Posted June 20, 2018
high rated
Hello.
As anyone who is really into this game can already tell, GoG has supplied us with a Quickstart guide with our digital purchase and if you browse the internet carefully, there's a manual.
Both however, refer us to an "Official Player's Guide" for far more accurate information, but it has long since stopped being sold and it doesn't seem to be available anywhere on the internet. Places like Docshunt claim to have it, but such sites are basically a scam to get your credit card info.
There is an Unofficial Player's guide on Gamefaqs which does a neat job and I'll be repeating some of the information there, but it still manages to skip over some of the things I really wanted to know about.
Well, I tired of not having this information and I bought a rare copy of the Official Player's Guide from e-bay.
https://i.imgur.com/EvczDnL.jpg
I also intent to share it. Seems fitting doing so on GoG, which is the only place where you can still get afterlife. This kind of information shouldn't have been gated off and ESPECIALLY not since it cannot be purchased from LucasArts anymore. It's rather big and I don't have a scanner, so I'm not going to upload the entire thing + flavor text, but I will post photos and type out some of the most important information contained therein.
If anyone has any questions, let me know and I'll expound.
On Tenents:
https://i.imgur.com/8roarhk.jpg
https://i.imgur.com/wTMYsew.jpg
https://i.imgur.com/5s19MRE.jpg
On Difficulty:
Aside from Easy starting at 9,999,999, Normal at 6,666,666 and Hard at 3,333,333 Pennies, difficulty also influences disasters (Bad Things) and the amount of Rocks you start with.
On Easy, you get more rocks to start with and the placement of clumps is more useful. On Hard, the inverse is true.
On Easy, Bad Things only happen starting 50,000 souls.
On Normal, Hell Freezes over and Heaven Blues start happening only at 50,000 souls.
On Hard, all Bad Things are prone to happen immidiatly.
On creating your own rocks:
https://i.imgur.com/lH0Cc04.jpg
Apparently, having unconnected, abandoned buildings for a century, will turn them into rocks... Handy!
On Zoning:
Generic zoning accepts all souls, but has only half the capacity of Ordinary, sin/virtue specific zoning.
It turns out that density is very important to your SOUL RATE (Economics), so try to avoid.
On Gates:
The wording is confusing and I don't think it's true, but you might come to the conclusion from the Guide's Text that a larger gate equals more souls coming through. I think it's capped by the population on the planet though, and not the gate itself.
https://i.imgur.com/0oDYChg.jpg
On the length of Karma Tracks:
https://i.imgur.com/YEO5qie.jpg
Apparently, the length of the rail between Karma Station and Karma Portal, will manipulate how many of your people belief in a Permanent Afterlife (upon which they become Permanent Souls), or reincarnation (Souls that leave your afterlife after serving their sentence).
Shortening the Tracks will lead to more Temporary Souls.
On your Workforce, Training and Housing:
https://i.imgur.com/trekwrU.jpg
https://i.imgur.com/uGe7glT.jpg
Topias (worker housing) don't need a road connection.
Training Centers are best placed near where Permanent Souls walk along the road. The moment a Permanent Soul reaches a Fate Structure, they become permanent residents and the training center can't catch them anymore.
Between a Gate and your Housing is best.
Having to Import a Workforce for lack of worker housing, or having to Import a skilled workforce for lack of your own training centers, is expensive. It's best to place housing and Training Centers ASAP.
Imported workers have a workskill of 100 AQ/DQ. If your own training centers accept all applicants, your AQ/DQ will lower to 50. If Training Centers accept half, your workers will have an AQ/DQ of 100 (same as imported). When set to maximum rigor for applicants, AQ/DQ will rise to 150.
On Roads and Lay-out:
https://i.imgur.com/ptGtyhv.jpg
https://i.imgur.com/lqMZCfP.jpg]
Hell needs Long Roads between Gate and Fate. Heaven Short ones. If there are souls who believe they need to visit each reward/punishment, then the roads between fates need to be long/short too. Also, Heaven's zones like neighbouring diversity, Hell likes blandness and same-ness.
