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Simmiland – Tips & Tricks

9 December 2018, Sunday, 12:39:45

Tips & Tricks

-If your Faith goes over 1000 too early in the game, humans will build a church which gives you infinite faith but caps your IQ at 120, preventing further progress. Faith goes up when you fulfill wishes, so if you have too much, stop fulfilling wishes and start spending as much faith as you can manage to avoid going over 1000. In the event that you accidentally allow a church to be built, you can take it out with a meteor card, resetting your Faith to 0.

 

 

-Human nature determines how humans treat animals, several researches, and several endgame factors. If the nature meter hits 0%, humans will become permanently evil, and if it hits 100%, they will become permanently peaceful. Their nature goes up when you fulfill their wishes, and it goes down when their wishes are unfulfilled or you commit a violent act (e.g. thunder, quake, meteor, fire). Fires count as violent acts even if they’re not started by the player. As a result, creating a volcano too early will generally cause humans to become very violent unless law is researched.

 

 

-You can open the compendium from the menu to get hints about how to progress. Read up on things you’ve already seen that you don’t understand. The researches page contains hints about how to find new things. Any research you’ve completed in your current game is highlighted in yellow, so be sure to check the compendium every once in a while to ensure you don’t forget anything.

 

 

Be sure to get the following food-related researches and items early on:

>Fire (a good way to get this is to place a Tree on Sand or Desert and use a Sun card on it, which will let you avoid wasting a Thunder card)

 

>Fishing Rod, Fish (play Critter on Sea)

 

>Seaweed (play Plant on Sea)

 

>Market (discover Currency before a Sky Tower has been built. Markets produce Rice, which creates Sushi when combined with Seaweed and Fish. Sushi is one of the best food items, it’s produced in batches of eight and restores hunger by 75%)

 

>Domestication

 

>Knife (preferably after domestication and while your humans are peaceful, to ensure they don’t kill all your animals)

 

>Chickens, sheep, and polar bears (play sample on a dead polar bear for a considerable amount of meat)

 

>Farms (this research must be made after humans have seen wheat. Place a plant on the plains biome)

 

>Cooking pot, oven, charcoal, windmill (when researching the cooking pot, note that water is an item that appears when using rain on dry ground, and is independent from the sea and deep sea biomes)

 

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