a multiplayer game of parenting and civilization building
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Quick snapshot survey! Questions:
1. Are you pro-yum or pro-time-efficiency (e.g. eat pies only)?
2. How high does your Yum Chain get on an average play session?
3. What jobs/activities do you perform most frequently when you play?
Yeah I just had a great experience too.
Our family was getting old, and didn't have a lot of kids, but then an Eve showed up.. She didn't speak our language, but we taught her how to say "Hi" and she learned what "Come" meant.
As I got older, I realized I was the only one left of my people. I felt the switch - where once I was in the majority and had the dominant culture, and expected her to learn my language, now hers was the dominant language.
We placed items down on the ground, and I learned in her language "Berry" was "Goju". When I said "Goju" her children seemed to be excited, I couldn't understand them, but I assumed they were amazed that I was finally learning after a lifetime of hearing my gibberish!
I as I grew very old I wanted my property to live on. So I told Eve to "Come" and I brought her to my property, then I told her it was her land and closed the gate. She opened the gate, so I knew she understood what just happened.
It was really a great feeling to know that we were only able to do that only because we had spent time learning each other's language, and building a relationship.
It really was a different relationship for the game too. There was a curiosity about meeting this new "other." Something exotic and puzzling and a little weird. That interaction was one of the most tender moments I've had toward another person in the game..
I suppose that's because there's mystery, and there's no way for this Other to break the fourth wall. They seem to be living in the game..
Anyways.. had a great time!
That sounds so cool!
I’m glad you had an experience like that. Seems awesome.
PROPOSAL TEN: TUTORIAL TOWN
There should be a secret section of the tutorial where the player can stumble into an abandoned town.
Would allow players to sandbox better; learn how to use and interact things.
Tutorial should cover basic farming and wells.
XD Hahaha, funny.
I think there will always be bucket shortages -- never enough milkweed no matter how much there is.
As for me, I'm fairly neutral about how the resources are distributed. I think the main issue right now is still water over everything else.
@Jason: Is it possible to give different resources different frequencies?
I like the current frequency of round rocks and things like that -- and I think it makes sense this way. There should be rocks everywhere.
I'm fine with other resources being more sparse, like wild food, but there should be lots of rocks XD
Bump so I don't lose. Temperature on wiki needs updating
This wikipedia page is excellent for filling in things on a tech tree:
https://en.wikipedia.org/wiki/Timeline_ … inventions
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PROPOSAL NINE: ADOPT A NOOB
Players who really like teaching noobs could have an option on the login screen:
- "Check here if you're interested in teaching and parenting new players"
Players who check the option have increased likelihood of getting new/younger players (as defined by the total number of games played). It doesn't increase their overall birth rate -- just affects the type of players they get.
Why do this?
Some players just aren't interested in parenting or spending all their patience on teaching noobs from scratch. However, others love it. By increasing the likelihood that noobs are paired with nice moms, everyone comes out happier.
I'm not really that sold on fences being good enough tbh.
I think one of the issues is that there's really no map vision in the game unless you're running a mod.
Having watchtowers and that kind of thing were really critical to ancient settlements -- because if you didn't see hostiles coming in advance, the settlement would be taken by surprise and there wouldn't be time to shut the gates. The default game screen is a little too small for that kind of play, imo.
Right now, everything is kind of like at the equivalent of a "surprise attack".
jasonrohrer wrote:Swords are working as intended...
That is really interesting.
I'm not too surprised, actually. xD
I'm pretty sure the new meta will be something along the lines of:
- Don't get close to any outsider unless you're sure they're not holding anything dangerous.
- If you see an outsider carrying a sword, shout "RAIDER" and kill them immediately. No questions asked.
I would appreciate a slight cooldown too though.
Thank you for your hard work
@lychee
But that's the beautiful thing about this game, you can have both. One game will be all "lovey, family, warm, hope, fuzzy", and the next may be all "dark, bleak, dangerous, exciting/depressing, maybe even gut wrenching". You may even quit from disgust, but you still felt something. That's what this game is meant to do.
The world is sad, but there's also a lot of happiness in it. Way too much that I'd want to say on this, so I'll end it here.