I'm not sure if the Picture of the guide's Heaven Example is accurate. I think the road in between the zones depicted, will deprive these heaven zones of their diversity bonus.
There's also a matter of the multi-reward/punishment folks wanting them in a specific order.
Hell goes from Green to Blue. Heaven goes from Blue to Green.
Again, the journey between them should either be as long or as short as possible.
Anything three tiles away from a road in a straight line, can still be reached.
This means that a 3x3 fate building, 2 empty tiles away from a road, still functions. Don't allow Souls in Hell to take shortcuts.
On Manipulating Sin/Virtue levels on the planet:
https://i.imgur.com/8WXo2Ff.jpg
You can manipulate the progression of Technology and the amount of indulging in a particular sin/virtue on the planet.
The more technological progress, the more habitable the planet becomes, the more people there are, the more souls go to your Afterlife at a steady pace.
With the Exception of two, increasing the amount of sin and virtue on the planet, doesn't matter, except that you need to accomodate it. If you increase the amount of Gluttons on the planet, your Hell needs more Gluttony fate buildings.
Exceptions are:
Chastity/Lust, which leads to population booms or decreases.
Wrath/Peacefulness can prevent or encourage your people to kill each other, but if your people have reached Nuclear Tech, too much wrath can result in a game over as they annihaliate themselves into extinction and you gain no more souls.
On Economics and how Pennies are earned:
Perhaps the most important bit of information and the very reason I bought the Guide:
https://i.imgur.com/VzpZIJ4.jpg
https://i.imgur.com/KqZTHdh.jpg
https://i.imgur.com/E9ESs1H.jpg?1
To Summarize: You are paid yearly for every soul that comes through your gate. If your SOUL RATE is 1,5, you are paid 1.5 pennies for every soul. If a thousand Souls pass through your gate in a year, you are awarded 150 pennies.
How do you increase Soul Rate?
- Primarily, it gets higher the more Souls live in your afterlife.
This makes the balance between Temporary Souls and Permanent Souls important.
Temporary Souls are great since they'll leave your afterlife and come back again after they reincarnate, thus passing your gate again and earning you pennies continuously. However, they don't do much to raise your Soul Rate, since these souls spend the majority of their time on the Planet and not populating your Afterlife. They're only good for passing through your gate and you cannot rely on them to raise your Soul Rate.
Permanent Souls are great since they'll take up permanent residence in your Afterlife and form the reliable basis for your population and thus, raising your Soul Rate. Once they take up residence however and you don't manage to catch them and train them into an employed Angel/Demon, they basically just mooch of your Afterlife and don't contribute anything but fill up your buildings. They've already passed the gate, already paid their entry fee and you don't earn any more pennies of them. No taxes.
A healthy balans of the two is best, though I would risk claiming that Temporary Souls are your wage earners and it might be worth manipulating the planet to produce more of them.
- Secondarily, the Efficiency of your buildings can then further Tweak the Soul Rate.
It's your Population that allows you to maybe draw 1,5 pennies per soul. It's Efficiency that tweaks it up or down to be 2 or maybe 1.
Efficiency depends on the DENSITY of your Afterlife and how efficient the buildings are run.
2x2 or 3x3 buildings that are well balanced, work under good vibes and are well staffed, are more efficient than 1x1 buildings that are badly balanced, have bad vibes and are badly staffed.
The game only consideres those tiles that you have developed. Having only 9, extremely well run 3x3 buildings, will give you optimum efficiency. The rest of the map isn't counted. Having the entire map covered into badly run 1x1 buildings will do the opposite.
And again, Efficiency is secondary. You might have abonimable efficiency with an entire map of 1x1 buildings, but this will only succeed in dragging a theoretic 1.5 Soul Rate, down to 1, if your population is still high.
