Afterlife Bugs Out

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I let the simulation run for many years and patiently watched soul counts increase. I discovered another annoying bug (that I had forgotten) – you get no messages when your gates are full and people are being “lost” without being lost due to your choices.

The new bugs have to have something to do with this, and I think I’ve reached the end of what is possible. Almost 40 billion souls in the afterlife – 242 billion pennies – 30,000 years – and millions of people are LOST SOULS because the ports don’t work.

There are two ports in the foreground, serving tiny little locations as well as Lovedomes. They have capacity to ship out, and yet people are still lost souls there for reasons I can’t determine. All the buildings and Lovedomes are full.

There is also a port on the far side of the island, which is full, and the road reaches only to one other port which is also full. The souls there being lost I understand – they can’t get out, and the ports are full, so they have no where to go.

I went from one year where no souls are lost, to another where 100k are lost due to various port capacity issues, to the current state where letting it run for 10 years still generates 5m people lost.

There are multiple examples of this happening in both Heaven and Hell, and I think they’re all tied to port capacity. It’s not easy to tell how many ports you need, and I have the sense that I have irrevocably screwed up further progression with these port choices unless I do something too drastic like destroying the Lovedomes. The optimal strategy is probably to cover the coastlines with ports (Always the 3×3 versions) to enable maximum egress from the locations. Ensure that each port is reachable via all roads on that landmass instead of the Maximizer behavior I tried.

Another likely correct strategy is to start the game with as few or small islands as possible (I did this upon starting this one) and use this hardwon knowledge to get above 40 billion score for the next game. Another thought – just use massive long roads in Heaven just like Hell and stop trying to optimize a short walk. The heavenly complaints don’t seem to affect the gameplay, same as AQ/DQ.

Since I have traveled this far down the strategic investigation with this game I guess it’s time to have a post outlining everything rather than a series of rambling “See what happened” posts so I will do that.

I think it’s also time to say goodbye to this playthrough and start another one.

Some more Afterlife musings

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It is now the year 19,000 and my latest Heaven/Hell in Afterlife contains over 4.7 billion souls. I’ve made some additional discoveries about the mechanics.

First, there is another bug related to technology. I’m not sure what causes it but it likely has something to do with demonic speed. Your planet can suddenly move from the 3rd technology or so all the way to the end of “Advanced Golf”.

Also, I tried for this game not training any angels/demons. Recall that the reason you can’t start bulldozing all your existing structures once you reach Omni’s is that your unemployed beings will start wrecking your beautiful arcologies. The AQ/DQ throughout my realms is 100 (the default) and has no observable affect on the game. If I ever fill up my realms I’ll try it, but for now I have only a few Arcologies built.

Somebody failed at making graphs.

Jasper and Aria complain ceaselessly that my angels & demons are “ripping me off”, along with their realms having too much of the wrong vibes. The only reason I have a vibe problem is because the various buildings emit sometimes the wrong vibes, and sometimes the correct ones. There’s no way to locally change the vibes by placing a correction (like a Simcity Park, for example). And you have to build the buildings you build, because otherwise you lose the souls that want that kind of reward.

It’s fun to load this up occasionally and watch your numbers go up. I’m now engaged in the attempt to fit as many buildings as possible and as many souls.

To Game For Health

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There’s an unexpected new rule in Ingress.  By “New”, I mean something that wasn’t present in 2019.

You can link under fields.

The NIA has studied the impact of allowing longer Links under Fields throughout the Discoverie Anomaly Series. Agents’ local activities obviously differ across Regional Cells and depend on multiple factors, but upon reviewing global activity, we have decided to increase the maximum Link under Field distance from 500 meters to 2,000 meters until further notice.

I remember the challenge of knowing that no linking can go on under a field as being an important piece of gameplay, but that’s been over for six months or maybe longer.  The large field I created this weekend had an agent making microfields the next day – I thought it was a bug.  But no, it seems fielding no longer stops your ability to make other fields, especially microfields.

