It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
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.
Post edited June 21, 2018 by Skirlasvoud
high rated
On Ports

Ports are excellent for soaking up unemployed workers, in case you're ever woried Heaven and Hell have started fighting each other.

Travel between ports is instantanious and counts as 1 tile traveled between them. Don't allow Hell Souls to take shortcuts.

Ports transfer Ad Infinitum between them.



On Bad Things and Special Structures.

The special, vibe eminating structures you are awarded with, can defend against Bad things in a small area around them. They are associated by the Five Sense, like Heaven Nose being countered by the Flatulence Factory.

(Sight)
Birds of Paradise. Counter: Vista Enhancement Doohinky. Range: 8 Tiles. Awarded at: 50,000 Heaven Souls
Bats out of Hell. Counter: Ugliness Engine. Range: 8 Tiles. Awarded at: 50,000 Hell Souls

(Sound)
Heaven gets the Blues. Counter: Audio Embophone. Range: 9 Tiles. Awarded at 500,000 Heaven Souls.
Disco Inferno. Counter: Cacophony Contrivence. Range: 9 Tiles. Awarded at 500,000 Hell Souls.

(Touch)
Paradise Dice. Counter: Fluffy Comfort Dispenser. Range: 12 Tiles. Awarded at 500 million Heaven Souls.
Heaven Freezes. Counter: Degradation Gizmo. Range: 12 Tiles. Awarded at 500 million Hell Souls.

(These two disasters can visit both realms)

(Smell)
Heaven Nose. Counter: Heaven Scent Atomizer / Flatulence Factory. Range: 10 tiles. Awarded at 5 Million Souls

(Taste)
Hell's Handbasket. Counter: Creamy Candy Castle / Wellspring of Unsavoriness. Range: 11 tiles. Awarded at 50 Million Souls.

On Hard, Special Reward Buildings cannot be moved by zapping and rebuilding them.

Heaven's Blues or Hell Freezes is only a problem if there are gates unaffected. Otherwise, the influx of new souls will stop naturally.

The droppings of the Paradise Birds or Hell bats can be waited out, or the buildings simply replaced. For all the other disasters, replacement is always best.



On Omnibolges and Love Globes:

Omnibolges and Love Globes are awesome, self-contained structures that give out lots of pro-evolutionary vibes that help building and don't need to be manned, or taken care of.

They do have two major drawbacks though:

- The population within is NOT COUNTED for your Soul Rate. While they do not strain your economy, they do not help it either. Bolge/Globe population IS counted for unlocks and population total.

- If these super-structures manage to drain your ordinary Housing of residents, there's a good chance they'll devolve. If your ordinary housing devolves, your workers lose their jobs. If you workers lose their jobs, they become unemployed. If your workers become unemployed, they'll start to riot in the opposite realm and this might lead to a game-over.



On the Formulas behind Adjacency and Efficiency:

https://i.imgur.com/gwEtS1c.jpg
https://i.imgur.com/UIAHoKo.jpg

Efficiency is an important formula in Afterlife. Adjacency is part of it.

Adjacency can be won by putting your Fate/Housing buildings next to other Fate buildings, or not. Heaven is fond of diverse adjacency, where hell is not.

To define adjacency for a building, the game checks the tiles directly adjacent to a building. Diagonals count. A 1x1 building will have the 8 tiles directly around itself checked. A 3x3 building will have the 16 tiles around itself checked.

If the tile adjacent to a checked building is of a different zone than the checked building, regardless of the building upon that adjacent zone (even though there has to be a building), +3 adjacency points are awarded to the checked building in Heaven, +1 in Hell.
If the tile adjacent to the checked building is of the same zone as that of the checked building, but the building upon that adjacent tile is different than the checked building, +2 adjacency points are awarded to the checked building in both Heaven and Hell.
If the tile adjacent to the checked building is of the same zone as that of the checked building, AND the building upon that adjacent zone is the same as the checked building, +1 adjacency points are awarded to the checked building in Heaven, +3 in Hell.

The formula behind it then reduces the total score to a value scale of 1-3, which is then used by the Efficiency Formula.



The efficiency score itself is based upon an addition of the following factors:

Walking Distance. Can award 0-3 points. Shorter roads for Heaven awards more points in Heaven, Longer roads for Hell awards more points in Hell.
Influence, or the vibes that affect the building. Can award -4 through +4 points.
Balance, or how well you've place the slider between Temporary and Permanent residents within a building ( this variable is r/d in the formula. It is not a division of variables r and d, but a single concept). Can award 1 - 6 points.
Adjacency, which we've already seen, awards 1-3 points.

