@_AncientCities Will certain resources affect traits such as happiness and will happiness (example) affect things like birth rate or other ? Will also resources be able to be gathered with different value - differnt types of fish, salt or bone/ flint?
@_AncientCities@AMD Do you plan to have complex production chains on resources such as salt, clay, straw (examples)?Extraction, number of people allocation to that and etc? Also will there be resource zones or only place where we will be able to find them?
@_AncientCities Thanks, main idea was how much should we resource manage a expedition and planing this trip and what would the reward of that action be plus it's quite more depth for a player to have third uses for his resources
@_AncientCities Thank you very much for this feedback! Great work you are doing!
Basically socializing leads to improvement and it's a players choice what and how he will "deal"with the tech he "finds"due to outside contact. Can tech be swapped between us and outside contact or is it one sided?
@_AncientCities Understood but is it predictable that X actions of the player will lead to progress of any type ( from rock dishes to pottery of clay dishes example) or is it more of a lucky basis to get the knowledge to process meat to dry form or how to extract salt from water?
@_AncientCities So I pressume there will be unintentional evolution of tools, clothing.. etc... based on accumulated experience in practices producing a specificing item thus evolving to a more complex item ( example 100 rock tools produced leads to possibility to produce cooper tools)?
@_AncientCities 10x and one more :
Do you plan to have a tech tree of technologies/equipment/social progression based on resourse cost e.g. food + wood + X resource for Y technology?