The map can be a bit hard to see though.

Meanwhile, my Ingress 2.0 career continues.  I threw the fields yet again either 3 or 4 times, and have managed to get over 1 million MU scored, giving me the platinum Illuminator badge that quick. Trekker (walking) Sojourner (Hack each day) and Epoch (Complete “streaks”) should round out the platinum requirements and thus freeing (?) me from the need to get badges to get levels.

Another interesting development. I’ve been walking during lunch, and on weekends, going through trails in support of throwing the megafields and microfielding Burbank; and my doctor now says my blood pressure is well controlled with medicine.  This is the reason I picked up AR games again – I need to walk.  As all reading this know, computer guys/gals tend to not exercise that much.

I did give in and attempt to reestablish communications with the rest of the Ingress Resistance but it seems the Discord is over with.  Or there’s a new one, who knows.

Getting 3 out of 4

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With the family away and no pressing tasks at home, I tried something different – I planned a small set of fields in Ingress.

What I’m noticing about the game today is that the same guys are out in force in Burbank and the Valley, which makes them basically green.  I go back and forth with the resident superplayer in Downtown Burbank. But Santa Clarita now, there’s just not a lot of activity.  Mostly I’m seeing three ladies from the old days.  After building various 5,000 MU fields I expected someone to run out and knock them down, but I’ve been surprised to see them stay up.  So I thought I’d up the ante.

I pick one useful portal near the pass into the SCV, and one just outside city limits.  I jiggle the links around in the intel map for quite some time and eventually find a way to 1) Keep up my existing fields 2) Use those specific anchors 3) Make a four layer field.

I get a small little text file and write myself a list of instructions, and head out.

9:24 AM – Head out the door towards the condo complex.  There is no parking and tiny little streets in this place, but knocking down this Machina portal is important in maximizing the size of the fields.  I pull up near a pergola and get an evil eye from someone who looks like a gardener.  A couple of bursts and the portal goes down even being far away from me, and I beat it.

9:34 – Park at the Moose Lodge and connect two points.  40 MU. Now ready to capture the second anchor.

9:40 – This is going to take a bit, so I stop at 7 eleven along the way.

9:50 Reach Lang Station portal.  This is a plaque that commemorates an important rail link across California, where a golden spike was driven and connected LA & San Francisco.

In short order I link a series of fields with existing ones, adding 630, 1312, 1685, 1491, and 1452 to the total – now 6,610 MU, already a respectable number.

9:58 – After hacking enough keys I leave to deal with blockers.  First one falls in 10 minutes, I farm keys and park to head to the strategic blockers that a greenie put up.

10:10 – I begin the walk. It’s quite a distance, these portals are located underneath a bridge overpass.  I take them down without much trouble, and realize while walking that I should have used a nearby parking spot. Oh well.

10:28 – I head into a publicly open portion of River Village, a private community.  There’s a long trail in there and Machina has created a starburst portal throwing at least a dozen blockers.  It’s hard to find, and parking is limited.  I drive to the end of a dead end street and fire a couple of L8 bursters, and the blockers are down.

10:46 – Arrive at Central Park.  Lots of families and baseball games going on, so parking is bad.  I find a spot in the middle of two portals I know I need to knock down, and walk to the first one.

But in my notes, I have a third portal listed that needs to go down.  Fumbling with the phone, I’m unable to find it, and eventually have to hope that I wrecked it along with the many others I also took down.  I walk back to the park entrance, take out that blocker – the beginning of a set of fields the greenies have put up – and head back to the car.  Exit the park at 11:12.

11:15 – Quick stop at the nearby shopping center.  It’s hard to get to the Tree Mural portal, I think it’s inside a store, so I instead ADA it and move on.  With this, the last blocker is gone !