I see what you're saying, and I think it's cool too that this game can evoke a variety of meaningful emotions.
However, I think it's important to really balance those elements.
I like how OHOL has the potential to simulate crime, etc. However, if no one takes the game seriously and instead everyone runs around murdering people with a genocide "for the lols" -- there's really no emotional attachment for me anymore.
People aren't killing each other in this game because it benefits them or because they're forced to (as they would in real life).
Rather, people run around killing each other because they find it fun.
And to me, that's really immersion-breaking.
I'm fine with the occasional serial-killer or mass-murderer, but I wouldn't want to see this become the main feature of the game where everyone runs around killing and killing and killing for no other reason other than killing is fun. That just isn't the kind of game that I would want to play.
OHOL probably has one of the steepest learning curves I've ever seen in a game.
And it's not exactly hard because the controls are hard -- but rather because the meta is essential to really getting anywhere in the game.
The thing about game design is that it's difficult to choose a difficulty that is satisfactory for all players. There will always be players who feel a certain game is too hard, and others feel it is too easy.
I know that Jason has continually said that he feels like there should always be challenge in the game -- but there's also the key question -- challenge for whom? It's hypothetically possible to continually keep raising the game difficulty so your most advanced experience base constantly feels challenged, but very rapidly casual players are left behind and the game reaches a "virtually impossible" difficulty level for people who have no knowledge of the meta.
From a commercial standpoint, a game that is too hard repels the growth of new players, etc.
The thing about OHOL is that as soon as updates stop coming, the game will quickly evolve to an equilibrium state -- the playerbase will decide "this meta is optimal" -- and very quickly the game becomes repetitive/static because a certain strategy is the only viable way to take a civilization to a certain stage. Regardless of how "difficult" Jason makes the game, meta will eventually arise to establish a new equilibrium point, and then it isn't so difficult anymore once you know the meta.
I wanted to make this thread because I'm wondering if this kind of cycle/pattern is really a good thing for a game.
Is there a way that things could be more balanced?
Averest wrote:I think I'm just gonna sit this update out.
Where's the fun in that? Things are going to get crazy
A lot of people play games for different reasons -- like there are people who only like to play PvE games and refuse to play PvP, and then there are people who are the exact opposite.
For OHOL, there's a good fraction of the community who play because they like the /love and fluffy feeling of "we did something awesome together"; and they hate the idea of personally picking up swords/knives and stabbing people. I don't really like killing -- even in games -- and I wouldn't play a game that forces me to do so.
The world is sad enough already.
I kinda want to play a game that fills me with optimism, love, and hope; not cynicism, stress, and suspicion.
I'm curious to see how the update pans out -- haven't been around to know what the butterknives were like.
I'm concerned about the sword update in relation to the zoom mod.
There's a ridiculous/unfair/almost-cheat-like advantage to players who use that mod if the game goes in the pvp fashion like this. Would be interested in knowing if Jason has any intentions to address things like this.
lychee wrote:-snip-
I think a beginner's guide should cover the basics of being useful in every stage of a town. The basics of jobs like baking, shepherding, farming, and maybe smithing should be covered, but perhaps a guide for each of these, or just one big guide for all of them, to talk about them in more depth. Anyways, general meta, and why it's meta could be talked about. Things like F for food, not shearing all sheep, leaving a row of carrots to seed. I think a list of things not to do should be in the guide; property fences, picking all milkweed on fruiting, or on normal/flowering when there's no seeds.
Now that I read the guide, I feel like a few of these things could be done in their own guides. Hm.Other pages, such as the Eve guide (like you said in your OP) need work. Especially the page covering Water, as it's become extremely inaccurate after the Pump Overhaul update. However, a lot of items from the past two or three updates are missing. Just looking at
the Sweet and Spicy page (https://onehouronelife.gamepedia.com/Version_213), almost all of the items listed in it don't have a page. I get that it can take time to write even a page for an update, but that update dropped more than a few weeks ago, and the few items included in it, that do have pages, don't have pictures or are just stubs. The Town Guide is incomplete, and a few guides don't exist, such as the City Guide, although I don't see much use for them just yet. I think a Newcomen Guide would be nice, though.Anyways, I've come up with a bit of a list of things to do.
