a multiplayer game of parenting and civilization building
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Was thinking about lineage and surnames and such, And would really like a way where we could create a new family line mainly because I want to see different surnames about the town.
Just saying something like "I disown my family" or just saying "I am *insert surname here*" which sets your surname, but not your family tree and everyone then becomes "distant relative" apart from your mum and siblings who will remain "mum" "sister" "brother" "uncle" "aunt"
Then all your kids take your surname.
This will allow us to be better families in long line villages, For some reason, I don't roleplay much with my "sixth cousin, 4 removed" then I do with my mum uncles and siblings
Also having the ability to name yourself after a job you are doing or want your family to do may help alot, EG naming yourself "baker" or "smith" and then once your kids kids grow up they can change again.
For the first for generations of a town the surnames likely won't change.
I know people have been asking for "titles" but IRL surnames where used to mark professions, hence why we have Smiths, baker, Coopers. sometimes surnames where locations or even descriptions.
Let me know what you guys think, just want more roleplaying that also adds something to the game without adding content.
I once tried to give first aid lessons to the new players. I volunteered to be a stabbing victim and... I died before they patched me up.
In a hindsight we should have explained theory first before the actual stabbing and designated who would be the one to patch me up.
So, I died in pursuit of greater knowledge. I will probably use this story next time somebody complains on steam forums how veterans don't teach new players nothing.
yeah i have literally done the same thing XD
I now get someone else to stab another person and then do the healing myself and get people to watch, especially for Arrow wounds.
I don't think It should store alot of things, as its fairly early on, maybe just grain and salt or maybe even corn kernels (for animal farms).
It Should less than 10 but more than 4, 4 bowls can be put in carts, and more then 10 is just too overpowered, thinking 6-8 bowls to fill would be nice. and it can not be moved if there is something in it. So you have the bonus of having more slots then a cart, but the disadvantage of not being able to move it.
Hence you would have one at a bakery and wheat farm, and someone could do logistic runs between them. its more for cleaning up clutter then making life easier, and tbf it doesn't change much of the gameplay.
Yeah, I agree with you on this one Rebel. In my last life, we used a lot of baskets to do clear up the clutter and it worked to an extent, but some villages aren't fortunate enough to be around enough reeds. Although do you recommend them being permanent structures almost like a silo or moveable like stew pots already are?
It will be moveable until something is put in it. or its emptied.
Be able to store Flour/grain/salt other powder/grain like items, in a crock pot.
Every time I make wheat farms to make compost or baskets and don't care about the grain, it ends up just sitting on the floor or in bowls making clutter. Plus its a kind of a solution for empting bowls, even palm kernels could be stored in them.
Plus it kinda acts like a drop-off point for grain/flour at the bakery. Doesn't have to be huge, just holds like 4-8 bowls.
Rebel wrote:messy camps are the worst, and I am all for adding a feature to encourage players to store things nicely.
This feels like treating symptoms instead of the cause, a band-aid fix, except this band aid could kill you. You are believing in the stick instead of the carrot, its negative reinforcement which has its own merits, but can also backfire. I'd rather teach people to be efficient and clean, and have praise be the outcome. Do this because its for a good cause, rather than don't do this or this bad thing will happen. Apples and Oranges as is most psychology.
Well I see it as a reward XD, clean up and you are rewarding the pleasure of not having rats about. No i do agree, There is likely a better way to stop people for being messy, more containers, more stockpiles, more trashable items.
Teaching doesn't work, people will always be messy if there is not negative or positive reason to not be, I once cleaned a whole town, stockpiled everything that could, threw away everything that could be trashed and stored tools in containers, But guess what, once i had kids and told them to "Hey, keep things in containers or stacks don't leave things laying around" and presided to show them the clean town, few mins later i see plates laying in tiles right next to stacks or plates, aswell as other easily avoidable clutter.
I am just fed up having to clean because every tile in the village has something on it.
Also, why do people make everything so close together, I have been trying to teach people to build with alot of space and make roads to "buildings/workspaces" but for some reason i always see the forge bakery farm and sheep pen all clustered together which makes even more mess. I have seen a few towns where there has been 10-20 tiles between each work space and it was lovely.
happens all the time XD
Although you were 57 so it was probs a waste to heal you anyway.
I swear you used to be able to feed shorn sheep to get dung, I may be miss remembering. I thought a sheep just poops when you feed it which makes sense.
Yogscast also played it.
I always prefer apprenticing the newbies to someone eh.
Its way faster than actually explaining it, and they normally understand most of the skill after a single lifetime, IF they stay alive
This is totally the best way of doing this.
This is how we used to do it, replace yourself with a child before you die and teach them what job you were doing. Every mum should send their kids off to work on something or with someone.
"Go help great uncle hunt rabbits"
"Go help grand mum to bake"
Not only do you get replaced but the new guy learns and helps out.
The hard part is knowing your child lives, hopefully, the person you sent them too will tell you but that not always the case.
dude i watched this i totally thought this is a perfect example of a new player. He managed the tutorial but you can still see alot of things still need explaining
^ speed counts a lot when building, bruh
Nar, it doesn't take long to build a building, Peins 4x4 adobe wall sheep pen can be built and plastered within a life. and looks so much better then ugly adobe oven pens.
Plus if i understand correctly, this is an outpost design, if you have time and food to build an outpost you have the time to make it look nice.
Ugly, build with walls and you have me.
Thought you changed pein, your adobe wall sheep pens were great why not make stone walls?
-1
They are shit for a reason. making them less shit takes power away from the steel hoe.
If you really want to waste time and effort, just grow 4 milkweed everytime you make a stone hoe so at least you replace the rope, and stone and branches are common, this being said, the branch is worth more on a steel hoe then a stone one.