When buildings are MORE than half full, they start rolling a dice yearly on whether or not they're going to evolve. High efficiency helps in weighing the random chance towards evolution. The chance of evolution rises.
Devolution is also possible should efficiency be low and habitation minimal.



Adjacency observations of my own.

From what I can tell, Fate structure in both Heaven and Hell get just +1 if they border a Topia or Training Center. They hate them.

Hell Fate Structures love roads. Completely surrounding a 1x1 Hell Fate structure will make it Spectacularly Undiverse. I think roads award Hell Fate structures +3.
Heaven Fate Structures are okay with roads. Completely surrounding a 1x1 Heaven Fate structure will make it Partially Diverse. I think roads award Heaven Fate structures +2.

Conversely:
Heaven Fate Structures love undeveloped tiles. Completely surrounding one will make it maximally diverse. I think Heaven Fate structures are awarded +3 for empty tiles.
Hell Fate Structures are okay with undeveloped tiles. Completely surrounding one will make it marginally undiverse. I think Hell Fate structures are awarded +2 for empty tiles.



On Building Vibes and Locking them.

Good vibes are positive in Heaven and will help the buildings there evolve. Good vibes in heaven are therefore pro-evolutionary. Bad vibes in Heaven do the opposite and stop buildings from evolving. They are therefore anti-evolutionary.
In Hell, this is the opposite. Bad vibes are Pro-Evolutionary and Good vibes are Anti-Evolutionary.

While buildings like training centers, ports, gates and worker housing are reliably Pro or Anti Evolutionary in their own realms and emanate it a good distance outwards, your Fate(Housing) buildings are a quirky bunch.

The next post will be a list of all the buildings and the vibes they give out.
Post edited June 22, 2018 by Skirlasvoud
high rated
Vibe List


All fate(housing) buildings have a vibe range of 1 and they DO NOT affect themselves or the tiles diagonally in their corners. This means they only ever affect their closest neighbor and nothing else, no matter how strong these vibes are.


Heaven and Hell's list of fate structures are a perfect mirror of each other.

For example: Contentment mirrors Envy not just as a sin/virtue contrast, but their buildings do as well.
The 3x3 Contentment Structure gives out +6 vibes (postive vibes with a strength of 6).
The 3x3 Envy Structure, also gives out +6 vibes.

Both are positive, but since good vibes are pro-evolutionary in Heaven and anti-evolutionary in Hell, this makes them mirrors. Practically the same, but with the reverse "flipped" effect depending on the side.

The same goes for all the smaller evolutionary steps ahead of the 3x3 structures. The Temperance 1x1 "Perfect Party" building that gives out -4 and is anti-evolutionary in Heaven, has a Gluttony mirror in the 1x1 "Taco Inferno" building that also gives out -4 but is pro-evolutionary in Hell.

The ONLY exception to this are the Generic rewards.
The generic rewards have no reverse "flipped" effect and are ALWAYS pro or anti evolutionary regardless of the realm they're in (the 3x3 "generic" sin/virtue are +6 in Heaven and therefore pro, and -6 in Hell and therefore also pro).


Vibes can cancel each other out. A tile influenced by +6 and -6 vibes, results in the tile having 0 vibes.



Contentment / Envy

1x1
Vacation Slides of the Gods / Deadman's Curve -5 (Anti-evolutionary in Heaven, Pro-Evolutionary in Hell)
The Good Neighbor / Out of the Frying Pan -4
Coffee Shops of the World / Another Man's Shoes -3
Karaoke Korners / Survey of the Damned -2

2x2
Newbody Knows / Very Southgate Mall -1
Seventh Heaven Stretch / Amphitheaters of Anguish 0
The Choir Invisible / Welcome to your Flightmare +1
Hoofer's Heaven / Hell Octoplex 666 +2
Final Curtain Theatres / Switchback Mountains +3
Envy Aid / Nobody Burgs +4
A Musement Park / Elevators, Inc. +5

3x3
Brahmatic Bovine Bliss Ranch / Escher Pits +6



Charity / Averice

1x1
You are Already a Winner / Jerky City +2
Lost and Found / The Collective +4
The Food Space / Bingoslypertukaw +6
The Incredibly Lost Episodes / Booty Island +4

2x2
Spinner of Incredibly Good Fortune / Trick or Treat +2
Flea Market / The Wrong Side Of The Tracks 0
Land of the Lost Toys / You Bet Your Afterlife! -2
The Bazaar / Shock Market -4
Happy Birthday! / Carousel of Greed -6
The Final Piece Convention / Seizure's Palace -4
Casino Royale / Scavenger Hunt -2