-Update outdated pages (Water,
-Clean up and improve/complete guides (Eve Guide, Beginner Guide, Town Guide)
-Create pages for items
-Pretty much just mash the 'random' button and see what you can do
It's a bit of a work in progress..
I hope this wasn't too much stupid nonsense.
100% agree! Lot's of work to do!
The recent swords and language update is incredible though -- lot's of things likely to change.
Haha I think Jason might be making updates faster than than wiki can keep up.
I've hesitated on writing much on water because I'm not too experienced and I haven't seen that many threads on the current meta (and I'm actually not playing that much -- watching more than playing atm), and I had a hunch that the 40-tile spring placement was going to change.
However, I think it's probably important to get water, newcomen, and even oil guide asap because they're critical now, and there's plenty of old players who aren't familiar with kerosene tech or meta regarding the importance of rubber, etc.
Swords really destabilizes things -- interested to see how this plays out over a few days -- if swords stay, there's going to be meta that develops on this topic for sure.
So after writing the OP, later on I stumbled on some threads on how the game is coded (and I glanced at the github), and lots of the things suggested here probably aren't that feasible given how the game was initially designed.
Oh well! Dreams, nonetheless, right?
In either case, I can't help my brain wandering and thinking about the what ifs.... and I started thinking about how one might design a more true-to-life simulator, worrying a little less about trying to artificially produce "excitement" in the game.
I'm posting this here mostly for the lol's.
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My first line of thought was that to simulate reality better, 1 hour is a bit too short to cover 60 years. I can't figure out a decent way to fit seasons or day/night cycles into 1 hour. Even if you try to fudge and stretch the lines, most people would experience 1-3 cycles of seasons and then die, which is pretty short for a "lifetime".
So then my mind started wandering towards extending the time to one life to fit more content. I floated towards a 90 minute game to a 2 hour game to even a 3 hour game, but really it was starting to get untenable.
At that point I basically gave up on trying to fit a "life" on a single gaming session, and started considering how to do real-time yet over multiple days/weeks.
I figured that with ~180X acceleration, and using 4 month years and 15 day months, a 60-year life comes out to about 20-30 days.
Yay~ One Month One Life (lol)
The problem is that people won't play games constantly... but that's fine if we tweak human biology a bit, right? Instead of fantasy-humans sleeping on regular cycles, all humans like to have periods of hibernation and being insomniacs (most of the time hibernating I guess), so I guess these humans really like to sleep. XD
I checked a survey on google and most gamers play games 4-6 hours per week, which using the more conservative number comes out to 2% of the time. I kept wavering on this more, and then ultimately decided that it would be a bit silly if 98% of your player base is sleeping in beds all the time. In fact, most of all the space in a "settlement" would be beds with sleeping people, lol.
Then I floated towards the idea of scriptable play (kind of like those browser games where you log on to check something and set tasks for the next 8-24 hours for your character to do when you're offline). However, when you're online you override and take manual control. I later decided I didn't like that a whole lot either.
And then.......
A fun idea occurred to me.
What if everybody were tree ents and dryads.
A tree ent and dryad simulator!
When people log off they turn into trees.
And 200X time acceleration makes sense. If you slow it down, in the game-reality everyone is moving in super slow motion like you expect tree ents to!!!
And then you can make tree ents (the players) vs. evil human NPC ants that are buzzing around constantly deforesting your trees lol.
And then tree ent society and tree ent technology............... tree ent babies with tree ent moms and dads popping out all around.............
It takes 6 days (in game time) for a couple tree ents to have a simple conversation, hello, how are youuuuuuuu....................................
So I'm pulling the rip-cord this week, and we'll see what happens.... it's gonna be crazy.... a totally different game.
Thanks for your hard work! Curious to see how this turns out!
Questions:
Is "never eat carrots regardless of your age because they're better used for something else" still part of the meta?
I can't remember when I learned this one (I think from a youtube video, somebody got stabbed lol), but I just wanted to check!
