WorldBox - God Simulator

WorldBox - God Simulator

View Stats:
Civilizations not reproducing
are anyone else's civilizations going exctinct? Everytime I spawn a few humans, they always die out after a couple of years. My younger brother is encountering this issue as wel and he is incredibly frustrated by it. I am looking for a solution so he can play this game again. I don't really care about this problem, but I don't like it when he starts yelling at the game for this stupid reason. If you found the solution to this problem please tell me, because even though I don't care since you can just spawn in more humans, it's still bothers me that humans can't live on their own.
< >
Showing 1-12 of 12 comments
Bub Apr 4 @ 1:01pm 
if its the new beta it might be they are dieing of hunger or they are being eaten by animals that can be turned off in the world rules menu
Narn Apr 4 @ 1:39pm 
I found that after reviewing subspecies random stats that humans health can very from 50 - 200 perhaps more. Some other stats also very wildly. Stamina, age, fertility and mana also can double or triple numerically. So really if you are having trouble with a species, create many subspecies for the random chance of having a good mix, unless you edit your own.
Just turn on friendly animals, as they often kill early humans, i also recommend giving the immunity trait or spawning plague doctors to deal with plagues. Getting the first humans to reproduce may take some time, so i recommend using 20x speed (ctrl + mouse wheel).
Grassblade Apr 4 @ 2:21pm 
From my understanding (and given that so many people are having the EXACT same issue) I believe its a bug of some kind involving reproduction. I've played around with the new AI, and I've concluded that in many cases (for whatever reason) the AI sort of just stops reproducing as much. It doesn't matter how many resources you give it, how much space, or how good the conditions are, the results are always the same: Eventually, more people are dying than babies are being born, resulting in a gradual population decline which only results in the mass extinction of the species.

For me, civilisations such as humans get to around 380 people, before beginning the decline, while subspecies only get to around 20 people. From what I've found, there is really no reliable way to stop this in-game, as it is caused by an imbalance in the new mechanics themselves.
eMYNOCK Apr 4 @ 2:30pm 
on a side note... there are species, like the Aliens, that do have the need to eat.. but don't have a nutition type assigned.

as for species dying out... looking at the population/reproduction pyramid can give a hint what may be wrong.


maybe too many males, maybe too many females..maybe just not enough in a reproductive age.. or, the species as a whole just has a too low population margin.

speaking of wich ... wild, uncivilized rabbits and monkeys reproduce like crazy.
I like to build a world sometimes from one human man and woman and it doesn't work in the beta. They won't reproduce before they die of old age. I'm sure it will be rectified if we provide feedback enough to be noticed.
Kosmos Apr 4 @ 5:42pm 
Yeah i'm having the same issues. Its killing my reasons to play. I used some old saves that thousands of people for the whole world to be dead within a hundred years. I hope they fix this glitch soon.
Bakyn Apr 4 @ 10:07pm 
Its genuinely getting to the point of me saying the game is unplayable. They create a city, get a little large, I go take a piss and there's 2 still alive when I get back. The amount of coddling I have to do to get a city self sufficient is disgusting
Cassette Apr 4 @ 10:26pm 
I'm pretty positive it's the plague spread by rats killing your kingdoms, whenever one of my kingdoms imploded out of nowhere they were always infected with it. Some races take more time to reproduce and that can absolutely wreak havoc on their kingdoms if they catch it, the problem from what I've noticed is that rats naturally spawn around the map and they reproduce too fast to keep them in check permanently, you could use divine light on your infected and kill the large roaming groups of rats but they'll be back in short time. Now every time I start a new world I immediately shower all of my sapient races with the immunity trait and edit their subspecies to birth with immunity by default, after I started doing this I've never had any more problems with my populations dying out. It's definitely something the devs need to rebalance later on.

tl;dr: It's the plague, give your subspecies the immunity trait by birth when starting a world to stop it.
In my game when i spawned humans i had them die off in my first attempts of getting them to start a civilization. Seeing that the wolves were ganging up on them I turned passive creatures on however they would still provoke the wolves and with said wolves also wiping out most animals i ended up editing the wolves births so they would spawn with the trait "Mark for Death" which would kill any newborn wolf and thus kill off the entire wolf population. After successfully eradicating all the wolves humans were still dying out so I took a look at my humans genetics and realized they had a lot of harmful genes and with some negating bonuses to off spring/ I removed as many as i could and added some genes that bolstered the amount of offspring. After some waiting the human numbers FINALLY began to climb and were able to hit triple digits. However i then noticed when ever they tried to expand those new settlements would just die out within a generation. They then would try again a few more times until finally for whatever reason that attempt would be successful and they would be able to make past 10 people.

But yeah humans definitely need a lot more effort then they reasonably should for them to develop in the current beta.
A good addition would be to have preset gene templates since as Fivealive basically pointed out races can just have bad genetics on spawn and that can cause them to die out too.
Narn Apr 5 @ 8:13am 
Its not just the random genetics of each subspecies. Each subspecies also has differing numerical attributes for traits as well. Every time you spawn in a population of animals or sentients and you do not see a DNA "rope" connecting it to another creature you are creating a new sub species. If you create 5 separate human towns across the map you are also creating 5 separate sub species. Each sub species will have better or worse traits depending. One way to check is to click on the subspecies button and for example check on the human sub species. Once you click on the sub species you want to look at click on main info tab and scroll down to the bottom. You will see a numerical break down for all kinds of stats. Here are the stats I have found that are important for reproduction and staying alive for humans:

Health ---- you want this to be 100 or above
Intelligence ---- you want this to be 4 or above
Male Lifespan ---- you want this to be 75 or above
Female Lifespan ---- you want this to be 75 or above
Offspring --- 5 or above
Birthrate --- 3 or above
Maturation --- 10 or less

A lot of these stats can be really low and will cause a problem if you are not paying attention. I actually like the system. But you may get humans who are really weak with low stats and you will need to make many sub species to get some that will survive.


I have also found that colonization also causes cities to decline in numbers. If you have a large city it will always spawn out 5 - 10 people to create new towns. The problem is that it wont always spawn out a balance of males and females. It also wont add males or females if the town it spawned is having population problems. The city that is sending out settlers will also keep sending them to the same place over and over even though they always get killed off by local animals or something. So what ends up happening is the large cities empty out all over the map in small untenable towns and everyone dies off.
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Apr 4 @ 12:38pm
Posts: 12