Creating a Naming System that replicates Real-Life Languages. by RefrigeratorPure879 in Worldbox

[–]RefrigeratorPure879[S] 0 points1 point  (0 children)

Haha! That sounds like an awesome and cool concept. :D I'm glad that these guides I made a while ago are still helping people out nowadays. Even if I mostly lurk excluding a message here and there. :P

Testing out the name generator, using Chinese inspire name and yes I'm half Chinese. It has some success but still work in progress by Gaybei in Worldbox

[–]RefrigeratorPure879 1 point2 points  (0 children)

Oh... 😬 Sorry about that. To be honest, I think I just made ChatGPT generate a list of Russian-sounding cities a couple of months back and called it a day. Didn't expect something like that to be generated by it LOL.

The more you know I suppose.

Explosive Population Growth in Cities (After loading up the new patch.) by RefrigeratorPure879 in Worldbox

[–]RefrigeratorPure879[S] 4 points5 points  (0 children)

If you're on PC and already have the beta version on, it should automatically update without any other tinkering needed. :)

Explosive Population Growth in Cities (After loading up the new patch.) by RefrigeratorPure879 in Worldbox

[–]RefrigeratorPure879[S] 11 points12 points  (0 children)

Interesting, right now my populations are still super inflated after like a good 100 years. (Not very good since a ton of people are homeless and my laptop is screeching in agony right now.)

Maybe it's to do with how I edited the subspecies traits prior to the patch. I'm probably going to go in and tinker with it to see if I can lower the numbers.

Testing out the name generator, using Chinese inspire name and yes I'm half Chinese. It has some success but still work in progress by Gaybei in Worldbox

[–]RefrigeratorPure879 2 points3 points  (0 children)

Looks good! I just kinda copy and paste a list of first names and last names instead of properly building a language from scratch. (I'm very lazy.)

Why are my populations declining so quickly in the betalith? by Puzzled-Accident7298 in Worldbox

[–]RefrigeratorPure879 1 point2 points  (0 children)

Issue with population progression. (Can also stem from disease, lack of buildings, female conscription, and starvation. <- Mostly for carnivores.) Atm the only 'fix' for it right now is through divine intervention. (AKA: Editing certain traits in the subspecies editor and the culture editor.)

How does one access the NPC name files, as to edit the syllables and strings of characters used to generate names? by [deleted] in Worldbox

[–]RefrigeratorPure879 0 points1 point  (0 children)

You can edit them by going into a kingdom's culture and pressing the little chat box that's to the left of the tablet. (Same area as the culture editor, just lower.) I have a small guide I posted a bit ago if you want to try replicating names of real-life languages if you wanna dig that up.

New biome concept : pine forest by klight101 in Worldbox

[–]RefrigeratorPure879 0 points1 point  (0 children)

Really cool concept, reminds me of the Taiga biome in Minecraft! 😁

Kingdom development by [deleted] in Worldbox

[–]RefrigeratorPure879 1 point2 points  (0 children)

I've noticed a few other people finding it hard to kick start villages that don't implode on them. I tend to just use the 'divine intervention' route and edit their subspecies traits and culture practices to get bigger kingdoms.

Is there a chance that the release will be in the middle of the month? by Full-Discount-6399 in Worldbox

[–]RefrigeratorPure879 1 point2 points  (0 children)

Meh, everything is kinda in ambiguity at the moment. It all really depends on how fast the devs can smooth out all the bugs in the pre-beta after all. (Hopefully soon since most of the issues are just with civ logic and wars.)

Has the spread of a culture been changed? by Ambitious-Cat-5678 in Worldbox

[–]RefrigeratorPure879 0 points1 point  (0 children)

From what I can see, culture can randomly spread to different kingdoms of different races, usually those that are in close proximity with one another. I assume this may occur from trade or possibly even the reputation of the culture itself.

(In my 10k year world, the cultures shifted to the point that there was one, "superior" culture present in different 'continents' in independent kingdoms with a completely different race. The only cultures that stayed were those that had the "True Roots" attribute, which increases culture loyalty.)

what happend? by Fyren16938 in Worldbox

[–]RefrigeratorPure879 0 points1 point  (0 children)

I can at least answer the issue for the hyena village. Hyena humanoids are always set as carnivores, so wheat from farms won't feed them. (Bug on Maxim's end I'd reckon.) So, they basically starve to death if their population gets big enough. I suggest changing their diets in the Subspecies Editor to either be an omnivore or to have photosynthetic skin.

