Why all the restarts? Aside from the one time that my starting map demon literally killed all but 3 people in my sect ( 3/4 inners, 6/8 outers, plus dog; the 3 remaining were all barely conscious due to snake venom), I haven't encountered any situations that had me rerolling.
So far the game seems fairly forgiving overall - losses hurt, sure, but there's an infinite number of new disciples to recruit to fill in the ranks of the fallen. (One good thing about Immortal - it turns up the encounter rate so high that you'd think your sect was in the middle of a trade route - constantly new potentials wandering onto the map.)
If you don't understand reputation its pretty easy to lose actually. Most notably taking artifact events, being evil/good and going to the opposite sects and winning kunlun can boost your rep above what you can actually survive without you ever understanding that any of its actually doing you any long term damage, as seen in my sect where I got my rep up to 5500 accidentally and PS elders that I couldn't beat with my dudes started coming out of the woodwork at the slightest provocation.
Of course this is going to take like 200 days or whatever and is more about the quests you take than about if you made a dozen mistakes with your dudes and it obviously isn't the reason for most restarts, but it is very very possible.
As for why all the restarts, it just feels painful to look at stuff go so horribly at be at like day 50 with no progress made or just be so obviously screwed up even if it doesn't really matter in any meaningful sense over the long term.
It showed up on my radar quite a while ago, though I largely dismissed it as 'yet another colony builder' until it cropped up here. It's taken a while, but I finally realized that despite its trappings... it isn't a colony builder, at least in the conventional sense. It's a pyramid scheme.
Yeah, I thought it was a rimworld clone with a cheap "cultivator" focus the day before I bought it, but it totally isn't in any way and from the first minute I played it I was honestly impressed with how different and how unique it was.
The first real ingame indicator to me is that you have very little control over what tasks your dudes do. You can set them a task and a single focus, but beyond that you can't tell them what to do or where to focus on at all, which can be really frustrating when you want your dude to be more optimized and say, craft->tailor if no crafting is available while still having other stuff theoretically checked.
But I don't think that's a design or interface weakness as it might look at first glance, I think its a deliberate decision to minimize the importance of and interaction with your peons, because the game isn't about survival or their stories in the same way as DF or rimworld at all. Its about getting your main dudes really really buff, and just basically ignoring everyone who can't magic kung-fu stab people to death.
So you just set up something that works at the start of the game as far as they go, and then just ignore those dudes for the entire rest of the game and never have to really care about them unless they accidently die in a fire or whatever.
I think this thread amazes me most because sooo many of you see to have a wealth of experience and knowledge about this game. Where and how did you first find out about this game, those of you who would consider yourselves 'experienced'?
3 weeks ago, a disgusting amount of time played, and a lot of time spent lurking on and helping people on the
discord.
The discord is the big thing, because it has loads and loads of guides and information (more then the ones on the steam page EuchreJack linked) and a bunch of people willing and able to answer any question you might have outside the endgame in real time at any time of the day.
Even still, with over a hundred hours in the game I still haven't touched at all on at
least 4 major systems (body cults, divine cults and at least two major endgame crafting systems) and still have a long way to go if I want to know everything about the game.