is happy about said features? The steam people will know when it's released, but what about the early supporters? I already was paying solid money for this project, just to make it happen and I want it to be a success after all, but I also would like to speak openly about the progress telling the people wether I like it or not and why. I can't for the sake of it comprehend in which way this would harm the game and probably the release on steam. But it's your business, not mine. And I'm a "customer", not an employee.
  32. 3 points
  33. 3 points
    I love this idea and think its a great way to see whats going on in those little nugget homes, but i completely agree with the majority and ask, can this be done at a later date? It seems (myself mostly) that we would prefer to have a playable somewhat complete game with content rather than extra little graphics that from what i can see plays no real role in the actual game play. In saying that i would love to see this idea eventually implemented when the core game is complete. Also i voice the concern over using twitter for these votes (mostly because i feel left out as i dont have twitter and love participating in the evolution of this game). Keep up the good work and these ideas!
  34. 3 points
    Hey Kerby84, Thank you for your feedback and your concern about the game. We share similar concerns and currently we are concentrated on the development. We would like our child to be successful and we are doing our best to ensure that. One thing that we are doing to improve the god aspect of the game is the Quest System. Before the quest system was pretty bad and we did not give it a lot of attention. Currently we are improving that system and Quests will require you to utilize all the different god powers. Besides that, a lot of quests will provide you with the choice. That choice might effect the buildings that will be unlocked, nuggets perception, their Faith. We also would like to expend the Faith System more. We would like your actions as a god to have an impact on your civilization. Currently we are still working on multiple ideas how to achieve that, so once we will make them more or less "community-friendly" and not a bunch of scribbles, we will show it to you guys. Meantime, everyone can give us their ideas about the Faith System. In a week or so, I will create a separate topic with our notes of what we would like to do with the Faith System for the steam release. Sincerely, Sasha
  35. 3 points

    Research Prototype Panel

    I simply request that the nuggets litterally learn from the tree. I want them getting hurt because they don't have shoes. No fire until fire is researched any where in the game.. Make the nuggets act like cavemen poking it to find out its hot. Fire feels like a joke right now. Please if we give them huge muscles.. Make them look.. A little more machoy or something.
  36. 3 points
    threeheaded monkey

    Research Prototype Panel

    Was thinking about this during work. Just don't tell my supervisor. Let's just say you would stick with the current panel,just showing the researchable perks but also having the opportunity to "zoom" into the relevant tech trees. It would be possible to keep the research simple, but also to get an overview of research at all. Maybe that's just stupid, anyway. lol Good point! What is research all about? Will there be just nugget related research? How is the "god" going to evolve? Had to think about this again. Wasn't it so that in Fable the "experience" you were gathering was color coded, and you then only could research spells according to the amount of that "experience"? There were three different colors as far as I remember, each representing a different action. What if there would be a similiar approach in The Universim?
  37. 3 points

    Research Prototype Panel

    Just a quick question about the research panel: would we have some specific research that we could unlock upon specific action/alignment or we would always be able to research everything?
  38. 3 points
    Lissa Gloom

    Nuggets stuck to cursor

    Not going to lie, this conversation without context would raise a few eyebrows. xD I'm so intent on building and researching I sometimes forget I can pick up a nugget and shake 'em around like a rag doll for a bit. Or just launch the little s**t into a mountain. Such a fun game. xD
  39. 3 points

    Remove building durability

    Hello, I just wanted to voice my opinion regarding Engineers and building durability while also proposing that 'Building Durability' be removed (in lieu of nuggets 'upkeeping' their own homes or something along those lines). To make this quick and to the point, I firmly believe that Engineers should be more of a 'repairing' duty with 'events,' much like the ones that cause nuggets to break limbs, that affect buildings (Fires, accidents, etc...) As such, this will prevent the Engineers from growing overwhelmed and being unable to keep with all the buildings withering away. I understand that the game is in Early Alpha, but Engineers have an incredibly difficult time 'up-keeping' buildings, especially when there are a lot of buildings in a small area -- I don't really see how this issue can be resolved or fixed in the future, especially when you have so many buildings; the thought of forgetting to place down engineering-huts near a collection of buildings and, as a result, they all break is already stressing me out. Regardless, I'm really enjoying this game! :^)
  40. 3 points