Cecil wrote:Yeah, I suppose they could be an intentional omission because there's a future biome they'd be well suited for. In that case, maybe we could just achieve the same thing with some sort of food spoilage.
Food spoilage is tricky, because when do you make the cut off as I said. If you want to curb advanced settlements you have to be delicate otherwise you are making getting there harder on top of being there much harder. This is why I believe communicable diseases is a future goal meant to only affect advanced settlements - which is easier to tie to animal husbandry rather than food production. If at some point the community does not put time into preparing medical supplies, they run the risk of a communicable disease wiping them out, and would not effect early settlements. The sheer size of advanced settlements would fall into this logic versus the handful needed to advance an Eve camp.
I think there is a way to add spoilage in, but also have benefits.
EG not spoilage but "aging"
such that pie decrease in food pips the longer they are left (meaning people need to cook, then eat them).
and such that there would increase in pips on other foods, like aged meat or stew.
EG, its better to leave stew for a few mins before eating for better pips, or eat it straight away for normal pips.
and have other foods decrease in value, "old pie", "old bread" etc, and veg should just decay if left on the floor to too long.
NOTE: this is just me throwing ideas about to start a discussion, and i know this isn't a thread about food spoilage.
I can rats just being a reskin of mosquitos, on a different biome but give the plague (which Psykout said) would pass to others who share the same tile space (can totally see this being used to kill of villages by bad people tho).
I would like to see rats spawning due to food left on tiles, not in baskets or boxes/carts. this could be another reason to push technology and to generally be tidier.
messy camps are the worst, and I am all for adding a feature to encourage players to store things nicely.
the fat could work, the skinny only if it would be an advantage to it, cause most of us eat when low, doesn't hyper-optimize each bite, so staying low or medium has not much chance
it could work if we would have higher food bar, and some eating capacity which could be upgraded somehow, like not 20 bars, more than that but a time limit to eat again same food? now if its low nutrition you would just waste time, this would give some meaning to food and berry eating would be much worse long term
could be linked to the food chain, <5 bonus you are skinny, >5 you are normal.
Well that was my first thought, people normally don't eat until they are starving, making people skinny may add the little touch to stop people from doing so.
and tbf, it could simply be just that, if you start starving you get skinny, helps other people see that you are dying. and if the annoying bing doesn't tell you to eat, your skinny bones may. and as soon as you eat, you stop being skinny.
I personally would love to see some visualization like this in the game, even if its just skinny and fat models,
fyi, would help mums feed noob kids who don't know how to F
I like it, but I prefer..
if you overfill the food bar, you get fat,
if you are constantly starving you get skinny
if you craft alot of things, you get bulky
thus, food wasters are fat, hard workers are bulky and people that are likely to die from starvation are skinny.
Its would be a helpful visual aid to see who is doing work, who is eating too much food and who needs help keeping food bar up.
When I smith I always have a backpack with file and hammer in it.
My general rule of thumb for everything is the fewer tiles the better.
I dont ever use more than one flat rock. (Unless I am making multiple tools at once which is rare)
I would rather use more kindling and have a small forge space then try and be efficient with kindling and have a messy huge forge. I have seen forges that have separate rooms for charcoal production, which saves space, (no adobe and no need to take off bellows etc).
I mean, just do what works for you, if you have a certain way of doing it then that is fine, don't worry about space or timings or whatever, as long as the tools are made who cares.
If people wanted to be efficient they would make multiple areas, 1 for kindling -> charcoal, 1 for ore -> wrought, 1 for wrought -> steel, and then a tiny arse blacksmith that is literally just a stack of steel ingots and a forge/flatstone to make tools. Maybe I'll start doing that.
On an off note, build a forge house, with a door, that way people don't fuck around on tiles while you are smithing.
its the same situation with bakeries, everyone seems to make a huge arse area for them, the best bakery I have done was a 3x3, including oven, however, will say that was with 4 carts and 16 baskets (this was also about 80 versions ago).
I just had a game where two families went to war,
There were two towns with two different families fairly close to eachother, there was no way both could survive with they growing population and they kept stealing carts from us, so we decided to war, three us of got bows with 2 arrows each but just before we were about to move out, we got ambushed! they attacked our town! it was a bloodbath.
Was alot of fun, murdering is good RP at times and tbf with a town medic, it's easy to survive murderers, but the war was not griefing, it was survival plus we had was amazing fun.
Was making a run to the jungle to get some latex with four buckets to my horror, I had to run back and forth as I couldn't put them in my cart, not sure if that was intended, I also didn't check if coagulated latex could be put in carts.
I tried it twice on two different lives so I assume it's not me being stupid.
o_O this post confuses me, I mean it is pein so what is expected..
Anyway, you can make stew without steel so what is the problem?
Android +1
The lineage ban should take into affect when a player COMMITS a murder as well.
To prevent them from suicide and coming back to finish off the civilization.
What if you are killing a murder? and then accidentally die?
He has said that new tech has to have a "Need" to be made, that you HAVE to make it in order to survive even longer, for example, you "Need" compost because soil runs out etc..
By this rule, the game should Never get to a state of calm, the town should always have to be looking forward to solving resource problems, thus tech that makes life easier I doubt will be made, things like pie makers or whatever UNLESS it fits the "need" approach. like steel tools are a better item then stone but you "need" steel because stones and rope end up running out, and there are different steel tools that allow you to craft different stuff that is then "needed" to survive like wells.
I don't know if we will ever see cars, I don't see the "need" for them, then being said he added ridable horses.
Only time will tell we are slowly getting more advanced content like pigs and meds. It would be nice to see a road map of tech, i just hope there is no more big jumps like stone tools to steel tools even tho I understand why he skipped other metals.