a multiplayer game of parenting and civilization building
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the one mother one daughter tenant seems a bit unpractical. while i do see its importance to sustain a settlement i think that as a settlement grows it would be harder to keep track of the one daughter tenant and would propose a chieftain system where the chieftain's job is to assign roles to the children and teach the ways of the world to them and "regulate the population for the future" so that the settlement's population can be stable to the area in which it is located.
but i do like the idea of one daughter for smaller settlements that do not have enough.
i think that we could build a kind of pylon network using adobe walls and towers with the walls pointing in the direction of either another pylon or towards to the settlement as pile of bones in the wilderness is pretty common, while an adobe structure would stand out. but we would have to make it so people know that it is meant to be a pylon and not a partially constructed house.
i think that oceans would be a good idea it could enable fishing,salt farming(for preservative maybe?) water purification and act a natural barrier
I spend most of my time exploring and trying to find good places to start villages and i come across a lot of failed villages and i think that its is a combination of lack of water and milkweed that holds back the civ.
The lack of water leads to a lack of food in a settlement destroying the population there halting any progress that previous players have been built there.
I think that if we change the priority when making a new settlement from food to water we will see more progress in regards to tec as settlements will not die out as easy making it easier for players to build upon the progress already there. other materials such a clay,soil,reeds and fur can brought to the settlement for farming and building up the tech level.
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