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Found 5 results

  1. In the new update for the universim the research circle and timer on it are incorrect and finish at around 75% because of this. When you open the research screen however, you see the correct amount of time left in your research. You can also notice that the timer in the research bubble sometimes pauses for no reason then starts ticking again. This is easily repeatable as all you have to do it start a new game and watch the research bubble in the bottom left corner of your screen as you do research.
  2. Since a lot of users want more Nugget Autonomy I think the Developers (overgods) might have a problem actually meeting this demand. I mean, I can totally understand not forcing Nuggets into hard labor may be a problem, but still, we need solutions and not just ideas. So after performing a sweep of surviving Nuggets (some may notice in my other posts that Nuggets had an epiphany in my village and decided to ditch me into afterlife) I decided to part in the debate and throw a few ideas that actually might work. If Nuggets are to have complete autonomy then interaction with them, or influencing them, needs to be re-worked. I made a suggestion in one of the other posts that there should be a sage that would deal with research, but after some deliberation with my inner creator, I think that wouldn't be entirely solving the issue of player "poking" at research direction. If Nuggets are to have full Autonomy, the player can only prod them into a correct direction but everything else is to be researched on it's own. For example, I don't see a point in researching buildings like Farms, Stone Mines, as those need to be DISCOVERED. I think the Discovery system would benefit the game more than RESEARCH because Nuggets would be able to randomly discover to fish, farm and cure injuries. The player on the other hand needs to create opportunities for said Discoveries. For example a Nugget is traversing the woods and encounters a small wild animal, if the player is observing this then they can "prod" the Nugget to attempt to capture the animal, if the Nugget has enough Might or Skill then they will succeed and discover HUNTING. The Discover system might bring much more fun and a lot more complex and enjoyable gameplay because the Players will feel bored if they don't interact with Nuggets. Making the game RTS and making the player decide what is built where is pointless in a game where the player should be a creator and influence the Nuggets. Discovering more complex materials will automatically call for building a place to process them and instead of making 2 or 3 buildings they could build a single one that processes them in less safe environment, and after they discover that it should be safer to work then they implement changes on their own. Interacting with Nuggets on a much different level is more interesting in my opinion.
  3. Tech Tree Re-work

    Certain items seam out of place in the tech tree, like why are fishing nets and hunting lodge research AFTER electricity...... not to mention there should be a lot longer advancement path to electricity Mathematics, should have several options for level of mathematics as upgrades with increasing benefits. [Not all math is the same] Research into Hunting, Farming, Fishing Should have several more research increments and these should run parallel as upgrades through time throughout the chart
  4. So, I was wondering how the eras would work and thought about the following: I am unaware of the number of eras you wish to add so I'll suppose that you would add those bellow: Stone age Medieval Enlightenment Industrial Modern Future The stone age would work as you already have it, by creating a small civilization with the first glimpses of organized faith. Medieval goes further by having the clergy consolidate power and faith being a huge deal, holy wars happen, e.t.c. You can interact with the religious figures and use them to spread religion and reform society. Also the first power structures in society form and you can start taxing nuggets. Enlightenment would be where tech starts to gain significant traction and people starting to question the authority of the church ( reformations, inquisitions, tolerance towards different religions or civil unrest, e.t.c.). Industrial era is where you start the efficiency vs echo friendlyness dilemma. It would be fun to see different political ideologies being represented and people fighting over them. The working class would want more rights and to form unions, which would decrease productivity but increase happiness. Jingoists would want to expand and have a society ruled by the military (unrest reduction, better fighters as well as less happiness), the monarchy would cling to power and try to keep the status quo, the democrats strive for tolerance, hell you could even add zealots wanting to put the church in control of society and advocating for religious persecutions). You could add more political ideologies this way and have the system be quite organic and add to the replayability. Modern era is equivalent to 1930 - 50 years from now, pollutions choices here and the wish for self sustainability and survival. Civs develop wmds, large scale wars can happen with the possibility for nuclear annihilation. Civs try explore/escape to the stars and start building the first space exploration modules. Future era would be the age of space colonization, teleportation, more cyberpunk. Now all that is well and good, but what about adding one more era, the devestation era? Let me explain: When civs reach the modern era and onwards, large scale wars and catastrophies can happen that could result in the utter devestation of the nugget race. Thus the civs would reach the devestation age (think Fallout) which would be a transition period from the current age to a previous age. Throughout this transition the player would try to undo the damage he did and try to have his civ hold it together. Perhaps he could lose some epicenters and have them declare independence. Perhaps the more time passes, more and more unrest is generated and more and more epicenters declare independence. If enough time passes, the player will be left with one epicenter and have to play from the stone age. If he rectifies some of his wrongdoings, he will not go as further back as he would otherwise. If the player is completely successful in his endeavours, he might go one era back of even stay to the one he was previously. This whole process adds to the replayability and helping solve the problem that finite technologies cause. By going back, you forget tech and basically have to reinvent the wheel (sometimes in the literal sense). Here is a post I made regarding faith which explains some faith related points better. What are your thoughts people and devs? (Devs are not people, devs are gods that try to make this masterpiece happen )
  5. 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