a multiplayer game of parenting and civilization building
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Don't forget that you can download the win_full download from Awbz' repo and run his pre-compiled server, then connect to localhost for single-player practice.
It will definitely be interesting to see how village life changes in a world where it doesn't take 10 minutes to walk to the nearest town and 10 lives to get a functional road between them. Really though it does feel like the race specialization mechanic is in a weird middle ground where you're forced to get resources from other families but there's not enough tied to the mechanic to really set the races apart and create unique demands worth trading over. At best with the current system *most* of the races have a single valuable resource tied to their biome.
Why not give black families snake farms and better snake clothes so they can have a long-lasting specializations and jobs that other families desire other than "go grab sulphur/horses for me really quick pls". Why not give tan families a larger rare variety of fruit trees(and associated foods) to encourage exploration&farming for a truly superior yum chain, so they have something other families will always be interested in acquiring and potentially willing to trade for. I can see why people say the solution is to *remove* family specialization; But if it's gonna stay I really do hope it becomes a much more central game mechanic that encourages families to actually interact with their biome long-term.
bunch of trash (flat stones
How dare you.
Really though, it would be neat to have a renewable way to grab all sorts of miscellaneous ores and rocks IMO. A transition from run-around-aimlessly resource gathering to mining gathering would naturally create stockpiles for the village to run to when they need these basic resources, rather than stealing the smithy's flat rocks or running around for 5 minutes to find the only round stone outside the kitchen. And once you have stockpiles people would more easily be able to make a road that enables trade, rather than spending several lives running through the wilderness to collect enough stones for a vague set of waypoints.
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