Anonymous asked: From a game design perspective, how will you force the player into dangerous situations? My primary complain with 1/DDA was that danger could be completely avoided. You could get enough food for a lifetime with little effort, and without a foodclock, the entire game could be spent sleeping and reading. How will you stop this from happening in C2?

That’s a very good question! That was one of my primary problems with C1 too, and fixing it is a priority for me. Here are (some of?) my ideas: