7 grand steps what ancients begat
7 grand steps what ancients begat
7 Grand Steps: What Ancients Begat Windows, Mac game
7 Grand Steps: What Ancients Begat
Mousechief | Released 2013
Experience an abstract telling of the lives of our earliest recorded ancestors. Part board game, part machine, part nod to computer games of yore, it begins with a simple mechanic. Spend tokens to traverse the wheel of life. Earn tokens by tempting the jaws of death. Then, like layers upon a pearl, game play expands, introducing fresh tactics and strategies which, turn by turn, drive a sophisticated, emergent narrative. How you play defines the lives of one family’s generations through the changing ages.
What Ancients Begat is a complete (
15 hour) game of family generations surviving the rise of western civilization. Survival is the ultimate goal. The sub-goals, you choose, build their story.
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7 grand steps what ancients begat
It would have been a similar game that covered the Medieval period of western history. Unfortunately, the first game did not earn quite enough to risk a sequel. Each sequel would take a minimum of 2 years to develop.
and what would be the 3rd step? 4th? 5th? 6th? and 7th?
i am just curious on what the steps are supposed to be
I believe he did initially set out to make game for the LOVE of the game making (this game shown that clearly)
Somehow, along the way, the devil of game making business took his soul, shown him that the bottom line matter more.. therefore his only concern now is to make as much as money with as little developing time as possible. (His idea of being efficient in game making business) And that shown clearly too in the later games he made. The Witch Yarn lack soul and passion.
. And that shown clearly too in the later games he made. The Witch Yarn lack soul and passion.
The Witch’s Yarn was Mousechief’s first, commercial indie game. It shipped in 2006. We added it recently to Steam, to provide all of our games here.
The Witch’s Yarn is about a middle-aged woman rediscovering her personal power after the death of her husband to whom she sacrificed her power because of her love for him.
It would have been a similar game that covered the Medieval period of western history. Unfortunately, the first game did not earn quite enough to risk a sequel. Each sequel would take a minimum of 2 years to develop.
The main problem with the game is it takes a while to reach the climax of the first age, and then, it gets very repetitive while having very severe penalties for getting unlucky. You have to use a sibling to carry on the dynasty, and chances are that the sibling had mediocre development since to optimize your performance, you have to invest so much into your firstborn.
If the purpose of the game was to be an educational tool, then it did its job very nicely. Maybe if the game was marketed to schools and universities to teach social studies or anthropology, it would have become more successful. It really shows the difficulty of cultivating long-term dynasties, especially based on limited information.
The problem, unfortunately, is the game’s identity is very politically conservative, but schools and video game communities are very politically liberal. Literally, the game considers arranged marriage (as in the stories of how your spouse is given to you from one’s parents), the impacts of having small versus large families, and the family value of efficiently spending time and attention with kids as well as regularly interacting with neighbors in the community (as in landing on other players’ spots to get more tokens). A game like this needs to be remarkable and make a committed effort to succeed in a politically incorrect environment.
Another problem with the game, however, is you often advance a story that doesn’t seem to have any real value on game mechanics. Instead, it’s only value seems to be artistic appreciation. The game considers culture sometimes but doesn’t really embrace it.
7 grand steps what ancients begat
Hello fellow steamers, after many months of not playing 7 Grand Steps I finally came back and I was determined to see if I can somehow find a way to get more tokens to help expand upon my purchase. To get extra tokens its real simple editing throught notepad. Follow these steps:
Once you are opened iLines-IncidentLines.csv with notepade you should see 12 lines with each one starting with the phrase «The child» or «The children» all these are event lines that take place with your children when you have more then one child. Its basically sibling events that either «gain» or «lose» tokens when it triggers.
What you need to do is simple add to the end of the line the following: «tales.GainTokens(30)» Minus the quotes.
The number in referes to the number of tokens each time that event triggers. The reason I chose 30 is because that provides the most tokens without losing to much of the fun 🙂 You can up to 60 if you like but you will find you will have more tokens then you need and many end up going to waste.
You need to make sure you have at least two children for this work and almost every other turn an event will spawn among your children that will net you a ton of tokens. Its easy to max out children skills and education. Leading to better and more positive events for your family. Enjoy 🙂
*make sure you make a backup of the file before editing.
Hello fellow steamers, after many months of not playing 7 Grand Steps I finally came back and I was determined to see if I can somehow find a way to get more tokens to help expand upon my purchase. To get extra tokens its real simple editing throught notepad. Follow these steps:
Once you are opened iLines-IncidentLines.csv with notepade you should see 12 lines with each one starting with the phrase «The child» or «The children» all these are event lines that take place with your children when you have more then one child. Its basically sibling events that either «gain» or «lose» tokens when it triggers.