As anyone who is really into this game can already tell, GoG has supplied us with a Quickstart guide with our digital purchase and if you browse the internet carefully, there's a manual.
Both however, refer us to an "Official Player's Guide" for far more accurate information, but it has long since stopped being sold and it doesn't seem to be available anywhere on the internet. Places like Docshunt claim to have it, but such sites are basically a scam to get your credit card info.
There is an Unofficial Player's guide on Gamefaqs which does a neat job and I'll be repeating some of the information there, but it still manages to skip over some of the things I really wanted to know about.
Well, I tired of not having this information and I bought a rare copy of the Official Player's Guide from e-bay.
https://i.imgur.com/EvczDnL.jpg
I also intent to share it. Seems fitting doing so on GoG, which is the only place where you can still get afterlife. This kind of information shouldn't have been gated off and ESPECIALLY not since it cannot be purchased from LucasArts anymore. It's rather big and I don't have a scanner, so I'm not going to upload the entire thing + flavor text, but I will post photos and type out some of the most important information contained therein.
If anyone has any questions, let me know and I'll expound.
On Tenents:
https://i.imgur.com/8roarhk.jpg
https://i.imgur.com/wTMYsew.jpg
https://i.imgur.com/5s19MRE.jpg
On Difficulty:
Aside from Easy starting at 9,999,999, Normal at 6,666,666 and Hard at 3,333,333 Pennies, difficulty also influences disasters (Bad Things) and the amount of Rocks you start with.
On Easy, you get more rocks to start with and the placement of clumps is more useful. On Hard, the inverse is true.
On Easy, Bad Things only happen starting 50,000 souls.
On Normal, Hell Freezes over and Heaven Blues start happening only at 50,000 souls.
On Hard, all Bad Things are prone to happen immidiatly.
On creating your own rocks:
https://i.imgur.com/lH0Cc04.jpg
Apparently, having unconnected, abandoned buildings for a century, will turn them into rocks... Handy!
On Zoning:
Generic zoning accepts all souls, but has only half the capacity of Ordinary, sin/virtue specific zoning.
It turns out that density is very important to your SOUL RATE (Economics), so try to avoid.
On Gates:
The wording is confusing and I don't think it's true, but you might come to the conclusion from the Guide's Text that a larger gate equals more souls coming through. I think it's capped by the population on the planet though, and not the gate itself.
https://i.imgur.com/0oDYChg.jpg
On the length of Karma Tracks:
https://i.imgur.com/YEO5qie.jpg
Apparently, the length of the rail between Karma Station and Karma Portal, will manipulate how many of your people belief in a Permanent Afterlife (upon which they become Permanent Souls), or reincarnation (Souls that leave your afterlife after serving their sentence).
Shortening the Tracks will lead to more Temporary Souls.
On your Workforce, Training and Housing:
https://i.imgur.com/trekwrU.jpg
https://i.imgur.com/uGe7glT.jpg
Topias (worker housing) don't need a road connection.
Training Centers are best placed near where Permanent Souls walk along the road. The moment a Permanent Soul reaches a Fate Structure, they become permanent residents and the training center can't catch them anymore.
Between a Gate and your Housing is best.
Having to Import a Workforce for lack of worker housing, or having to Import a skilled workforce for lack of your own training centers, is expensive. It's best to place housing and Training Centers ASAP.
Imported workers have a workskill of 100 AQ/DQ. If your own training centers accept all applicants, your AQ/DQ will lower to 50. If Training Centers accept half, your workers will have an AQ/DQ of 100 (same as imported). When set to maximum rigor for applicants, AQ/DQ will rise to 150.
On Roads and Lay-out:
https://i.imgur.com/ptGtyhv.jpg
https://i.imgur.com/lqMZCfP.jpg]
Hell needs Long Roads between Gate and Fate. Heaven Short ones. If there are souls who believe they need to visit each reward/punishment, then the roads between fates need to be long/short too. Also, Heaven's zones like neighbouring diversity, Hell likes blandness and same-ness.