Also are potatoes good or bad? XD (yes, I have to ask lol)
I think this is a great project and I'd love to help you out.
I'd love to help update the wiki. Heaps of recent things are missing from it, like pretty much everything from the Sweet and Spicy update and updates after. It needs some attention, and I'd be more than happy to give it.
That's great! I think anyone can edit the wiki directly, so it's helpful to work on anything you think is important!
Personally, I think the Starting Guide and the Eve guide are the most important articles, since those are the two pages that a new player is most likely to read first.
The 'say F at 2 pips' rule got based on there existing one extra pip on the food bar so that the parent could feed the child before it starves while also allowing time for lag. Thus, it wasn't 'say F at 1 pip', because the child had only 1 bar of time before s/he would starve. However, that rule got based on starvation occurring at 0 pips. Now starvation happens at -1 pip.
Consequently, the new rule should be to 'say F at 1 pip' since that still allows one pip of leeway.
That's cool! I didn't know this. Most of the youtubers I watch still follow the 2 pip meta.
Is this considered common knowledge/meta right now? It'd be great if there was a forum topic discussing this establishing this as meta. (would help to be able to cite something)
I've been thinking quite carefully about what sort of information to include on a "Beginner's Guide" while keeping it concise. There's a lot of tiny obscure things that experienced players do for a marginal increase of efficiency -- for instance plucking gooseberries from the bush that has the least berries first -- but I don't want to clutter the first thing a beginner reads with lots of low-yield trivia to memorize.
Should say F at 1 pip be a rule? Is it important enough to make it into a list of concise things to remember? How often is it that mom's don't make it in time with calling at 1 pip, and will new players feel traumatized if they die like that? Is it better to be safe than sorry? I don't really expect new players to be able to adjust contextually to their circumstances (e.g. colder temperature if born in wild, mom is busy) like experienced players do, so should that be taken into consideration?
Would it be better to write "say F when hungry" to leave some degree of ambiguity? Allowing for a player to optimize themselves in the future when they get experienced?
I'm really quite lost! There's a lot of hard choices! XD
There are some forum threads with info that should be added to the wiki. Perhaps people could link to some of them as we work on expanding the topics covered?
Sounds like a great idea! I'm not too familiar with which forum threads, but would be nice.
On why there isn't trade/property... continued.
REASON 2: INSUFFICIENT COMPETITION, DECREASING VALUE OF LAND
If we consider nature, animals are territorial because there are usually more animals than territory. Animals fight each other for limited territory, which contains resources. Winning a fight must leave the winner better off than before.
There are two features of OHOL that prevent this aspect of natural history from occurring:
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The first is that land is unlimited in OHOL. This is the opposite of the way most of the Earth has been through most of history -- where land is limited (and animals fight over territory/defend their territory). In fact, the original etymology of the word "property" only referred to land, and was not used to describe any other kind of material object.
On Earth, property (land) ownership historically had powerful rewards, in that so long as somebody owned land, they could guarantee the fitness of their lineage. Owning land was the holy grail of tenant fairmers and peasants. There was strong incentive to defend their property (land) against landless people, and everybody wanted land.
Notably, this really only works when you have both landed property owners, and homeless non-property owners.
In OHOL, land is infinite, but resources are finite, which is the reverse of what is needed to incentivize property ownership.
Since land is infinite, there's no reason to own property. Since local resources are finite in OHOL, the value of land (property) decreases with time, particularly when local resources are exhausted. This would be like if the real estate valuation of your house decreased every decade. In OHOL, land is the equivalent of a metaphorical block of melting ice. Given enough time, it becomes worthless. Why would somebody spend $1000 to buy a block of melting ice, when the benefit obtained by having one doesn't exceed the corresponding investment?
As long as this "infinite land with rapidly depleted resources" paradigm holds true, there will never be an incentive to hold landed property.
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The second reason why competition for land doesn't exist in OHOL is that there is an absence of surplus.
It might sound weird that I'm talking about insufficient competition and insufficient surplus in the same post, but let me explain.
