a multiplayer game of parenting and civilization building
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Been exploring possible minimum sizes and where and what to place inside and outside.
Here is an example:
What are some of your ideas?
I think people are way overreacting. Lets wait and see how it goes. As far as I gather people are mostly worried Jason would leave something broken in the game for months and months instead of addressing it if the implementation goes wrong.
I hadn't even considered apocalypses lol. Lets see how viable will they be now.
You are talking about different times entirely. The "middle ages" in Europe are not the same as ancient times before there was money. In Europe a family would own the "communal oven" and rent it out to whoever needed it.
Historically before there was money you were actually paid with ingredients and not finished food. Same went for clothings. You bought the materials not the finished product.
Mosopotamians actually just communally farmed cereals. People owned the land they worked on and paid helpers with a quantity of the produce.
Each family then had their own small gardens in which they planted vegetables for a more diverse diet.
There was no centralized bakery nor did they mass produce everything.
Jason, please add an option to list and remove access to people and the an ability to specify a heir.
If you destroy my fences around stuff I made you not only getting knifed yoy also getting cursed.
I'm sure I will not be the only one doing it. I will happily share what I make. But you have no rights to the fruits of my labor.
People will use fences as ways to control an area like carrot farm or wheat or whatever and to enfirce empty tiles around. People will pribably start gravitating towards single job lives and will eventually start looking for heirs yo the said area. Perhaps as an helper.
Sheeps will be a lot faster to make but will be temporary and be replaced by the traditional ones we have now.
Buildings will disapear for the most part as they will become easy to grief vy ownership. Every important area such as the forge if owned will need to be in the open and at bow striking range to take out griefers.
Depending on how well the system is implemented different types of griefing will arise but I don't think it will be that bad. fences not that good for griefing. With perhaps griefers making small fences outside town and then putting tools inside and then giving ownership to someone else. This is not that different from putting them behind random far trees so I dont see it being too much of an issue as we already deal with the tree. variety and the added bonus of getting the tools back after the owner is dead.
It is not going to make families matter. We will just move from an anarcho commune to a place where we own areas in which priduction is done.
They seem mostly fine with maybe a couple issues:
1) No vertical owned gate.
2) Does the timer on the shacky gates reset every time you open/close a door?
3) When the owner dies: Instead getting "one twig + rope" you get a "Property Fence Twigs". This is inconsistent with the result of manually destroying the gate.
4) "Property Fence Twigs" seem to be infinite in quantity.
I love it.
I didn't get any forum "mysql not found" error last week, but I have been getting the "login failed" quite regularly while trying to get born.
I would probably try to frame someone for minor stuff. Like speaking on their tile as if I'm them or moving a objects. Mostly to see people's reactions and the "wtf" virtual look in the dude's face. I wonder how far I could take it before it turned serious.
I would make it so that whenever you try to put food in your already full backpack it wouldn't make you eat it.
You already have niter, charcoal and sulfur in the game. Just saying.
not symmetrical.
0/10
Don't think of it as hate. Think of it as it just not being worth it.
I wish following your mother steps/profession was more a thing than randomly picking your own job
Isn't that Tarr's Jungle building?
I was first born of eve luna. She set her name right before naming me. She was great. Took care of us all while we were young and set off to get kindling and all the iron stuff like flat rocks and the iron itself. She made everyone feel welcome and even gave us tours around to let us know where bananas and berries were at. Ily virtual mum.
I spent my early life collecting bananas, clay and making the first fire (bowdrill and hatchet). Then as my byounger brother focused on our fledging berry farm. I went for rabbits and baked the first batch of many of rabbit pies.
Always made time to talk with the new members of our family. Saying hi and teaching some babies some how to whistle (very important stuff!). Everyone was super nice and hardworking. Managed to get 8 seal coats/skins which brought some more smiles to town.
It was a great start and I'm very glad to see it is still prospering after 10 generations.
I wish we had stew. I would loved to taking a bite of yours. ![]()
I rarely see griefers prior to gen 5. (I don't actually remember the last time that happened)









==========================================
Thaulos
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firstEntry: Mon, 01 Apr 2019 08:06:48 GMT
lastEntry: Tue, 09 Apr 2019 16:24:02 GMT
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births: 57
deaths: 57
timeAlive: 19h 46m
males: 28
females: 29
males/females: 0.97
------------------------------------------
avg. death age: 45.23
Death by hunger: 12 -> 46.15%
Death by oldAge: 14 -> 53.85%
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ignoredDeaths: 31 -> 54.39%
timeAliveIgnored: 10m
ignoredUnderAgeDeaths: 30
ignoredEveDeaths: 1
------------------------------------------
born as eve: 1 -> 1.75%
avg. generation born into: 13.89
longest generation born into: 55
------------------------------------------
kids: 71
kids per female life: 5.92
avg. kid lifespan: 17.52
grandkids: 88
grandkids per female life: 7.33
------------------------------------------
kills: 3 -> 11.54%
avg. victim age: 15.51
victim female probability: 0.00%
==========================================
Here are my stats for this month so far.
Got to say, I implemented some of the philosophy of futurebird and fragilityh14 talked about here and elsewhere on the forums and I seem to be doing a lot better in terms of enabling my lineages to go further. I'm also enjoying the game a lot more. Almost no rage quits. ![]()
I focus on providing a stable food supply and instructions to my children.
Ideally there will be one kid foraging food full time (bananas, onions, burdock, iron, flat rocks, clay). Another focusing on iron/tools/kindling). And me getting a farm going. I will switch jobs if anyone is unexperienced or can't do it for whatever reason.
I prefer to have a stable foundation rather than rushing tools.
I would rather limit high storage capacity only for specialized containers such as grain baskets, food barrels, meal shelves, coal boxes, tool cupboards, etc
This seems like a separate bug (maybe?) but I remember Tarr talking about it and opening a github issue for that. (can't find it)
As far as I know no snowballs were involved. But don't know for sure as in both times I had to leave the injured player to get medical supplies.
If you removed area ban from die then more people would do it instead of running. Or add a small 5 minute ban to allow people avoiding that town (useful when you want to play on a smaller town).
This would at least help removing the birth cooldown from mom.
Perhaps it would also be a good idea giving a mom a free baby after the /die (instead of having to go back to the birth lottery). This would reduce the burden on low chance moms (eves and up to 3rd gen) that struggle to get a baby only for them to suicide.