3x3
Ascetic Mountain / Discorp 0



Temperance / Gluttony

1x1
The Perfect Party / Taco Inferno -4
Lands of Milk and Honey / Sticky's -2
Deus Ex Diner / Pinhead Pizza 0
Hog Heaven / Bad Parties +2

2x2
Food Court of the Gods / The Pandimensional House Of Vermin +4
Happy Harvest Farms / Ecoli Shack +6
Picnicville / Renaissance Paine Fair +4
Beach Trip / Not-So-Divine Comedy Clubs +2
Sickeningly Sweet Sugar Savannas / Bahb's All-U-Must Eat 0
Eternafest / Sleez and Sons Candy -2
Bacchanalia / Soylent Yellow -4

3x3
Party Town / The Bowels of Hell -6



Diligence / Sloth

1x1
Your Home is Your Castle / The Itch +5
The Eternal Afternoon / Sweat Shops +4
It's a Cat's Life / Bitter Harvest Fields +3
Mom and Pop Shops / Faux Heaven +2

2x2
Library of the Infinite / The Secretarial Pool of Fire +1
Pancon / Grave Consequences 0
Paradise University / Convention of the Damned -1
Celestech / Sisyphos Mountains -2
Cloud Nine Labs / The Enchanted Forest of Cable -3
Towers-A-Go-Go / Beats the Dickens Out of You -4
Divine Engines / Sisyphus Factories -5

3x3
The Final Frontier / 666 Pennants Over Perdition Theme Parks -6



Chastity / Lust

1x1
Valentine Town / Lust Freezers -2
The Only Non-Sleazy Singles Bar in Creation / Punishing Peep Show Pavilions -4
The Perfect Spot Cosmic Backrub / The Laundromat -6
Palaces of True Love / Purple Passion Pulsing Plasma Pods -4

2x2
Blueberry Hills / Bikini Beach Barbecue! -2
Wedding Day Redux / Ghost Town 0
Castaways / The Worst Little Whorehouse in Hell +2
Tunnels of Love / Screaming Subspace Voids +4
Bahbbi-Zho's Drive-Ins / Dates from Hell +6
The Perfect Evening / Roboto +4
The Divine Romantic Comedy / Ignorance Ain't Bliss +2

3x3
Cherubopolis / The Big Tease Shower Towers 0



Peacefulness / Wrath

1x1
Perfect Playgrounds / Immortal Backally Battle Warriors +4
Fishing Holes / The Real Underworld +2
Heaven's Complaint Department / The Post Office Game 0
U.S.O.A., Local #777 / The Houses of Buggin' -2

2x2
Happy Hunting Grounds / Gym Class -4
Peaceful Warrior Pagodas / Hellrose Place -6
Heaven's Embassy / Riot! -4
Splerf Wars / Spy Springs -2
Board Games / Illuminatiland 0
Fight the Power! / Terrorville +2
Swords into Plowshares / NP - Complete Parking Garages +4

3x3
The 19th Tee Links / War! (What is it Good for?) +6



Humility / Pride

1x1
Humble Pie / The Age of Aquarium -1
Press Conference / Doll House +2
You Oughta Be In Pictures / SOUL Farm -3
Humble-mentary / Simon Says +4

2x2
The Red Carpet Treatment / HamsterTube -5
Roasts / Unfixable Machines +6
Monuments to Humility / San Quentin Scareantino -5
DNA Park / The Zoo +4
Keys to the City / The Inquisition -3
KHVN / Complaint Departments +2
Night of a Jillion Awards / St. Elsescare -1

3x3
Look to the Stars / The Loony Bin 0



Generic

1x1
Happily Ever After / Island of Yip Dogs : -2 anti-evolutionary (Anti-Evolutionary, regardless of the Realm they're in)
Gardens of Mortal Delight / Flesh Eating Beasts : 0 evolutionary
Newsstands of Eternal Wonder / Tooth or Dare : +1 pro-evolutionary
Time Heals All Wounds / The Chalkboard : +2 pro-evolutionary

