Progression

Progressing in Simmiland is based on researching new technologies as the game progresses. Here you can see a very basic progression flowchart. The positioning of each research shows how soon it should be researched. Some Research tasks can be completed at anytime throughout the game and others can affect the nature of Mankind.Starting off

At the very beginning of a classic world you are presented with a randomly generated map and a single card “Mankind”. Placing this card starts the human race and builds a camp where the card is played. Although picking the right area isn’t totally essential, you should build it on an island which is large, so you don’t need to waste early faith and resources on inspecting and building boats. Placing this first card on wasteland near plains is best, as this will be the centre of your Civilisation.

First Steps

After placing your “Mankind” card, start by trying to accomplish at least one of mankind’s wishes, which can be observed in the speech bubble icon at the top right of the screen. Accomplishing this will give you faith. Place a “Tree“ card and a “Mineral” card, both on plains. If you need to accomplish more wishes to gain more faith, then do so. After placing these two cards, inspect both in game sprites. This will research pickaxe and axe, both essential to progress. Use two “Sample” cards on the rock and tree. This will kickstart your adventure.

Building Biomes

When a new world is generated, only four usable biomes are provided; Plains, Wasteland, Sand and 'Sea. The most useful biomes to create from the beginning are the Swamp, Woods and Desert'. Avoid creating Tundra and Snowfields until mankind has the ability to create clothes, otherwise they will freeze to death (See General Progression 1 Image). If you accidentally create this biome use a Sun Card to warm it up.

               Quick ways to Create Biomes

Plains

-       Play a Rain card on Wasteland or Desert

Woods

-       Play a Tree card on a plains biome. Placing two with a three-tile gap between each will create a large patch of Woods

Wasteland

-       Play a Sun card on any biome

Jungle

-       Play two or more sun cards to raise the temperature of the tiles, than a rain card.

Mountains

-       Play a Meteor or Quake Card

Desert

-       Play a Sun card on a wastelands, plains or Woods biome (more Sun cards may be required for cooler biomes)

Swamp

-       Play a Rain card in a plains biome.

Tundra

-       Get the temperature to below 0 (using wind or rain cards) then play a Wind card

Sand

-       Cannot currently create

Sea

-       Cannot currently create

Deep Sea

-       Cannot currently create

Lava

-       Play a Quake card on a Mountain Biome (To conserve your Quake Cards, create a desert next to a Mountain biome and use the quake card on a Desert tile adjacent to a Mountain tile)

Oil

-       Play a Quake card on a Desert Biome (To conserve your Quake Cards, create a desert next to a Mountain biome and use the quake card on a Desert tile adjacent to a Mountain tile)

Snowfields

-       Play a Rain card in a Tundra biome

Mankind's Nature

Mankinds Nature is dependent on what cards you play and technologies you research. For Example, inspecting flint for knifes will lower the nature towards evil, as will summoning Meteors, quakes and thunder, killing man and creating hostile conditions. You can tip mankinds nature towards peaceful by researching domestication, and making the world less hostile; placing trees, plants and minerals and fulfilling wishes.

Preventing Progression

When mankind's faith exceeds 1000, they may build a church (if Evil or Peaceful nature is attained before 120 IQ). If this occurs, mankind's IQ will stop at 120, preventing the further research of higher technologies. Although difficult it is recommended to ensure mankind's faith is maintained below 1000, at least until mankind's IQ exceeds 120.