11:24 – Arrive at Blessed Kateri Catholic Church for the first layer throw.  But first – I throw some additional fields and am surprised to see them score 1741 and 10245, pretty big numbers all by themselves.  The first field layer nets an astonishing 49,006 – total now 67,602 MU !

11:33 – Now arrive at the third layer portal, but it needs to be captured first since it blocks the second layer.

11:36 – Quick drive back down the street to Woman Making Tortillas mural.  Second layer up.  480 and 47,150 score, total now 115,232.

How a larger field nets a smaller score is beyond me, but there’s no arguing with Niantic.

11:48 – After dealing with the final blocker, back to the Community Notice board. 527 and 49078 added and new total now 164,837.

11:52 – Arrive at the final portal along San Francisquito canyon.  I had feared there’d be no service but it’s not an issue.  But – something is blocking !

It’s Rivervillage portals

I had hoped to park and walk a trail here, but it wasn’t to be. If I had, I’d probably have knocked down these things.  A shame, but a super respectable total anyway.  The whole thing took about 1.5 hours, half an hour more than I had expected.  I’m glad I didn’t get more ambitious than I already did.

Man, I had forgotten how much fun Ingress is.  Now I just need to remember not to go all hard core and lose the fun for myself.  I’m doing a couple of things to keep myself sane :

  • No chat contact with the community. I’ll get too amped up.
  • No diversions from commuting to add another hour to the time it takes to get to / get home from work.
  • No IITC, which is a good app, but encourages overplanning and overexcitement.

I seem to have given in and started using the intel map again, though.

Ingress Levels 9 – 16

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I forgot all about the medal requirements for Ingress up to level 16.  Quick googling reveals a table :

LevelSilverGoldPlatOnyx
9410
10520
11640
12760
1371
142
153
1642

It will probably be a very long while (if ever) before I reach level 16 with these requirements.  I’m sure I can get two Onyx medals, but getting four Platinum ones in addition sounds impossible.  I guess this is my punishment for starting up with a brand new account again.  This is never an issue for players that recurse.

My Pokemon Go account has hit level 30, and I sure have a lot of critters. I possess two Legendary pokemon – Kyurem and Zygarde.  So far I am underwhelmed with Kyurem in battles, and Zygarde is not really powerful enough to use – I think it needs special “Cells” to gain power.

I have a host of more normal pokemon – of the many different types – with my best two creatures being Rhyperior and Mamoswine, three level evolutions of what seem to be common pokemon.  They do well as I battle the Rocket and various raids.

I’m more comfortable with the later game – clearly, this is a pretty easy game.  The real challenge is getting your hands on Legendary pokemon.  This is only possible with 5 star raids, and even then, you might not catch the stupid things with the balls you get after the battle.  I’ve had two critters escape me so far and only caught Kyurem.

I am definitely walking, and driving, more so I suppose the AR games are accomplishing the “Get your butt out of the chair” goal I’ve set.

Zooming through Thousands

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I let Afterlife run on Demonic speed. There were a few problems, but after I dealt with them and added “Arcologies” to Heaven and Hell everything went generally fine. I got all the way to year 12,500.

The maximum value for the multiplier is 100 – makes sense. So 3×3 buildings may get to holding 5 million souls. You hit this around turn 11000 – assuming it’s turn based.  Or 8 billion population.

There’s also a question of efficiency in real estate, and here’s the results.  The population you can cram in, square by square, is best with Arcologies of course.

Five By Five10,000,000
Six By Six13,888,889
Seven By Seven20,408,163
Three By Three555,555
Two By Two (Best)980,000
Two By Two (2nd Best)630,000
One By One (Best)67,500

So it looks like the better way to develop might be trying 2×2 until you get the Love Domes/Omnibolges. Even if you don’t get the best 2×2 (and, why wouldn’t you?), the second best one is better.  Lock them when they’re discovered and you’ll never worry about losing them, although the locks cost.  My game required me to cheat pennies only a single time, so it should be OK.