2x2
"Angel-For-A-Day" Workshops / Tip of Your Tongue : +1 pro-evolutionary
Personal Freedom Parks / Flesh Eating Plants : 0 evolutionary
Animal Magnetism / The Evil Carny : -2 anti-evolutionary
Dreamadise / Junior High : -3 anti-evolutionary
Fiction Pulp / Gross Miscarriages of Justice : -4 anti-evolutionary
Lucky Town / Camp Mennihackatorso : -3 anti-evolutionary
Heavenly Hindsight Habitat / Flesh Rending Machines : -2 anti-evolutionary
Camp Contentment / Like a Goth to Flames : -1 anti-evolutionary
The Happy Carnival / Telepathy Towers : 0 evolutionary
The Incomparable Band / New Age Hells : +1 pro-evolutionary
Radical Malls / Cracked Mirror Condos : +2 pro-evolutionary
Delight Parades / Deadly Serious Caverns : +3 pro-evolutionary
Hope Springs Eternal / Riddle Me This : +4 pro-evolutionary

3x3
SimSimSimSimSim / Infernal Institutes of Irony : -6 anti-evolutionary
The Game of Afterlife / Fear, Unlimited : 0 evolutionary

4x4
Good Heavens Theme Park / A World of Pain : +6 pro-evolutionary



Topias (Worker Housing) 4x4

The 10,000 Penny Pyramid / Towers of Unfortunate Missteps
6 pro-evolutionary , range of 5 tiles

Bahb's Crystal Cities / Palaces of Pincer Peril
6 pro-evolutionary, range of 6 tiles

Pin City / Nearly Unfettered Spheres of Despair
7 pro-evolutionary, range of 7 tiles

Castles On A Cloud / Eye Scream Cities
8 pro-evolutionary, range of 8 tiles



Special Buildings 4x4

The Vista Enhancement Doohicky / Ugliness Engine
10 pro-evolutionary, range of 10 tiles

The Audio Emproving Embophone / The Crinkly Cacophony Contrivance
12 pro-evolutionary, range of 12 tiles

The Heaven Scent Atomizer / The Flabbergasting Flatulence Ol-Factory
14 pro-evolutionary, range of 14 tiles

The Creamy Candy Castle / The Wellspring of Unsavoriness
16 pro-evolutionary, range of 16 tiles

The Fluffy Comfort Dispenser / The Tactile Degredation Gizmo
18 pro-evolutionary, range of 18 tiles



Banks: No vibes



Love Domes / Omnibolges

Lincoln / Sh'Elm : 250 Million Souls Capacity. 5x5. 16 pro-evolutionary, 16 tile range.
Kirby / B'Nuchana : 500 Million Souls Capacity. 6x6. 24 pro-evolutionary, 24 tile range.
Lennon / R'Dee: 1 Billion Souls Capacity. 7x7. 32 pro-evolutionary, 32 tile range.
Post edited June 22, 2018 by Skirlasvoud
Reserved
Post edited June 21, 2018 by Skirlasvoud
This is exactly what I was looking for. Thank you so much for putting this together!
avatar
Skirlasvoud: Reserved
Thank you for posting this! Is it possible to post page 51? You have page 50 in the Workforce and Training section, and I am curious what the strategy guide has to say on angel and demon riots, which begin to be described on page 50.
avatar
Skirlasvoud: Reserved
avatar
Stucky5: Thank you for posting this! Is it possible to post page 51? You have page 50 in the Workforce and Training section, and I am curious what the strategy guide has to say on angel and demon riots, which begin to be described on page 50.
This took FAR longer than it should have, but here ya go:
https://i.imgur.com/4NZ2rHw.jpg

Not much info, other than what I think I already mentioned in my post. Ports are excellent at keeping unemployed Angels/Demons busy.
Thanks, some useful info there!

Re: the gates, yeah, the numbers the game gives you are the maximum numbers of SOUL's the gate can process per year. The actual number of souls coming into your afterlife is, obviously enough, however many are dying on the planet.

If you don't have enough gates to let in all the incoming SOULs, do the excess count against you as lost souls? I know it pops up the colored pole marker with a gate on top to let you know this is happening, so perhaps. Either way, it is income you are missing out on, so that's something to be on top of.
Thanks!!
Hello everyone! First of all, sorry for exhuming this old thread, but I hope, I can find some help here...

I played Afterlife for countless hours when I was a boy back in the late 90´s. I found it here on gog and now I´m addicted to the game again. I think, I more or less understood the most game mechanics, but there is one exception and this is the capacity of tiles/buildings. I went through the posts of Skirlasvoud (which are awesome work btw!!!) and I found a small piece of information on this issue. I have attached a screenshot of the table to my post, I will refer to this numbers in the following.

