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#1 Re: Main Forum » The simple solution for this game » 2021-12-05 10:42:14

Spoonwood wrote:
Ointment wrote:

Why not simply make all diesel engines require rubber in the form of "piston seals" (similar to newcomen engine) or something of the like?

It used to be that one could only make an oil pumpjack in order to get kerosene: https://onetech.info/2308-Oil-Pumpjack, and a rubber tire was always needed to make more kerosene.

Ointment wrote:

Then make ginger family always spawn far from the other families, leap frogging over each other. Maybe now planes are a viable scouting tool (fly over to gingers with a map and back) and gives roadmakers a purpose. Thus an infinite line of gingers far away from other families in a repeating fashion. The longer the old towns want to survive the further they will have to scout for oil and the further the next set of families will spawn. Eventually the old towns will be trading their advanced tech in exchange for fresh oil resources in increasingly further travel routs (east to west). Seems like a simple yet effective balancing solution to keep ginger and other families dependent on each other.

???  Kerosene is needed to run a plane.  It's one charge per use.  Soon enough those families wouldn't have kerosene, and thus it would be impossible for them to reach gingers.job

Ointment wrote:

Maybe instead of the old "skill cards" just make skills flatly increase in execution speed (miners, hunters, farmers, etc) based on how many times you use each skill thus giving people a "soft role" based on which skills they use the most.

There is no partially doing anything in OHOL.  Either one does something or one does not.  The engine doesn't allow for such skills so far as I can tell.

All your arguments are thusfar invalid. Like I mentioned previously, any arguments pertaining to the current uses for rubber are irrelevant. I am proposing a new and necessary use for rubber (which in turn necessitates the need for families other than ginger). Kerosene is needed to run a plane. An experienced player must therefore be chosen to make a deal with the gingers before the oil runs out. If the oil runs out before communicating with the gingers, then the town dies off, so does the ginger town due to its (newfound) dependence on rubber, and the cycle begins again. Maybe in the new cycle someone will rush an airplane, and spend their life ferrying oil from the ancient ginger village until a proper road or new ginger town is established.

And there IS partially doing something in ohol... Whatever the case, your skills will be divided up into how often you perform each task. Maybe you spent half your life being a chef, before realizing you were the most advanced player in the town and should instead have been making oil, rubber (or circuitboards), to avoid the collapse of the current civilization.

Maybe the town evolves to the point of automated (circuitboard controlled) spinklers, plowers, road builders, everyone has a car and a job (farmer, husbandry, smith, engineer, chef, tailor) but the oil and raw resources are running out. Meaning you need more and more advanced players to complete trades until it becomes unsustainable and then repeat. The challenge is always to see how long a town can last and what tech it can achieve before its inevitable end. The more advanced the civ, the more difficult and isolated the town becomes, but a savvy explorer can always scavange some valuables before it gets out of range.

Imagine a new town is on the cusp of getting past the newcomen stage, there is no oil and all that could be scavanged by plane is a radio, which is used to communicate with the old, far away ginger town. They are willing to trade some kero for rubber as usual and so both towns continue trade long distance until their inevitable conclusion.

Maybe enough circuit boards and intermediate structures (think factorio) and a town can make it into an era where they can survive for a very long time without intervention and then old towns become outposts between new towns and the old advanced towns, adding another layer of trade obscurity between towns.

#2 Re: Main Forum » The simple solution for this game » 2021-12-05 10:17:17

Needing rubber to make new engines or to tap oil is besides the point. The point is, if you make rubber as necessary as oil (rubber needed to continue using oil) then the other families (black and brown) have a purpose again (to create rubber in exchange for oil). Therefore all arguments made for the importance of oil (e.g. water) will apply to rubber as well. I am just proposing the simplest change (diesel engine need seals like newcomen engines) to make families other than ginger have a purpose for the end game.

Also future tech (copper, iron, and sulfer for circuit boards) excludes gingers, so the gingers will also trade oil for future tech. Why don't they make their own you ask? Because blacks are needed to get sulfer and copper, and browns are needed to create rubber to continue using oil.

It's dead simple and immediately solves the issue of the end game for now. I have not heard any reasonable arguments for or against this idea.

#3 Main Forum » The simple solution for this game » 2021-12-05 07:53:06

Ointment
Replies: 25

It seems like the end game mainly consists of oil from the ginger family. Why not simply make all diesel engines require rubber in the form of "piston seals" (similar to newcomen engine) or something of the like? Then rubber continues as a resource and necessitates trading between the ginger and other families. Also why not add some future tech in the form of circuit boards? (copper, iron, and sulfuric acid) to lead to a whole new line of tech resources?

The tech resources can be made in player-driven factories of some kind, giving advanced players a new role.

Then make ginger family always spawn far from the other families, leap frogging over each other. Maybe now planes are a viable scouting tool (fly over to gingers with a map and back) and gives roadmakers a purpose. Thus an infinite line of gingers far away from other families in a repeating fashion. The longer the old towns want to survive the further they will have to scout for oil and the further the next set of families will spawn. Eventually the old towns will be trading their advanced tech in exchange for fresh oil resources in increasingly further travel routs (east to west). Seems like a simple yet effective balancing solution to keep ginger and other families dependent on each other.

Add some stardew/harvest moon based content and encourage professions. Maybe instead of the old "skill cards" just make skills flatly increase in execution speed (miners, hunters, farmers, etc) based on how many times you use each skill thus giving people a "soft role" based on which skills they use the most.

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