What you need to do is simple add to the end of the line the following: «tales.GainTokens(30)» Minus the quotes.
The number in referes to the number of tokens each time that event triggers. The reason I chose 30 is because that provides the most tokens without losing to much of the fun 🙂 You can up to 60 if you like but you will find you will have more tokens then you need and many end up going to waste.
You need to make sure you have at least two children for this work and almost every other turn an event will spawn among your children that will net you a ton of tokens. Its easy to max out children skills and education. Leading to better and more positive events for your family. Enjoy 🙂
*make sure you make a backup of the file before editing.
7 grand steps what ancients begat
Any tips on enemies/allies, that seems to be the biggest struggle I face. I have no idea where they come from and only a vague idea of what they do.
the best way too describe them people is they are the ones who did make it through childhood but are like stooge & cold or coward & we or yourselves or the other way around are honest benevolent, charitable or optimistic & all these good traits & each person has a personality too themselves & you get people who are the same & people who are different & people who are you enemies because they have a different personality.
So in short npc’s on the tracks have personalities & each one personality has a positive, a negative or a neutral stance towards you. Thus green=allies grey=neutrals red=enemies.
hope this helps people understand how important your personality REALLY is when it comes too having a goodtime playing this game.I mean the character you are playing not you the player.
An ally is the same as a loving husband/wife minus the possiility of children.
If you move into his square he will push you to the next square of the same type. Also if you are making tokens with an ally, i think you get more tokens.
Enemy stop you from moving into their square, and if you get back to make tokens on their square, they will stop any work and you won’t get any tokens.
I think enemy should be tweaked, I hate that i can’t move on their square, but they can. They can come into your square, I think that’s pretty unfair, shouldn’t i be his enemy too and stop him?
7 grand steps what ancients begat
First of all, I really like this game. Like several others here, I do feel that it’s somewhat under-documented, though, especially the ruling mini-games. I have a couple of questions, and hopefully someone here will be able to answer some of them:
1) The bronze age ruling game: The king keeps giving me a time limit on conquering a foreign city, but while I’ve managed to do it a couple of times, I’m not sure how to actually force it. Usually, when I invade, the enemy just sues for peace and pays tribute. I’ve tried invading when their economy was desperate, hoping that they wouldn’t be able to afford tribute, but that didn’t work either. Is it just completely random?
2) The iron age ruling game: I’m usually voting the way my faction wants me to, and while my faction likes me well enough, no one seems to like my faction. It’s bleeding support, and I don’t know why. In my current game we’re down to just 10 senators! Needless to say, we’re losing most of the votes, and I suspect that losing votes is the cause of our loss of support. I really hope that’s not true, since that would mean that the smallest party would almost certainly always grow smaller and smaller no matter what it does. Does anyone know if this is the case, and if not what then causes the loss of support?
3) Token distribution: when making new tokens with npc’s, it seems to me that they usually get more tokens than I do. Now, I usually don’t have a problem with getting enough tokens, but I’d like to know how to optimize my chances of getting more. Does anyone know what influences token distribution? Is it just random, or do the relative skill levels of the characters involved matter? Something else?
4) Token creation: Usually, at the end of every generation, I try to have the parents create as many tokens as possible, while trying to get the last few skills of the child (I usually just have one) to A+, AA or AAA. Usually, the other npc’s try to run as far ahead as possible, so I place my characters a few steps behind the end of the track and make tokens each turn. I know that it’s less effective when they don’t move, but it seems to me that it also gets less effective with each passing turn. I may be imagining this, but I think I’ve noticed that token creation in general gets less effective if you keep doing it for 2-3 consecutive turns, regardless of who you’re doing it with and whether or not you’re moving. Does anyone know if this is true?
5) Character age: related to the above question, when I do my generation ending routine, it usually involves waiting for as long as possible to switch to the new generation. Does this mean that the next generation will have shorter to live after I switch? I don’t think it does, but it would make sense if it did, since I’m effectively keeping my child in school for a longer time.
Any answers to these questions will be appreciated. Thanks.
1. I honestly don’t know how to force it. You can attack neighbors, and try to capture cities, but i have a lot of trouble pulling that off too. I will often try to buy time by just making the king as happy as possible (if you can build monuments that does great for that).
2. I suspect your party bleeds support by turning off supporters, so even if they want you to vote a certain way, that vote may have negative consequences ffor the party (and/or country) as a whole. How well is the country being managed? Are there revolts? At war (and losing)? Spoils keep citizens happy. Stability makes them happy. Wealth makes them happy. Happy citizens like those wwho make them happy.
5. I have never measured it. I almost always run the clock completeley out on a generation before moving onto the next generation. I don’t think it does.