So, first my understanding of the numbers in this table. If you start a new game, a fate zone on a single tile offers space for 25 SOULs, a 3x3 building of "pure" colour would be 50 000 SOULs. I´ll focus on this number for the 3x3 buildings for the rest of my post, as those buildings are the most important for me. From the table I learn, that in the beginning, buildings have 5% of their "normal" capacity, so the 50 000 in a 3x3 structure are 5%. Consequently, 100% of normal capacity would be 1 million of SOULs in a single 3x3 building. The maximum capacity for a 3x3 building is then 500% or 5 million SOULs. I hope, this is correct so far, if not, feel free to correct me...

Now I would like to understand completely, when the capacity of fate structures is increased. Obviously, the increase of the capacity of fate structures is one of the most important keys to success in Afterlife. My buildings have grown a lot, but I never understood, when and why they do it and if this "follows a pattern" or if I have any means to influence it. The numbers in the table suggest, that there should be certain "milestones" when the building capacity increases. However, I am not able to understand, what these milestones are and after thinking a while I believe, there could be an error in this table. For better understanding, I will describe an example of my current game:

I am at about 5000 years and a 3x3 structure for me now has capacity for 1.4 million SOULs, following the previous considerations this would be 140%. Looking at the table, the expected number of SOULs in my "realm" should now be somewhere between 10 and 100 million. However, that doesn´t fit with any number I have in this game. The total number of SOULs for me is about 420 million, 328 million SOULs are in Heaven and 92 million are in Hell. So the only number between 10 and 100 million is the number of SOULs in Hell, but as this number is already close to 100 million, I would expect to be much closer to 250% capacity of the fate structures. If this would be correct, then I can expect the capacity to bump from 140% to 250%, if I manage to increase Hell´s population by only 8 million. This seems very unlikely to me, so I guess, this isn´t it. However, if I take a look to the planet itself, I can find, that there are currently 31.6 million EMBOs on the planet. This would fit the range much better.

So basically, after the long explanation, I think it could be the number of EMBOs on the planet, that influences the increase of fate structure capacity. However, it is only a thought, I am not sure (as with many things in Afterlife...). Is there anybody, that could bring some light into this darkness? :-)
Attachments:
Post edited February 09, 2022 by beavis83
Ok, I have further investigated the numbers, I think, I could have solved it :-) As I said in the previous post, I had about 31.6 million EMBOs on the planet, when I wrote that post. In the meantime, I have about 41.4 million EMBOs. At 37 million, the capacity of my 3x3 structures increased to 1.45 million, at 40 million EMBOs the capacity increased again to 1.5 million. So it seems, that at my current state of the game the building capacity increases for every 3 million EMBOs on the planet. (If someone is thinking, why there was no increase at 34 million, I was already up to about 36 million, then a flood hit the planet and killed about 5 million EMBOs, so the number dropped below 34 million and I wrote my previous post only after that).

So, looking again at the table I have added to my last post, I would conclude the follwing numbers: We start with 5% capacity for fate structures, until 1 million EMBOs on the planet this increases to 50% capacity, and for some reason, the calculation starts only at 10 000 EMBOs. This means, that for every 110 000 EMBOs more on the planet, there will be an increase of the capacity. After that, from 1 million to 10 million EMBOs on the planet, capacity will increase from 50 to 100%. The steps then happen for every 900 000 EMBOs more on the planet. After that, from 10 million to 100 million EMBOs, capacity increases from 100% to 250%, steps then happen for every 3 million EMBOs more on the planet. And finally, from 100 million to 1 billion EMBOs on the planet, capacity will increase from 250 to 500% and steps happen for every 18 million EMBOs more on the planet. This seems consistent for me now, I am planning to reach 1 billion SOULs in both Heaven and Hell, so I will check the numbers while I proceed through my game.

Two additional thoughts based on these considerations:
1) I never paid much attention to disasters on the planet (flood, plague, earthquake, meteor strike...). I took them as a welcome boost of my income, as long as my gates were big enough to handle the sudden increase of population in my Afterlife. However, as disasters can reduce the numbers of EMBOs very severely (I lost about 14% of population in the example given above!!), they can influence the time until the next increase of building capacity a LOT.