The only thing I don’t have a good handle on is the AQ/DQ.  Supposedly, the higher the better, but the mechanic is invisible. This might influence when buildings develop, so a test game around angel/devil education might be helpful to know.

Omnibolges and Lessons Learned

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I’ve done it.  The big buildings are 5×5, 6×6, and 7×7.  They are really huge and hard to fit in a crowded map.  The most “Efficient” is the biggest, holding 1 billion souls.

The surprising result was the way the buildings “Get bigger”.  3×3 buildings start with 50,000 person capacity and ended up in my game at 3 million.  The exact trigger that increased the size is unknown, but I assume it’s total population.  Also – Easy Mode, bad things off = 5 cent maximum soul rate.  The rumor of $1.75 seems to be untrue.

I used a couple of strategies (detailed here) to build out the afterlife.  It worked out really well in hell. Long dual columns of buildings, carefully evolved to 3×3, and working around the rocks and karma anchors. There’s maybe 25% empty space and 99% of what I wanted to be a 3×3 building ended up turning into one.

Heaven didn’t turn out so well. Maybe half the intended 3×3 buildings evolved as desired, and it was a struggle to get things zoned.  It also didn’t help that I forgot I was training angels and ended up with way too many at an earlier point in the game.  Aria complained the whole game that my roads were awful, so why did I bother trying to make her happy ?  I ate a lot of real estate with those road choices.

Love Dome in the East corner.
Envy is minimum 4 to 1 more than the other sins, and required multiple “columns” to handle. All others used a single column and some barely developed.
Heaven, by contrast, had almost no Chaste souls, few Charitable & Temperate, and similar numbers of the remaining four.  Humility was the only virtue/sin I adjusted by making it more “demonic”, which suggests that if you do that, you get the above graph instead of the Hellish graph.

The lesson I’m taking from this is the strategy should be adjusted.

  • 3×3 buildings in Hell, and in HEAVEN, in long columns.
  • All Hellish buildings the same together, some kind of mixing in Heaven. The challenge being which virtue/sin will be present the most ?
  • Ports and Gates are the “Expandable” buildings.  Ports were rarely a problem because of nearby water, so the only buildings to consider future size are gates.
  • One giant gate is best for Hell – though I did need an additional little one on the other side of the map for a trickle of souls who couldn’t find a gate.
  • It’s hard to know what the right gate strategy is for heaven, but probably multiple. I used three.
  • Gates put out a mountain of negative vibes.  Good buildings won’t grow near them, but some kinds of 2×2 buildings will.
  • You can probably get by with one karma portals, and just build all around the rest.  Use the real estate around it wisely.  Possibly three buildings with super short tracks, and remember, short tracks = more temporary population = more money.
  • Once money is no problem, you may want to bulldoze the training centers.  Fitting in good Arcologies will be an issue if you destroy a bunch of buildings and end up with unemployed angels/demons.

I think though, before I start a new game, I want to see just how many souls I can cram into the afterlife.  My EMBO’s are only at the industrial revolution, lots of technology to discover still.  And I really want to know how high the building multiplier ends up.

Revisiting Niantic

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I just reread my last couple of Ingress posts, to help me remember exactly why I quit.  Because, I’ve decided to start playing the game again.

My son did something unexpected – he told me “Hey Dad, you should load up Pokemon Go again.  I’m playing it a little and it’s fun.”.  Being a dad, I did what he asked, and loaded up Ingress and Monster Hunter, completing Niantic’s current trifecta of games.

The technical upgrade Ingress went through had many smaller UI problems but they got the core gameplay put together well. Over the past 3-4 years, they polished it.  Gone is the constant reset of position, the difficult to read elements, and on my newest phone it’s a pretty nice looking game.

