a multiplayer game of parenting and civilization building
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Being able to replant them before they dry out seems reasonable.
Hopefully we'll get to tame wolves for sheep dogs at some point.
Ooh, good idea.
Raised by a good mother, I was starting to make my contributions to the village when I saw three of the older villagers gathered together with bows and arrows. I only caught the tail end of their conversation as the crowned elder said, "I'll back you up," and they charged off to the East. It was a bear! The queen fell first. Having no weapon, I launched myself at the bear, selflessly to perhaps sate its hunger and buy some time for the other hunters. Age 11, Killed by a hungry bear.
Because it was time to go downstairs and watch TV.
Not so far (after release), and I don't believe there is a plan to.
For now it's probably overkill to have knowledge-based tech...
But maybe reading is like knowing the crafting recipes, it's a meta skill of the player. ... The only limit by age is word length...
I agree. I like the idea of meta skill. Some random substitution to obscure long words at a young age is how I picture it.
I imagine that Jason will add writing when it seems to line up historically. According to CivIV it's after pottery . http://gamestudies.org/articleimages/10 … _CivIV.jpg
Interesting thread. I love the discussion of urban planning. The diagonal lines above may be hazy to delineate. Maybe have quadrants in the NW, NE, SE, SW.
It is interesting to think about when to introduce knowledge-based tech like writing and language. The other more physical tech trees have defined pre-requisites. We certainly have the tools to make a wooden sign or even engraving stone with steel tools, so one option is to just add the feature.
To mimic real-life history, some sort of philosopher task would be needed -- a person who devotes a life-time to thought. And then (getting excited now), the knowledge would need to be taught generation to generation. Like maybe you learn to read 4 letter words in first grade (age 6), 5 letter words the next year, etc. This could happen automatically if people nearby know how to read, to avoid having to build schools and dedicated teacher-players.
This thread is really interesting. Specialization is becoming beneficial. A focus on food and smithing, or food and clothing with trade between to share.
And the idea that the men go off to work because that's all they are good for is a really interesting emergent result of the mechanics. Playing last night, I asked, "Needs?" and they said, "Don't need a man." So I set off for the hills.
I like the idea of a post-death fade out. But I can see PastaFasta55's point, too.
Don't eliminate trolling, just make sure it takes just as much effort to be a troll as it takes to do anything else.
I think this is a really great way to say it.
+1. I agree with death by gluttony. It has a weaker case for in-game logic, but a very satisfying natural consequence for griefers who try it. Maybe play the "starving" noise as a warning when you hit an "overfull limit" (an adult's worth of boxes above your max), and kill when you hit it again. Apply this only when food is eaten by the player. I think a slight bias in the mechanics against malicious players is fair game. https://youtu.be/HJZPzQESq_0?t=8
Or, I would also agree with a limit on eating if you are "overfull." This has a better in-game logic, but is more neutral toward the griefers. This should also have an audible warning.
At the very least, I think that when someone gets killed around, a big sound/alert should be triggered.
That's a great, simple idea that makes sense in the game world. "wilhelmScream.wav"
The milkweed lifecycle pictures (and others) are really helpful. Thanks!
"Bleeding out" in some way is a great, simple idea to reduce the impact of murder-trolls. The next question is first-aid or bandages.
It's interesting to balance helping one group but not another. Bandits would bleed out, too.
... I wouldn't mind it saying "mother" "brother" "daughter" etc. when you hover over people though, where is usually says the names of items. ...
It'd be nice to know that random skeleton was your mom and that she's not just out gathering milkweed or something. The ability to distinguished could only last a short while ...
Ooooh, I just thought of something: wool dying! ...
I like all these ideas, too. "Relationship" tags may have some small positive effect on bad behavior, by reinforcing community. And it makes the emergent "stories" more compelling than a bunch of naked randos.
I think it fits the spirit of the game if this is handled "in-game" only, by the players. If you want to know someone's name, ask them (rather than mouse-over). If someone cares about you enough to make a tombstone, they could maybe make it with the name that you've told them (with chiseled stone persisting longer than carved board).
Although, it -is- a little hard to recognize people so more sprites or procedurally-randomized faces might help distinguish people. Or personalized clothes -- DLC opportunity .
It is certainly interesting to see civilization develop to the point where not just laws are required but also law enforcement. The solution that I see based only on current game mechanics is walled cities and dedicated defense forces. This seems to track with history, which is so interesting.
The only problem is that real people didn't have the option of logging out of the Dark Ages to play a less bleak game. Biasing the rules to avoid player fatigue seems reasonable. No specific ideas though, other than "death by gluttony" for over-eaters.
I agree that a mechanic for dying from overeating is important. (You died age 27 from gluttony.) Or, not being able to eat if you are too overfull.
3 shots, no loot. If you're by yourself, a backpack makes for a good sheath.
Ah, a backpack as a quiver to hold the 3 arrows. Nice shooting!
Strange you can't make bear fur. Maybe the next update.
I like the idea that you'd have a hunting party of 4 people with bows to kill it.
I imagine it takes a few arrows.
I was born next to a fire and surrounded by three other crying babies. My mother picked us up and fed us one after the other. She told us that there were too many babies and that we had to move.
One day, after she had gathered supplies in a backpack, she announced to us, "Exploration babies! Follow me!"
We set off to the East following our intrepid mother, stopping to feed everyone once and then continuing.
Then, we were all eaten by bears.
This is probably a dumb question, but what does the home marker do? I played last night and never used one.
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