Society Dev Diary #2

Dev Diary #1

Dear Pioneers of Progress,

In our latest installment of “Society’s” developmental journey, we’re delving into the lifeblood of any civilization - its resources. As we forge this multiplayer world together, it’s crucial to understand how the fruits of your labor contribute to the thriving heartbeat of our shared economy.

Our vision for resources is grounded in simplicity and interconnectivity. Whether you’re a lumberjack in the forest, a miner in the quarry, or a farmer in the fields, every resource you gather contributes to the economy - and yes, taxation is a part of that cycle. It’s a world where your hard work not only lines your pockets but also fills the coffers of your nation’s treasury, fueling communal growth and prosperity.

In the Primitive Age, the chop of an axe and the rustle of harvested grain are the sounds of survival. Wood is the cornerstone of your camp, and your early economy revolves around basic but essential materials. As you accrue Prestige and your community flourishes, you’ll witness the dawn of the Medieval Age - an era of stone masons and iron forges.

Gameplay screenshot from Society - “The First Quarry”
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Here’s a glimpse into our planned gameplay loop for resource management:

  • Primitive Gatherings: In the dawning days, your survival hangs on the gathering of wood and basic foodstuffs. It’s a time of unity, where every log stacked is a step towards civilization.

  • Stockpiles and Strategy: As your society matures, specialized stockpiles emerge. Farmers send their harvest to the food reserves, available for purchase by fellow players, strengthening the bonds of commerce.

  • The Prestige Pathway: Your society’s Prestige is the measure of progress. It’s the catalyst that transitions your people from simple shelters to grand castles, from foraging to organized mining operations.

  • Medieval Mastery: With the rise of your Prestige, the earth yields richer resources. Stone, iron, and more become the pillars of advancement, paving the way for architectural wonders and fortified defenses.

  • Player-Driven Economy: Remember, in “Society”, it’s the players who are the architects of the economy. From the food on your table to the stone in your walls, it’s all a result of player trade and toil. Your actions have ripple effects throughout the marketplace, influencing supply, demand, and the prosperity of your nation.

In our next diary, we will explore the intricate dynamics of the player-driven market system and how trade routes will form the circulatory system of our game’s economy.

Until then, we encourage every aspiring leader, every diligent worker, and every curious mind to join the conversation on our social platforms. Your input is invaluable as we craft a world that’s as alive and vibrant as the community behind it.

Forge, farm, and flourish – together in “Society”.

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Can’t wait to try this with my friends, But i have several Questions:

1: What is the Min. amount of Players needed to play the game?
2: Will there be any sorts of AI in the game? (Animals, NPCs, etc.)
3: Can you “Respawn” in any way when you die? (From Animals, Players, Terrain, etc.)
4: Are the Resources in the Game limited? Or will they Respawn when a new Era begins?

Overall: The game has Great potential, Wish you luck in Development, man.

Hi! Thank you for your support and excitement about Society! Here are the answers to your questions:

  1. Society is designed as a multiplayer experience where the community drives the civilization’s growth. Ideally, 10 players are needed to start a game, but we plan on release to have a way where you can just go into a random game, no player count restrictions. Anyone can take up a role, so you can in theory do everything on your own, but it’d be much harder.

  2. Yes, Society will feature AI elements. Barbarians will attack your city almost every single day, and we’ll probably have wildlife and whatnot. Additionally, there will be NPC characters that sometimes roam into your kingdom.

  3. Upon death, players will be able to respawn, ensuring that the game remains engaging and that progress isn’t entirely lost. Dying will lose you everything in your inventory, but you’ll respawn back in your kindgom. We haven’t decided what you’d lose, but you WILL lose something upon death.

  4. Resources in Society are designed to be renewable to an extent; however, they will not be infinite. For example, forests can regrow over time, and mines may replenish after a new era begins, but this will be balanced to prevent resource exhaustion and to encourage players to manage resources wisely. You can’t “re-grow” minerals in real life, and you won’t be able to in Society.

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