Dev Log: Hunger Mechanism Revision, Epidemics for Animals, Crops, and Fisheries
Below are some features we are currently designing and developing.
Hunger Mechanism Revised:
[p align="start"]“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 align="start"]
Add Epidemics:
[p align="start"]Fisheries epidemic / Crop epidemic / Livestock epidemic — during outbreaks, production drops, forcing players to stockpile food for emergencies.
Rationing:
[p align="start"]Introduce adjustable “Appetite Satisfaction” to reduce consumption and survive epidemics.
Tribute, Trade, Money
[p align="start"]Once the food scarcity system is complete, Tribute, Trade, and Money will become significantly important.
[p align="start"]You can buy meat cheaply from pastoral tribes and sell it at high prices in agricultural tribes to obtain more grain.
[p align="start"]However, there’s currently an issue: trade requires traveling across the map for several days, which incurs significant “loss.”
[p align="start"]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.
Diplomacy – Trade Volume
[p align="start"]Currently, “Cultural Influence” involves simply visiting and staying for a few days.
[p align="start"]When trade becomes more important, this is our current proposal for revising influence:
[p align="start"]Influence = Military Influence + Lifestyle Influence
[p align="start"]Military Influence = Diplomat Team’s Combat Power × Military Deterrence × Number of Military Victories
[p align="start"]Lifestyle Influence = Diplomat Team’s Intelligence × Prosperity Level × Trade Volume Coefficient
[p align="start"]Diplomat team capability, your own prosperity, and trade volume together determine external influence.
[p align="start"]The more frequently you engage in trade and the more prosperous you are, the greater your external influence becomes.
[p align="start"]We welcome any other suggestions — please leave comments, and we’ll seriously consider them all.
Diplomats
[p align="start"]Once diplomacy gameplay is fully developed, diplomacy can become as deep as warfare — allowing you to cultivate “Diplomatic Officers.”
[p align="start"]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 align="start"]Thank you all for your patience and support. Let me keep working hard.
-MagPie
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