People with discrete math might be familiar with the pigeonhole principle:
Consider a thought experiment where each hole (m) is a "person". If a person receives a pigeon, they are a poor person. If a person receives no pigeon, they starve and die. If a person receives >1 pigeon, they are rich.
The general current state of the OHOL is such that m > n. Life is hard. There's barely enough to survive. You're either poor or you're dead. There's no room for the rich, and anyone trying to be rich is viewed as a "griefer".
Surplus is required for specialization, trade, and lots of other features of modern human society. You can simulate animal society in the absence of surplus, but human culture is critically based on the presence of surplus.
When n >> m, you start to have rich people and poor people, and class differences can arise. Of course, there will always be the occasional dead person who has no pigeon, but generally speaking most people have to have a minimum level of sustenance before they're willing to tolerate some degree of inequality.
In OHOL (m < n), if you have a "rich" person hogging all the pigeons, you don't end up with a society with classes/inequality. Instead, you end up with a whole lot of dead people. A "rich" person isn't rich anymore when they're the only one left.
There's trade happening right in my town.
Not sure why everyone is so focused on long-distance trade, New York to London or whatever.
I'm going strawberry picking on Saturday with my kids, and I don't grow strawberries myself... $12 per gallon bucket.
I could grow strawberries myself, but I'm busy making video games.
Thank you for the reply, Jason! I really appreciate the work you've put into the game! /love
I ended up going to bed thinking about this, because there's a really a lot of deep philosophical and anthropological reasons behind this.
I think the interest in long-distance trade stems from the fact that short-distance trade (within a village) will probably never be a worthwhile action as long as property fails to exist. No property = no (short distance) trade.
You wouldn't pay $12 per gallon bucket of strawberries if the strawberry bush was in your own backyard.
In the current state of the game, most players view the entire village they are born in as communal property. A shovel, hoe, or well doesn't belong to an individual -- and if someone took one and refused to share, many people would say that is the equivalent of griefing or stealing from the village. I can't think of a single instance in the current game where property is beneficial to a village.
This raises a huge philosophical/anthropologic gap -- why does property exist on Earth when clearly it's such a bad thing on OHOL?
The funny thing about OHOL is that Friedrich Engels wrote extensively on Primitive Communism (the idea that primitive societies were basically communist out of necessity), and OHOL seems to support that theory. To quote Wikipedia:
In a primitive communist society, all able bodied persons would have engaged in obtaining food, and everyone would share in what was produced by hunting and gathering. There would be no private property, which is distinguished from personal property[6] such as articles of clothing and similar personal items, because primitive society produced no surplus; what was produced was quickly consumed and this was because there existed no division of labour, hence people were forced to work together. The few things that existed for any length of time (tools, housing) were held communally,[7] in Engels' view in association with matrilocal residence and matrilineal descent.[8] There would have been no state.
If you want property, rather than attempting to force artificial mechanisms (e.g. magical fences that keep people outside of them), I think the better approach would be to incentivize property and make it something "good" rather than "bad/griefing".
To do this properly, I think it's really important to think about the anthropologic nature of property at its deepest origins. We should really understand why property doesn't exist in OHOL before trying to do something about it.
REASON 1. EVERYONE IN A VILLAGE SHARES THE SAME OBJECTIVE
Many people have noted that a village is very similar to a family. Property really doesn't exist among family members (except on a formal basis), because generally speaking everyone in a family considers everything in a house as their collective possession. Even if the male parent bought a ceramic bowl, the bowl quickly becomes family property.
Why does this phenomenon occur?
Answer: everyone in a family shares the same objective -- the prosperity of each of the family members.
When multiple people share the same objective, working in teams is far more efficient than working separately. Rather than each member of a village needing to have their own hoe/shovel, they are able to survive better as a whole by sharing one.
To escape this family effect (on a small village scale), different members of a village have to have different objectives.
However, you can't control what objectives/reasons the players are playing. Some people play exclusively to grief. Most people play because they like seeing their lineages go for a long time. A large fraction don't care about lineages (particularly when you're male) and just want to leave some kind of legacy/positive impact on a village.