    April Update

    We're still aiming towards a patch a month, and it's only the 5th right now. This patch has a LOT in it and we had some last minute game breaking bugs crop up right before finalization that had to absolutely be addressed. Sasha made this statement on Discord on 04/05/2018: "we were done with everything a week ago, but as usual last minute bugs... 2 of them breaking the game. And 3 have visual issues. We are aiming for tomorrow release. As we speak, we are fixing them" http://prntscr.com/j13ukf
  41. 3 points

    What do you think about research?

    @Bolerro That was my idea behind the two shrines. Some people prefer a RTS style resource management to unlock new technologies and some prefer a more godly way by spending faith which could be gained through prayer and other tasks. This solution could please both player types and it´d help (in my opinion) to make the universim a unique god game for a broad audience. Sure... Double work for The Universim team but I think we all want the universim to become the best game for different playstyles which results in a a broad and pleased audience. Of course. That makes sense.Those are basic technologies for me. I agree. Basic technologies should be obtainable in the starter shrine (epicenter) If I continue my idea with your help... Basic Technologies are avaiable in the Epicenter (Shrine of Wisdom): First should be: simple tools -> wood cutting and stone mining -> taming of fire -> first buildings including huts and water system (huts have a little fireplace. in there we see light, so they need fire in their stone huts) and so on. those technologies should be a mix of faith and resource cost. some only researchable trough faith, some only trough resources. once all basic technologies are researched, the player (god) should choose between two ways to proceed. the godly way which unlocks a new set of technologies for the stoneage which are all obtainable trough faith (but follow a logic rule in order to unlock. you can't unlock a high cost technology before you unlocked a basic one... for example... ->commitments for breeding, prayer and so on. -> more advanced temple to gain more faith -> godly powers to support nuggets: shield of faith that protects nuggets from nature, manna rain to provide food fast if needed... Your nuggets could learn from you. example: -you need to unlock the godly power "godly hunt" which allows you to shoot many arrows from the sky to the ground to hunt wild animals. Your nuggets try to imitate you and learn to build arrows and bows sooner or later. you have no direct control of the learning process. your nuggets learn instantly or you have to perform the miracle over and over again until they learn. but you are there to feed them so no need to rush. those poor stupid mortals. (of course your nugget's can't be harmed trough your godly arrows.) -you need to unlock the godly power "harvest of god" which allows you to harvest food from wild plants. Your nuggets try to imitate you and sooner or later they start to build a farm and cultivate food plants. -you need to unlock the godly power "heal" or "mass heal" and your nuggets sooner or later learn to build a hospital. ... If you do not enjoy being an almighty god you can perform a very costly miracle "crisis of belief" which consumes all faith you have and 50% -75% of your nuggets will die but the rest evolves to a secular point of view. Your nuggets learn to protect themselves and do not count on godly help. ->secular shrine the secular way which unlocks a new set of technologies for the stoneage which are all obtainable trough resources and nugget intellect. a school building needs to be unlocked to invent new technologies. nuggets auto assign to the school building and generate intellect. ->society laws for breeding and so on ->school building -> bow and arrow -> fishing hut -> eatery -> farming -> medicine-> and of course bunkers to protect themselves from natural disasters. The school system may allow you to progress slower in the beginning stone age and medieval era because intellect ist a resource you need to collect beside real resources to invent things, but in the later game your nuggets learn faster. You still slowly gain faith but have no influence on the rate. Faith regeneration depends on the number of nuggets alive. You're limited to basic god powers like rain, thunder, tornadoes, rainbows, flying birds... If you want to change the way nuggets see you, you can perform a special miracle "rain of belief" which cost an enormous amout of faith - and over time the secular society may change to a godly one and your nuggets forget secular only buildings like bunkers and destroy them to praise you. Of course not all nuggets agree. So 50% to 75% of your nuggets die during this process. -> godly shrine
  42. 3 points
    I bought this game because I wanted a god-game, not another city builder. Please allow for more automation and have players make the higher up decisions instead of being a logistics officer. Let us feel like gods.
  43. 3 points
    Just thought of something that would be nice, some kind of law enforcement or code that the nuggets have to follow. Sort of like a 10 commandments thing. On these commandments you could make rules such as no killing or even no breading with certain traited nuggets. This could even be iimplemented in early game with an upgrade that allows for record keeping.
  44. 3 points
    Hello, micromanagement is fine in early game but I think you should implement a little with every new era. For myself, water should be automated first, like well and pump when Medieval is there, after, I think food and other basic need should be automanage and finally, when we will be in other planet, exept for new building that isn't "vital" to the game, everything else should be AI manage (i.e. environement, electricity, water, food, cemetary/hospital and such, don't know all the system that will be implemented but what is necessary to run your village/city in your absence should be automatic. You don't want to micromanage disaster also when you are out of your planet. I would also like to have an option to decide if I want my nugget to be autoassign to building. If possible, we could have some "type" of building that can be automanage (like for example Food, ressource management, civics and other) and toggle a switch to say yes I want those type to be automanage or not. Also, maybe add some more power if you actively manage your colony, that would incentivize the need to take care of your civilisation.
  45. 3 points
    Dart Mada