I’m going to claim that I’ll not participate in the crazy multi player Ingress operations anymore.  It might be harder to do anyway – many of the old names seem to be gone, and the ones that are left are generally the “Not Hardcore” element.  I assume the Discord channels are dead; I think I was on one of the messaging apps as well but they’re all uninstalled.  The three agent names I see on the LA cell are all the hardcore players left, and of course they’re all in on Burbank, but it looks like they do it all solo.  So I think it’s time to see if you can play Ingress a bit more casually, and it’s working so far for me.

Not quite couch level, but close.

I am thoroughly surprised at Pokemon Go.  They’ve expanded the world of Pokemon – either franchise wide, or just in Go – and completely revamped the Gym system which I hated.

  • Gyms are also Pokestops now.
  • Place a defender in a gym.  The longer he stays, the more coins you earn once he gets kicked out.  Maximum 50 per day.  Since inventory space upgrades are 200 coins each, after 4 days you can upgrade your inventory.
  • You have a level at each gym.  The benefits are not something I’ve figured out yet.
  • Gyms have “Raids” (Eggs) ranging from 1-5 stars as well as your pokemon.  The actual icon is a Bowser icon, natch. I can solo a 1 star raid, and get wiped out with a 3 star.  I need to try a 2 star and see if my critter stable is good enough to do that.  And/or, figure out a better way to participate with other players to win gym battles.
  • Team Rocket takes over gyms, and does some slightly different flavor of raids. I haven’t really understood it yet.
  • Team Rocket also shows up randomly at portals and you can battle them.  The battles are not easy but neither are they super hard, the one’s I’ve done are very well balanced.  They come in Grunt, Leader, and “Giovanni” flavors – in order of difficulty – and I’ve only experienced the first two so far.
  • Team Rocket battles have good enough rewards and are fun so I enjoy that piece.
My son told me to do the raid with him, so we did, in the food court at the Burbank mall.

The Pokemon upgrade system is better than I remember it.

  • Each critter can be leveled for a small power increase, maximum of 50.
  • Many critters evolve.  To evolve one, you need candy, usually acquired by catching that family of critters.
  • Your critters have a CP rating with “An Arc”.  The Arc displayed for your pokemon is how close it is to the maximum that you can acquire at your specific level.  The Arc stabilizes at level 30, so you probably should save your stardust and candy until you reach that level.
  • There are special items you need to evolve some critters, in the onesy-twosy range. These are super rare drops.
  • There are also Mega-Energy Candies (what a strange name) that allow you a Mega Evolution for certain pokemon.  I’ve no idea how to acquire these things; I have none.  You need 200 or so for each mega-evolve.
I’m sure these are all “No Good” but they’re the best I have now.

So I throw a lot of balls and catch a lot of Pokemon, and have some enthusiastic newbie favorites.  All the names I see on reddit postings are for critters I don’t have, of course – the Legendary pokemon are all catchable only after doing a 5 star raid.  Maybe my son and I can do that at some point, and college is out for the semester for him as of Monday.

It looks like you should acquire “Friends” so anyone reading this may want to add me.

My next step for Pokemon is to reach level 30.  Then the critter power stabilizes and you don’t waste your resources. After that, leveling gets harder (unsure what the point is) until you can reach level 50 the maximum.  And, I should keep collecting and filling out my Pokedex, of course.

For Ingress, I decided to start over with a completely new account. It felt like the right choice – sort of an involuntary recursion with medal resets.  I reached level 7 yesterday and expect 8 after another week or so of taking Downtown Burbank portals and having them reset by the mega-hardcore players.  At level 8 you’re on an even footing (mostly) with other players, and the only real question is what kind of weapons can you acquire, and how much time you’ll invest.

Monster Hunter got uninstalled pretty quickly.  The real-world tie-in just wasn’t there.  It’s probably temporary anyway just like Harry Potter and whatever other games they’ve built-and-discontinued in these past years.