2) I think, that also the technology level of the EMBOs on the planet is much more important as I thought. The manual says, that higher technology levels increase the number of areas on the planet, that can be inhabited. I would guess, the technologies also increase the growth rate of the population, especially things like Irrigation, Industrialization and Medicine. I already said, that in my game I was at about 5000 years, but the technology level was still on Navigation, which is the 6th of 15 tech-levels. I started to "inspire" EMBOs with the technology table in the Planetview and rose the level to Mass Transportation up to now, and I think, that the population is growing a lot faster already. The next level would be Medicine, that should help a lot to grow the population even faster. I will continue to experiment with this, as I still need a much bigger capacity, if I really want to be able to fit 1 billion SOULs in both realms...
Post edited February 18, 2022 by beavis83
avatar
beavis83: Ok, I have further investigated the numbers, I think, I could have solved it :-) As I said in the previous post, I had about 31.6 million EMBOs on the planet, when I wrote that post. In the meantime, I have about 41.4 million EMBOs. At 37 million, the capacity of my 3x3 structures increased to 1.45 million, at 40 million EMBOs the capacity increased again to 1.5 million. So it seems, that at my current state of the game the building capacity increases for every 3 million EMBOs on the planet. (If someone is thinking, why there was no increase at 34 million, I was already up to about 36 million, then a flood hit the planet and killed about 5 million EMBOs, so the number dropped below 34 million and I wrote my previous post only after that).

So, looking again at the table I have added to my last post, I would conclude the follwing numbers: We start with 5% capacity for fate structures, until 1 million EMBOs on the planet this increases to 50% capacity, and for some reason, the calculation starts only at 10 000 EMBOs. This means, that for every 110 000 EMBOs more on the planet, there will be an increase of the capacity. After that, from 1 million to 10 million EMBOs on the planet, capacity will increase from 50 to 100%. The steps then happen for every 900 000 EMBOs more on the planet. After that, from 10 million to 100 million EMBOs, capacity increases from 100% to 250%, steps then happen for every 3 million EMBOs more on the planet. And finally, from 100 million to 1 billion EMBOs on the planet, capacity will increase from 250 to 500% and steps happen for every 18 million EMBOs more on the planet. This seems consistent for me now, I am planning to reach 1 billion SOULs in both Heaven and Hell, so I will check the numbers while I proceed through my game.

Two additional thoughts based on these considerations:
1) I never paid much attention to disasters on the planet (flood, plague, earthquake, meteor strike...). I took them as a welcome boost of my income, as long as my gates were big enough to handle the sudden increase of population in my Afterlife. However, as disasters can reduce the numbers of EMBOs very severely (I lost about 14% of population in the example given above!!), they can influence the time until the next increase of building capacity a LOT.

2) I think, that also the technology level of the EMBOs on the planet is much more important as I thought. The manual says, that higher technology levels increase the number of areas on the planet, that can be inhabited. I would guess, the technologies also increase the growth rate of the population, especially things like Irrigation, Industrialization and Medicine. I already said, that in my game I was at about 5000 years, but the technology level was still on Navigation, which is the 6th of 15 tech-levels. I started to "inspire" EMBOs with the technology table in the Planetview and rose the level to Mass Transportation up to now, and I think, that the population is growing a lot faster already. The next level would be Medicine, that should help a lot to grow the population even faster. I will continue to experiment with this, as I still need a much bigger capacity, if I really want to be able to fit 1 billion SOULs in both realms...
Hey...thanks for necroing this thread. I never understood why people object to that anyway...it's better than starting a new one in a lot of ways since everything will be in one place. You answered a question about this game that I have had since I was a teenager when it came out. I have set out to build an afterlife that has the following characteristics: 1) omnibolges and lovedomes, and 2) one of every fate structure (harder than it sounds, since the game likes to skip the lowest ones and you almost never see them). Once I do I will make a post of what I've learned, which is a few things at least.
avatar
Skirlasvoud: Vibe List

All fate(housing) buildings have a vibe range of 1 and they DO NOT affect themselves or the tiles diagonally in their corners. This means they only ever affect their closest neighbor and nothing else, no matter how strong these vibes are.

Heaven and Hell's list of fate structures are a perfect mirror of each other.

For example: Contentment mirrors Envy not just as a sin/virtue contrast, but their buildings do as well.
The 3x3 Contentment Structure gives out +6 vibes (postive vibes with a strength of 6).
The 3x3 Envy Structure, also gives out +6 vibes.

Both are positive, but since good vibes are pro-evolutionary in Heaven and anti-evolutionary in Hell, this makes them mirrors. Practically the same, but with the reverse "flipped" effect depending on the side.

The same goes for all the smaller evolutionary steps ahead of the 3x3 structures. The Temperance 1x1 "Perfect Party" building that gives out -4 and is anti-evolutionary in Heaven, has a Gluttony mirror in the 1x1 "Taco Inferno" building that also gives out -4 but is pro-evolutionary in Hell.

The ONLY exception to this are the Generic rewards.
The generic rewards have no reverse "flipped" effect and are ALWAYS pro or anti evolutionary regardless of the realm they're in (the 3x3 "generic" sin/virtue are +6 in Heaven and therefore pro, and -6 in Hell and therefore also pro).