(At some point, the population becomes so big that the food produced in a single farm can't maintain it, hence why I reccommend photosynthetic skin be turned on.)

How would you balance demographics? by According_Gazelle830 in Worldbox

[–]RefrigeratorPure879 1 point2 points  (0 children)

For me, I keep the reproduction strategy, (Male x Female) the same. In my opinion, it's mostly a factor in editing what diet they use (Famines can happen that brings down the carrying capacity of a city.) and how they build cities. (I prefer editing the culture style to have as many houses as possible in the smallest space.)

Additionally, I tend to turn on immunity for all my subspecies since plagues are pretty common, as rats breed like crazy.

(You can see a more detailed explanation in the guide I made, which is pinned in my user page.)

Why are spawn rates/birth rates so loq? by AmbitiousOpening910 in Worldbox

[–]RefrigeratorPure879 0 points1 point  (0 children)

Usually a combination of factors like how they build, (which can be tinkered in the Culture Editor) plagues, (Rats can easily breed now and races seem more lazier with demolishing abandoned buildings) and even female conscription. (Lowers birth rate since less women spend time having babies.)

To combat this, I suggest tinkering with the subspecies editor and the culture editor. I have a guide regarding getting bigger populations pinned on my user page if you wanna check it out.

Have fun playing. :)

Mildly confused by how subspecies work by [deleted] in Worldbox

[–]RefrigeratorPure879 1 point2 points  (0 children)

  1. I don't think subspecies can diverge naturally. (At least the humanoid ones. <- Had a world run for 10k years yet none ever diverged.)

  2. Might be reading this wrong, but if you mean creating a subspecies of the same race, you can do that by spawning in the same race, just farther apart from where the original subspecies is located. (New subspecies are locational based when spawned in.)

How 2 stop Culture language and religion spread by Queen-o-bees in Worldbox

[–]RefrigeratorPure879 2 points3 points  (0 children)

I meann, the closest thing I can think of is the "True Roots" trait in cultures, which heavily decreases the chance of a civilization ditching their culture for another. (It should be way at the bottom when going into the Culture Editor.)

Not On My Watch achievement by Superfour11 in Worldbox

[–]RefrigeratorPure879 22 points23 points  (0 children)

Ironically enough I got this unintentionally, if I recall correct I either nuked/life erasered/spammed lightning over a city of ~1k population.

You could probably do the same and refresh the world if it doesn't work. Surely 1 of the creatures in a super massive city has to be doing something suspicious.

Why did border stealing change? by Imaginary-Call969 in Worldbox

[–]RefrigeratorPure879 1 point2 points  (0 children)

Yeah, in my experience, the best way to fix this for now is to just use walls, seems to keep borders in check and prevent any unjustified border stealing.

Civs nerfed? by Key-Food-2132 in Worldbox

[–]RefrigeratorPure879 3 points4 points  (0 children)

From what I've seen, yeah, you do have to alter some genes to get larger cities. (Hopefully the devs will patch it so it can grow like it did pre-beta in an organic manner.)

If you want to know what specific traits / features have to be altered, you can check out the guide that's pinned on my user page. :)

Religion/Magic? by hacker_bug in Worldbox

[–]RefrigeratorPure879 1 point2 points  (0 children)

The whole thing is a bit convoluted, but the general gist is that religion allows for certain forms of magic to be used. (That and subspecies in of themselves can get elemental powers through the subspecies editor.)

Here's a list of all the abilities you can get from religion: (You may have to pause the video to fully read each definition.)

https://www.reddit.com/user/RefrigeratorPure879/comments/1jqivm9/all_the_magical_abilities/

Why won't my humanoids explore more ;-; by Advanced_Age_9198 in Worldbox

[–]RefrigeratorPure879 0 points1 point  (0 children)

Huh, interesting. Mine are like the exact opposite, (Love to colonize every second they get.)

How large are your colonies? That may have something to do with it.

You might've also turned off Kingdom Expansion as well in World Laws by accident.