The easiest way I can imagine there being a sufficiently different objectives between village players was if there was more incentive for players to focus on their own line and not their cousin's line. In real life, you have brothers killing brothers (particularly among royalty to inherit something), among other things. The family is the smallest unit that everyone shares a common objective.
Ways players could be incentivized to focus on their own line, rather than their cousin's.
* Male players contribute to the lineage; two parents = babies.
* Players have increased likelihood of spawning as their own great-great-grandchild. In fact, what if that was the only way to avoid the area lock? The only way to get spawned back into the same village is if you ended up back in your own lineage (4+ generations in the future)?
* Automatic primogeniture. Property objects are given to the first-born son (pick a system) automatically when the previous owner dies. In the absence of a first-born son, give it to the nearest blood relative (like crowns are inherited).
Hiya!
There's a bunch of information that's out of date on the wiki (e.g. Milkweed doesn't respawn automatically when plucked at a fruiting stage, digging potatoes doesn't cost uses to shovels anymore)... and a bunch of other little things everywhere.
This makes it really challenging for new players who rely disproportionately on the wiki and youtube videos (also out of date) to learn the game. Onetech is a fantastic resource, but it does not cover popular meta in the game -- e.g. 2x tilling, why compost is important -- so I think it's really quite important to continue updating the wiki.
I started playing OHOL two weeks ago, and I love it dearly, but OHOL has one of the steepest learning curves I've ever found in any game. OHOL also has enormous meta to it, and it's virtually impossible to play without learning the meta. Unfortunately, the public documentation and learning resources for this game are really in shambles.
In order to support the healthy growth of the player base (and not scare them away thanks to the crazy the learning curve), I personally think it's really important to continue developing beginner-friendly resources on high-visibility places like the wiki.
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Recently, I started to assemble a new guide on the wiki (work in progress), since there's a lot of important information that isn't covered in the Getting Started or Eve guides (both of which are quite messy!).
A few things I wanted to ask:
1. Is it okay if I do this? Is there like a wiki admin or somebody?
2. Is it okay to include meta on the wiki? I'm trying to filter information for (almost) universally accepted meta, but technically it's still meta even if everybody uses "SAY F FOR FOOD". At the minimum, I'd like to cover terminology.
3. I'm a noob! It's slightly embarrassing to admit how many hours I've put into playing, watching videos, and reading guides in the past two weeks, but I'm still an inexperienced noob! I could really use some help from the experienced user base, especially when I have something wrong.
4. Any good guides on the forums? I've found pein's guides and ferna's food guide, but I want to make sure things are (1) up to date and (2) broadly agreed on. I'd love to read any other good guides that you know of!
5. Is it okay if I rewrite good chunks of the Starting Guide and Eve guide for conciseness/readability?
Thanks!
This is amazing! I love you so much for this!
PROPOSAL EIGHT: FERTILITY SHOULD BE A PROPERTY OF GROUND TILES
One of the weird gimmicks about OHOL (coming as a new player who likes other survival games) is that "Fertile Soil" is only found in sparse deposits scattered on the map. A player has to take a basket and physically plop soil elsewhere on the ground. This is strange because... real life just isn't like this.
It makes me wonder: is OHOL a concrete world where the only way to grow something is to physically add soil before planting?
I grow green onions in my backyard and I don't do anything particularly special to the soil. If you take a hoe to the ground and till it, for the most part something will grow (unless your soil quality sucks). Fertility is a concern if you're repeatedly growing something in the same place (farmers), but wild soil is often good enough to plant straight away.
This proposal is a drastic suggestion on how to change the soil fertility system.
If you google how much of the world's surface area is "arable land", the number ranges somewhere between 10-25%. In other words, 10-25% of tiles in the game should be farmable (at least for a short period of time) if you simply take a hoe and till.
To make this happen, the easiest way to simply make "fertility" a property of ground tiles. When you harvest crops from land, the fertility declines, and eventually the soil will be exhausted. Fertility will slowly recover with time, but fertilizer (e.g. compost) is necessary to restore fertility quickly. Additionally, some special areas of the world (e.g. Nile river valley, Yellow River valley) have natural means to restore fertility to soil. The annual flooding of rivers into alluvial plains restores fertility to the soil, and was essential for ancient civilizations that did not have access to "composting" technology.