I'm not sure if the Picture of the guide's Heaven Example is accurate. I think the road in between the zones depicted, will deprive these heaven zones of their diversity bonus.
There's also a matter of the multi-reward/punishment folks wanting them in a specific order.
Hell goes from Green to Blue. Heaven goes from Blue to Green.
Again, the journey between them should either be as long or as short as possible.
Anything three tiles away from a road in a straight line, can still be reached.
This means that a 3x3 fate building, 2 empty tiles away from a road, still functions. Don't allow Souls in Hell to take shortcuts.
On Manipulating Sin/Virtue levels on the planet:
https://i.imgur.com/8WXo2Ff.jpg
You can manipulate the progression of Technology and the amount of indulging in a particular sin/virtue on the planet.
The more technological progress, the more habitable the planet becomes, the more people there are, the more souls go to your Afterlife at a steady pace.
With the Exception of two, increasing the amount of sin and virtue on the planet, doesn't matter, except that you need to accomodate it. If you increase the amount of Gluttons on the planet, your Hell needs more Gluttony fate buildings.
Exceptions are:
Chastity/Lust, which leads to population booms or decreases.
Wrath/Peacefulness can prevent or encourage your people to kill each other, but if your people have reached Nuclear Tech, too much wrath can result in a game over as they annihaliate themselves into extinction and you gain no more souls.
On Economics and how Pennies are earned:
Perhaps the most important bit of information and the very reason I bought the Guide:
https://i.imgur.com/VzpZIJ4.jpg
https://i.imgur.com/KqZTHdh.jpg
https://i.imgur.com/E9ESs1H.jpg?1
To Summarize: You are paid yearly for every soul that comes through your gate. If your SOUL RATE is 1,5, you are paid 1.5 pennies for every soul. If a thousand Souls pass through your gate in a year, you are awarded 150 pennies.
How do you increase Soul Rate?
- Primarily, it gets higher the more Souls live in your afterlife.
This makes the balance between Temporary Souls and Permanent Souls important.
Temporary Souls are great since they'll leave your afterlife and come back again after they reincarnate, thus passing your gate again and earning you pennies continuously. However, they don't do much to raise your Soul Rate, since these souls spend the majority of their time on the Planet and not populating your Afterlife. They're only good for passing through your gate and you cannot rely on them to raise your Soul Rate.
Permanent Souls are great since they'll take up permanent residence in your Afterlife and form the reliable basis for your population and thus, raising your Soul Rate. Once they take up residence however and you don't manage to catch them and train them into an employed Angel/Demon, they basically just mooch of your Afterlife and don't contribute anything but fill up your buildings. They've already passed the gate, already paid their entry fee and you don't earn any more pennies of them. No taxes.
A healthy balans of the two is best, though I would risk claiming that Temporary Souls are your wage earners and it might be worth manipulating the planet to produce more of them.
- Secondarily, the Efficiency of your buildings can then further Tweak the Soul Rate.
It's your Population that allows you to maybe draw 1,5 pennies per soul. It's Efficiency that tweaks it up or down to be 2 or maybe 1.
Efficiency depends on the DENSITY of your Afterlife and how efficient the buildings are run.
2x2 or 3x3 buildings that are well balanced, work under good vibes and are well staffed, are more efficient than 1x1 buildings that are badly balanced, have bad vibes and are badly staffed.
The game only consideres those tiles that you have developed. Having only 9, extremely well run 3x3 buildings, will give you optimum efficiency. The rest of the map isn't counted. Having the entire map covered into badly run 1x1 buildings will do the opposite.
And again, Efficiency is secondary. You might have abonimable efficiency with an entire map of 1x1 buildings, but this will only succeed in dragging a theoretic 1.5 Soul Rate, down to 1, if your population is still high.
Post edited June 21, 2018 by Skirlasvoud