There’s another reason I revisited Niantic.  Have you seen the quality of phone games recently ?  OH MY GOD.  Every game is a weird money grab with no enjoyment.  You have to pay, to move from screen to screen, and if there’s a bug in the game good luck with it being fixed.  I can’t find anything worth spending idle time on the phone – I’d rather read a book. It boggles my mind that enough people spend that money, to support that ecosystem.

Against that backdrop, Niantic is the king of customer service and good gameplay.  Yeah, you can buy some odd things in its games (Pokeballs and Level 8 bursters) but it’s completely optional and doesn’t give you much advantage.  Not to mention, I had to file a support ticket to get an Agent name and it was resolved in about 3 business-hours.  Not bad.

So for the moment, I’m playing games on my phone again. Anyone got good book recommendations ?

The Heavenly Grind

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After 4500 years the strategy seems to be working. Over 500 million souls, and earning mad money.

I have a spreadsheet compiled which lists out the maximum population of each building – and the changes. Take a 3×3 building, it begins the game with a maximum population of 50,000. As time passes, it continues to get more multipliers. Somewhere around year 750, it gets a 2x multiplier to 100,000. By the time you reach 4500, the multiplier is 39 for a 1,950,000 soul building. The real question is, how high does this go ? Is it always increasing ?

The first few times it’s pretty significant – double the population ! The last stage I reached, 38 to 39, is a 2.6% increase which is a yawn.

The game does become a bit of a job as time goes on.  Hardest to keep going is Heaven with the diversity requirements and the lack of buildings evolving to 3×3.  The evolution requirement is unclear but it includes something random, vibes, diversity and demand.  In Hell I can stick reward buildings next to things that haven’t evolved.  It works less well in Heaven.

My fabulously boring (in a positive way )and packed Hell.
My diverse, boring in a negative way, Heaven, with many less dense buildings.

I refer frequently to the in game graphs, which are helpful in many ways.  First, always make money. Second, have no lost souls.  Third, balance the game.

The Accounting Ledger

As you can see, eventually it becomes all about the pennies in. The game starts with a huge deficit that eventually gets overwhelmed.  Lost souls, hit you two different ways, no revenue for them coming in and they cost you the same amount, so it can become a problem if left unchecked.

The Labor View

You want to have no angels commuting, and mostly non-imported workers.  Heaven at 15% is too low actually – I’m risking the Angels getting bored and attacking Hell.  A 20% figure is the best.

Your Zone Map

Try to have some empty space at all times for new residents, in each of the categories. 

Being at 25% of the way to Omnibolges, it should go quicker from this point to the game’s “Arcology” structures.

On Lucasart’s Afterlife

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I can hardly believe I’m writing a blog post about a game that came out 27 years ago, but here we are. Lucasfilm, at one time had a gaming subsidiary called Lucasarts, and they produced something that has never been sequeled or surpassed : Afterlife. Here is your elevator pitch for this game – “What if you combined Simcity with Heaven and Hell ?”

I clearly remember loving this game, playing up until 2 billion souls, and being so frustrated with certain aspects that I hex edited game files in an attempt to unlock the Omnibolges. But I don’t have all the details. After a fair amount of searching through the interwebs I have found only a few sources of information about the game. This is also the only game with no subreddit dedicated to it.

Forum Posts from 2013 laying out bits of strategy. The Afterlife FAQ – this is vintage ’90s, when we put these massive text documents together. And the really surprising thing, an Article from November 2023 from a guy who clearly loves the game and “has beaten it”.

After starting and stopping a few different games, I have thoughts about tactics and game mechanics. And I need notes to get to the point where I win as well.

BAD THINGS – Turn them off. You get half the soul rate, but leaving them on guarantees both boredom watching the nose/picnic basket, and they ruin your super fiddly carefully constructed astral plane.

MONEY CHEAT – I highly doubt you can get through the game without at least one money cheat. It’s $@! which I remember as SHIFT-421. This is due to the strange negative cashflow you start out with and need to manage down by growing the size of your heaven/hell.