There are several cool things that can be done when fertility is a soil property.
One is that this can help set the groundwork for key agricultural concepts like Crop Rotation.
In medieval societies, it was common to leave fields fallow for a year or two after planting so that fertility can recover in the soil. Fallow fields would be used as grazing areas for village livestock (so it wasn't entirely useless).
However, implementation of Crop Rotation during the Agricultural Revolution allowed a drastic increase of farming output, since it's possible to grow certain plants in synergistic cycles that don't deplete the soil as much. Crop Rotation might be a cool feature to add to the game.
To have trade we need to have some form of scarcity with rare objects, making base ressources rare or unevenly distributed would be an issue since they are needed for the tech tree.
But what about skill/knowledge?
Agreed! There are tons of ways to encourage/reward specialization of players, and I think any method would be a good starting point!
PROPOSAL SEVEN: RIVERS SHOULD BE THE MOST VIABLE OPTION FOR EARLY FARMING SETTLEMENTS
In real history, virtually all early agricultural civilizations were developed in river valleys that flooded periodically.
There are two reasons why this was the case. The first is access to (unlimited) fresh water. The second is that cyclical flooding of major river valleys causes the renewable deposition of fertile loam on the alluvial plains the river banks. As we know from OHOL, renewable water and fertile soil are absolutely essential for the long-term survival of any fixed settlement.
Irrigation technologies are some of the most essential developments made by early civilizations, and it would be nice to see this become part of the essential technology tree.
In the current game, OHOL attempts to address water with ponds and wells. However, in real life, these sources are impractical for large-scale intensive farming. While settlements (e.g. desert oasis) can be built and thrive in areas that lack rivers, they often require a lifestyle that is less dependent on farming and/or import food through trade.
In a river-centric game, I would envision that Eve would spawn close to rivers, and early settlements would be developed on rivers. The presence of rivers would also facilitate trade between towns, as generally speaking following a river will eventually lead to another town. Additionally, water transport is far more economical than land transport, and even today shipping (via river/sea) is the main viable way to transport large quantities of stuff. Civilizations like Ancient China are notable for the construction of mega-structures like the Grand Canal for such economic purposes. Rivers would also place an importance on the construction of bridges, ferries, barges, and other cool water technologies.
As generations progress, outposts/settlements could eventually spread deeper inland, where a greater variety of more precious resources might be concentrated. There would be strong incentives for trade between inland settlements and river settlements, since as inland settlements might not have the same capacities for food production as river settlements. However, inland settlements would possess important resources that are desirable for technology and quality-of-life improvements.
PROPOSAL 6: SHEEP SHOULD EAT GRASS
Something missing in the current version of OHOL is that farming is the only viable way to sustain a settlement.
In real life, many types of settlements were viable in the past. For instance, it was possible for some villages to subsist entirely on fishing, and others on shepherding large flocks of domestic animals. In fact, trade (and conflict) between nomadic shepherding societies and sedentary agricultural societies is a prominent feature of ancient civilizations.
In the old days, it wasn't plausible to maintain huge sheep farms in Mesopotamian cities because large flocks of animals consume a **** ton of grass, effectively stripping the ground clean. The concept of a massive cattle farm with tiny restrictive pens is a modern concept and invention, made possible only by very sophisticated transportation economies.
Early sheep-centric tribes/civilizations had to be nomadic. They didn't have a choice.
That said, nomadic civilizations like the early arab and mongol cultures were still able to thrive even without farming. In my opinion, having a large flock of sheep should be sufficient to easily sustain a lineage.
By making sheep eat grass, civilizations will:
A) Either need to go nomadic if they like raising more than one or two sheep
B) Trade with a nomadic sheep civilization
C) Employ shepherds that take flocks outside of town to graze and come back. Pens are employed to keep animals safe from wolves at night -- not because animals can be raised inside them.
I had the opportunity to travel to tibet some years ago, and I think one thing that really left an impression on me is how a single shepherd can take a flock of hundreds and hundreds of sheep miles and kilometers away from the nearest settlement.