    V24 Status Bugs and Issues

    Been playing v24 for the past couple hours good job but there's a few things.... 1. Something seems to be wrong with eateries/restaurants. I've gotten to a point that I have a pretty high, steady flow of raw food but cooks aren't picking any of the raw food up to cook it. The cook system seems to have stopped working. The Cooks just stay in their buildings Doing Nothing or they are stuck at Going to Eatery (even though they are already in the Eatery/Restaurant.) 2. The reproduction system. It was growing pretty steadily and got up to 180 Nuggets; I never had to use Le Cupidon. At that point the population seemed to remain stable around 180 with Nuggets dying and new ones being born (having 10-16 Nugget kids at any given time), but then it suddenly started to drop off. I am now down to 121 and am having a hard time keeping the population up and all the jobs filled 3. Hunting becomes a non-option for food VERY quickly. I realize that its because the hunting hasn't been fully implemented yet but eventually the Hunters seem to have run out of animals to hunt at which point they stay in their buildings Doing Nothing The game I am currently playing is at Year 189. That's all I have to report for now. I am going to save it and quit for now. I will come back and load the same game later and see if these same issues continue. I tried to post screenshots I've taken but it doesn't seem to be working at the moment.
  46. 3 points

    Crashing into montains

    I find this little flavor stuff to be a really nice touch, too. The moisture on the screen in rain storms, the cracks if you crash into the mountain. It fits in so well with the style of the game and just adds a little extra thing to enjoy.
  47. 3 points
    It looks like you have the Kickstarter Backer Badge my friend!
  48. 3 points
    As far as I know they're working diligently and still working with the store merge. I'm also waiting on forum badge upgrade to mammoth myself. I purchased from the crytivo store, a few weeks ago. For those that purchased from crytivo.com instead of universim.com is the issue they're working with at the moment. Sorry for any confusion and/or delay but they're working and doing the best they can at the moment.
  49. 3 points
    Long story short on the quick update for this, if this ends up being allowed to be posted loololololol.. --- Well.. they ended up having 8 kids before the school was built LOL.. Mom and Son LOL keep having more kids together (*yuck*) --- at least all the kids will be in school.. --- kids are currently farmers and repair people to keep everything back going!
  50. 3 points
    Not sure but it may have something to do with Dashboard being down and @CM Mirror or one of the forum admins hasn't or can't check at the moment until Dashboard is fixed :/ but I'm not entirely sure! @Christoffer might know!