ROADS – Roads are odd in this game. You want them to be inefficient in Hell which suggests one super long snaky road. Yet I also remember reaching a point where the roads have a bug – no one is on them. After they get a certain population there’s probably some overflow error. In 2023 I have not reached that point.

An example of Hell Roads. The gate on the left feeds a long snaky road on some astral real estate.

Roads in Heaven should be efficient, so think nice squares with zones / infrastructure in the middle. For neither do I think I have the best building strategy yet.

Heavenly Road example. Not perfect, I’ve found, but gets the idea across.

ZONES WITH VIBES

Each type of zone – or color – puts out a certain type of vibe. To make matters worse, as you go through the development cycle, each zone goes from positive vibes to negative, or from negative to positive, or bounces from positive to negative ending in no vibes. So far I’ve ignored this dynamic since you have incredibly limited ways to influence the vibes in the game. And this may be a big problem.

INFRASTRUCTURE WITH VIBES

Some buildings put out positive vibes, like the Topias, Training Centers, and Reward buildings. Others put out negative like Gates, Karma Trains, Siphons, and Karma Portals.

ADJACENCY BONUSES

Heaven likes to be diverse. You’d like each zone to have as many different other types next to it as possible. Of course Hell is the opposite – a sea of Green gives the best adjacency bonus.

SIZE SURPRISES

Several buildings go through an upgrade cycle. At least one will screw you up. Your first gate will probably be 3×3, and so will the second. The third gate is a 4×4 building. It will spill over when upgraded if room is available, and if not you can’t build it. There may be others.

POPULATION SURPRISE

When you first sit down and look at the game you’d think “I get it. Those 1×1 buildings have certain population sizes, and better ones have more size”. This is true – but the size amount changes as the game progresses. In other words, the population in any specific 1×1 building gets larger as time goes on. This deserves some documentation. Later.

ZONING STRATEGY – HEAVEN

The obvious strategy would be to go for 3×3 buildings in some kind of road box. Pearson recommends 2×2, which I haven’t tried out yet. I’ve had good success getting 3×3 buildings so I think the next game includes 3×3 as a goal.

This might be called “3×3 Heaven Doubles”. Looks good.
“3×3 Heaven Triples” like this, doesn’t work well. You could put some kind of non-road-building in the center but these don’t exist. You only get five reward buildings and these are 4×4.

It is possible that if you modified the above to fit 4×4 buildings, that would be a good strategy. You could introduce more diversity for the corners that way. The center zones get 4 diversity which is probably the maximum.

All this said, I feel pretty good about the first idea for Heaven.

ZONING STRATEGY – HELL

Assuming a goal of 3×3 buildings, you want as little diversity as possible. Only roads and the same type of zone next to each other. The trick is, the 3×3 buildings never seem to develop if you make a gigantic zone, just look at that first screenshot. 25 million souls in Hell, and four 3×3 buildings.

I think some of the explanation is that to develop a 3×3 zone, the game will not break down any 2×2 zones into “nothing” or 1×1 tiles, it will only make them even. If this is correct it suggests that you isolate areas until 3×3 buildings develop.

So maybe the key is to let each of these 3×3 blocks develop into one, then zone in the middle area with additional green.

Or, maybe Pearson has the right Hell strategy with only 2×2 buildings. Problem is, if that is correct, you still should do a modified version of the above.

LOCKING STRATEGY

There is a 2×2 building for each type of zone that is the best in terms of highest population. These are worth locking – they can devolve to less valuable 2×2 buildings.

What’s not so obvious is that buildings do not seem to devolve from 2×2, to four 1×1 buildings. Put it this way – I’ve never seen it happen. And so, there’s no need to lock your 3×3 buildings. It’s a small thing but each lock costs you around 10 pennies a year.

Time to start a new game with these lessons learned from four recent attempts. To some degree your score is the number of SOULS you collect, and my games have gone from 1 million (test game), to 14 million, and 83 million. Can I do better next time ?