Vibes can cancel each other out. A tile influenced by +6 and -6 vibes, results in the tile having 0 vibes.

Contentment / Envy

1x1
Vacation Slides of the Gods / Deadman's Curve -5 (Anti-evolutionary in Heaven, Pro-Evolutionary in Hell)
The Good Neighbor / Out of the Frying Pan -4
Coffee Shops of the World / Another Man's Shoes -3
Karaoke Korners / Survey of the Damned -2

2x2
Newbody Knows / Very Southgate Mall -1
Seventh Heaven Stretch / Amphitheaters of Anguish 0
The Choir Invisible / Welcome to your Flightmare +1
Hoofer's Heaven / Hell Octoplex 666 +2
Final Curtain Theatres / Switchback Mountains +3
Envy Aid / Nobody Burgs +4
A Musement Park / Elevators, Inc. +5

3x3
Brahmatic Bovine Bliss Ranch / Escher Pits +6

Charity / Averice

1x1
You are Already a Winner / Jerky City +2
Lost and Found / The Collective +4
The Food Space / Bingoslypertukaw +6
The Incredibly Lost Episodes / Booty Island +4

2x2
Spinner of Incredibly Good Fortune / Trick or Treat +2
Flea Market / The Wrong Side Of The Tracks 0
Land of the Lost Toys / You Bet Your Afterlife! -2
The Bazaar / Shock Market -4
Happy Birthday! / Carousel of Greed -6
The Final Piece Convention / Seizure's Palace -4
Casino Royale / Scavenger Hunt -2

3x3
Ascetic Mountain / Discorp 0

Temperance / Gluttony

1x1
The Perfect Party / Taco Inferno -4
Lands of Milk and Honey / Sticky's -2
Deus Ex Diner / Pinhead Pizza 0
Hog Heaven / Bad Parties +2

2x2
Food Court of the Gods / The Pandimensional House Of Vermin +4
Happy Harvest Farms / Ecoli Shack +6
Picnicville / Renaissance Paine Fair +4
Beach Trip / Not-So-Divine Comedy Clubs +2
Sickeningly Sweet Sugar Savannas / Bahb's All-U-Must Eat 0
Eternafest / Sleez and Sons Candy -2
Bacchanalia / Soylent Yellow -4

3x3
Party Town / The Bowels of Hell -6

Diligence / Sloth

1x1
Your Home is Your Castle / The Itch +5
The Eternal Afternoon / Sweat Shops +4
It's a Cat's Life / Bitter Harvest Fields +3
Mom and Pop Shops / Faux Heaven +2

2x2
Library of the Infinite / The Secretarial Pool of Fire +1
Pancon / Grave Consequences 0
Paradise University / Convention of the Damned -1
Celestech / Sisyphos Mountains -2
Cloud Nine Labs / The Enchanted Forest of Cable -3
Towers-A-Go-Go / Beats the Dickens Out of You -4
Divine Engines / Sisyphus Factories -5

3x3
The Final Frontier / 666 Pennants Over Perdition Theme Parks -6

Chastity / Lust

1x1
Valentine Town / Lust Freezers -2
The Only Non-Sleazy Singles Bar in Creation / Punishing Peep Show Pavilions -4
The Perfect Spot Cosmic Backrub / The Laundromat -6
Palaces of True Love / Purple Passion Pulsing Plasma Pods -4

2x2
Blueberry Hills / Bikini Beach Barbecue! -2
Wedding Day Redux / Ghost Town 0
Castaways / The Worst Little Whorehouse in Hell +2
Tunnels of Love / Screaming Subspace Voids +4
Bahbbi-Zho's Drive-Ins / Dates from Hell +6
The Perfect Evening / Roboto +4
The Divine Romantic Comedy / Ignorance Ain't Bliss +2

3x3
Cherubopolis / The Big Tease Shower Towers 0

Peacefulness / Wrath

1x1
Perfect Playgrounds / Immortal Backally Battle Warriors +4
Fishing Holes / The Real Underworld +2
Heaven's Complaint Department / The Post Office Game 0
U.S.O.A., Local #777 / The Houses of Buggin' -2

2x2
Happy Hunting Grounds / Gym Class -4
Peaceful Warrior Pagodas / Hellrose Place -6
Heaven's Embassy / Riot! -4
Splerf Wars / Spy Springs -2
Board Games / Illuminatiland 0
Fight the Power! / Terrorville +2
Swords into Plowshares / NP - Complete Parking Garages +4

