I guess it's like a life simulator in that you can control what each villager can specialize in and how their lives will pan out. There is some foraging, planting, and fishing in the game, but it doesn't really fit a farming sim category since there isn't much variety in the crops/fishes and the villagers harvest by themselves for the most part.

To survive this time you'll need to balance building and finding food with spreading faith, but Virtual Virtual Villagers 5 is still the same casual game. you start with a group of villagers, and must keep them motivated, train them and much more. It can seem strange at first, but the in game tutorial is very good and if you follow the instructions you'll soon get the hang of it.


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If you're unfamiliar with the Virtual Villagers series, here's the scoop. Your goal is to help the village thrive by keeping its occupants fed, healthy, happy, and busy. Train villagers to perform tasks by dragging and dropping them onto different areas on the map. Placing a character over berries, for example, sets him or her to harvest food, while dropping someone on an unfinished structure puts them to work building. As each villager performs a task, his or her skill in that area increases, creating a faster, more efficient worker than before. Technologies can also be researched to give your villagers more powerful skills that make your job easier to accomplish. They're also the key to uncovering over a dozen hidden secrets of the ancient ruins...

Virtual Villagers takes place in real-time, meaning even when you aren't playing the game your villagers are eating, drinking, gathering food and carrying out other assigned tasks. If you leave them alone for too long, you'll return to find starving villagers or worse, a town full of skeletons. This creates a wonderful virtual pet kind of feeling and makes you want to hop on and check your villagers' progress several times a day. It's great for short spurts of gaming and has loads of replay value.

The third game in the series doesn't mess with the established formula, keeping the drag and drop interface and basic tasks unchanged. The technologies are tweaked slightly, and new Nature and Magic factions allow you to increase food production or scientific research, altering the flow of the game. One fun new feature in Virtual Villagers 3 is real-time weather effects such as rain, clouds, fog, thunder and sunshine. These play a role in uncovering the game's secrets and can cause your villagers to change their behavior, such as scampering for cover when it begins to rain. There's even an in-game achievement system that rewards you for hitting certain milestones.

Analysis: It's no secret that Virtual Villagers is one of the most entertaining and loved casual game series around. The combination of simple but rewarding village management tasks, real-time gameplay and long-term mysteries to be solved creates a strong bond between player, game, and villagers. The result is something you can't wait to check up on a dozen or more times throughout the day and keep playing week after week. The down side to this consistent gameplay is that many times you'll run out of things to do. Often you'll set a few villagers to work and run out of tasks, forcing you to take a break even though you just got started.

Drag villagers one by one to the red and yellow robe that is hanging at the amphitheater. Have each one try it on till the chief is identified. If you've tried all your villagers and none are the chief, it's probably the baby of a nursing mom. Wait and try it again. Later in the game, you'll need to repeat this process if your chief dies. At Level 1 of Leadership, your chief can grant magic food: drop her on the food bin in case of emergency. The Chief can only do this once every 24 hours, so use it wisely.

Sending lots of untrained villagers to clear leaves at the grassy area to the far right of the village will help you complete Puzzle #4, and is also an easy build project that will give builders experience. People tend to wander off from this project so use the chief to help direct work. You might consider setting your villagers to this before you turn the game off for the night, and coming back to the completed results in the morning (a burial area).

Getting Rid of the Sharks.

Prerequisites: Level 2 Faction, a working alchemy lab and Adept Scientist.


Once you have the sixth herb from leveling up in your faction, you can get rid of the sharks with a potion. The potion recipe is Orchid + Orchid + 6th herb (for Nature Faction), or Rose + Rose + 6th herb (for Magic Faction).


Have a scientist make the potion, then use it. She will then fill a vial with the potion, carry it to the ocean and dump it in. The sharks will disappear and your villagers can fish in peace. From here on out, you don't have to worry about food any longer.



Plant all three fruit trees. You'll need level 2 Restoration to repair the lift. It will take three Adept Builders at the same time. After repairing the lift, put a villager on it when it starts to rain. The villager will be lifted up to the tree and a seed will fall. Do this twice to plant the fruit trees. You can support 12 to 15 villagers with the fruit from these trees.

One of your villagers is definitely your chief. You can use the details screen to make sure you test every villager or you can pause the game and drop everyone on the robe at the same time. Keep in mind that nursing mothers cannot try on the robe. If none of your villagers is the chief, have the mothers and babies try on the robe when she's through nursing.

It's somewhat difficult to have babies at the beginning of the game. It gets easier as you buy Medicine technology and villagers gain parenting experience. However, until then, you need to be persistent. Also, you don't have to wait for them to actually go indoors. When you hear the kissing sound after dropping them, that's when it happens. You can immediately pick the villager up and drop him/her again. Do it over and over until you see the population counter go up or the female is carrying a baby. Don't give up and it will happen eventually, even if you have to drop them 15 times in a row!

Twins and triplets occur randomly. They come late in the game after you've purchased medical technology and your villagers are in overall good health. Fertility potions don't help with twins and triplets..

Your villagers can still gain building experience after all the projects are finished. Drop a villager onto a completed hut for repairs. There is also an energy potion that will sometimes (not every time) increase building skill. The potion is:

There's not really anything specific to get a villager over the age of 90. It will come late in the game when you have most, if not all, of the puzzles solved. They help with the overall health of villagers. Also, maintain good conditions for the villagers. Keep the fire burning. Train lots of doctors. And keep in mind that the aromatherapy puzzle, for example, may not immediately produce longer life for the existing adults. However, children born after the aromatherapy puzzle will be healthier and will live longer. Also, having Nature Faction increases longevity. You'll get 90+ villagers eventually. I have a few who lived past 100.

That being said, if you can view the quirky little movements and behavior of these little villagers as "charming", then you are likely to become easily immersed within the fictional island of Isola and have yourself an enjoyable experience that borders on magical at times as you uncover the discoveries that await you.

Firstly, it's difficult to train your villagers in certain skills after you reach a certain point in the game. VV3 has attempted to address the perennial doctor problem by giving you a place to train villages in Healing, which is great. It also gives you lots of things to build, but it's still hard to train new builders as you get toward end-game and all you have left is that clothes hut...

Secondly, some of the puzzles suffer from a lack of hint-age. I finally gave in and looked at the guide page after spending two days trying to get the very last puzzle. I flew villagers all over the place, trying to see what they might be able to do. I did everything with a Master everything, just in case it was skill-based. But the puzzle turned out to

My main problem with Virtual Villagers is, while the graphics are pretty lame in comparison to other casual games, is the inexplicable way my villagers stop fishing and start consuming all the food in the village as soon as I turn off the game and go to bed.

And if you wish to play the game more casually, simply set the game speed to "Pause" in the game's Options menu when you're finished playing for the day. The villagers won't misbehave while you're gone. :)

In our defence, however, if you compare VV3 right next to VV1, I think it is clear that the graphics are much better. We also upgraded the animation engine...they shake their head and jump very smoothly now...they leave footprints in the sand--only where sand is present on the map. It rains. Puddles form. The villagers see them. That's the type of 'polish' where we focus our very limited resources. We have also put more effort into the story, and we are starting to unravel details about this mysterious island setting of all of our games.

In terms of polish, Virtual Villagers definitely doesn't fall short, and it wasn't my intention to compare it to a big studio production. What really counts is how fun the game is and the work that's done "under the hood", as you said. I still care about those clumsy little villagers and will continue to do so, even if you switched to ASCII characters! 589ccfa754

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