3x3
The 19th Tee Links / War! (What is it Good for?) +6

Humility / Pride

1x1
Humble Pie / The Age of Aquarium -1
Press Conference / Doll House +2
You Oughta Be In Pictures / SOUL Farm -3
Humble-mentary / Simon Says +4

2x2
The Red Carpet Treatment / HamsterTube -5
Roasts / Unfixable Machines +6
Monuments to Humility / San Quentin Scareantino -5
DNA Park / The Zoo +4
Keys to the City / The Inquisition -3
KHVN / Complaint Departments +2
Night of a Jillion Awards / St. Elsescare -1

3x3
Look to the Stars / The Loony Bin 0

Generic

1x1
Happily Ever After / Island of Yip Dogs : -2 anti-evolutionary (Anti-Evolutionary, regardless of the Realm they're in)
Gardens of Mortal Delight / Flesh Eating Beasts : 0 evolutionary
Newsstands of Eternal Wonder / Tooth or Dare : +1 pro-evolutionary
Time Heals All Wounds / The Chalkboard : +2 pro-evolutionary

2x2
"Angel-For-A-Day" Workshops / Tip of Your Tongue : +1 pro-evolutionary
Personal Freedom Parks / Flesh Eating Plants : 0 evolutionary
Animal Magnetism / The Evil Carny : -2 anti-evolutionary
Dreamadise / Junior High : -3 anti-evolutionary
Fiction Pulp / Gross Miscarriages of Justice : -4 anti-evolutionary
Lucky Town / Camp Mennihackatorso : -3 anti-evolutionary
Heavenly Hindsight Habitat / Flesh Rending Machines : -2 anti-evolutionary
Camp Contentment / Like a Goth to Flames : -1 anti-evolutionary
The Happy Carnival / Telepathy Towers : 0 evolutionary
The Incomparable Band / New Age Hells : +1 pro-evolutionary
Radical Malls / Cracked Mirror Condos : +2 pro-evolutionary
Delight Parades / Deadly Serious Caverns : +3 pro-evolutionary
Hope Springs Eternal / Riddle Me This : +4 pro-evolutionary

3x3
SimSimSimSimSim / Infernal Institutes of Irony : -6 anti-evolutionary
The Game of Afterlife / Fear, Unlimited : 0 evolutionary

4x4
Good Heavens Theme Park / A World of Pain : +6 pro-evolutionary

Topias (Worker Housing) 4x4

The 10,000 Penny Pyramid / Towers of Unfortunate Missteps
6 pro-evolutionary , range of 5 tiles

Bahb's Crystal Cities / Palaces of Pincer Peril
6 pro-evolutionary, range of 6 tiles

Pin City / Nearly Unfettered Spheres of Despair
7 pro-evolutionary, range of 7 tiles

Castles On A Cloud / Eye Scream Cities
8 pro-evolutionary, range of 8 tiles

Special Buildings 4x4

The Vista Enhancement Doohicky / Ugliness Engine
10 pro-evolutionary, range of 10 tiles

The Audio Emproving Embophone / The Crinkly Cacophony Contrivance
12 pro-evolutionary, range of 12 tiles

The Heaven Scent Atomizer / The Flabbergasting Flatulence Ol-Factory
14 pro-evolutionary, range of 14 tiles

The Creamy Candy Castle / The Wellspring of Unsavoriness
16 pro-evolutionary, range of 16 tiles

The Fluffy Comfort Dispenser / The Tactile Degredation Gizmo
18 pro-evolutionary, range of 18 tiles

Banks: No vibes

Love Domes / Omnibolges

Lincoln / Sh'Elm : 250 Million Souls Capacity. 5x5. 16 pro-evolutionary, 16 tile range.
Kirby / B'Nuchana : 500 Million Souls Capacity. 6x6. 24 pro-evolutionary, 24 tile range.
Lennon / R'Dee: 1 Billion Souls Capacity. 7x7. 32 pro-evolutionary, 32 tile range.
I made a scan of the guide recently which you may find here : https://archive.org/details/afterlife-official-players-guide-jo-ashburn/page/n105/mode/2up
avatar
Hurlelune12: I made a scan of the guide recently which you may find here : https://archive.org/details/afterlife-official-players-guide-jo-ashburn/page/n105/mode/2up
❤️✨❤️✨❤️✨❤️✨❤️✨
Attachments:
Also worth mentioning, the official Lucasarts website back in the day provided quite a lot of helpful information on the game's internal workings. Much of this can still be found via The Wayback Machine, but I'm not allowed to post links apparently.