a multiplayer game of parenting and civilization building
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Oh boy, Carrots vs Rabbit Pies.
It's all rabbit food one way or another, isn't it?
But that lame joke aside, let's have a discussion then...
So I still don't buy into spending near 100% of your time churning out raw carrots as fast as possible for survival. Where is the time for advancing anything if all the time is spent churning out carrots to support yourself and maybe 2 other people who are being worthless? Because let's face it, there will be noobs, even perpetual ones, who are not going to pull their weight and use way more than they produce.
That's the real problem right now. Those who are productive are spinning their wheels on carrot production while those who are not are burning through the carrot stores faster than the producers can produce, and so you get civ collapse, over and over again. And being that you can't carry all the carrots on your person even if you do have a backpack, you fall prey to the famine just like everyone else, all be it maybe a few minutes later than everyone else if you managed to pack away a few carrots before the last ones got snapped up.
Every time you run out of food, you have to get more or you start from year 0 again. This means you MUST drop what you're doing and walk over to where there's food and eat. Think of how long this takes. It depends on how far out you are from the food source. The further away you are from the reliable food source, the sooner you have to start heading back home or start hunting around you for wild food, dropping what your original task was. That's lost time.
A backpack full of carrots is going to buy you about 2 minutes. You can increase that to 3 1/2 minutes if you also have a basket full in your hands, and if you have some nice clothing, you can even edge it up to more than 7 minutes before you run out of carrot food. This means your range is effectively half that, because you have to turn around and start walking back home when half your food is gone if you want to make it back in time before you starve, and you better pray that there's still some food left there when you get back.
Because of this, many just stay chained to the same small area their entire life, because venturing further than a minute or two away is too much uncertainty.
The other option is to put in the time to bake a few Rabbit Pies. One wheat field will probably do for a person for their lifetime. Why? You're very like not going to find baked pies just waiting for you as soon as you hit 4 years old so you won't be eating those at first. You're going to eat some other things while growing up, most likely a lot of berries and carrots. Pies are also not a simple thing to make, so it's going to take you more than a few minutes to get them made. By the time you get everything together to bake a few pies, you've likely already hit adulthood and you're probably 20 to 30 years old, so you've got half your life left ahead of you. It all depends on your starting situation, of course. If you get lucky and someone gives you hand me downs and you're in a place that already has the plates and bowls and oven ready to go, you're going to have a lot easier time than if you start off in the middle of the woods naked.
But back to the pies, and why you only should need a few. A single Rabbit Pie affords you at least 4 minutes of food, and if you have decent clothing on you get 8+ minutes per pie, or 24+ minutes with just 3 of them, which is over three times as much time as a full backpack and basket of carrots! If you bake and take 3 pies with you, you can almost live the second half of your life on just those 3 pies and never have to go find a carrot again. And all you needed were 3 rabbits and some wheat and a couple skins of water, one for the wheat and one for the dough. A similarly clothed adult would likely have to eat another 25 carrots in the latter half of their lifetime, which is going to need at least 5 trips to the pond to grow that many. And assuming you tried to carry as much with you in a backpack and a basket as you can, you're still going to need to make 3 to 4 trips back for food minimum.
Your numbers are based on cranking out carrots or pies at breakneck speed, being chained to a field or an oven for your entire life.
Don't do that!
You don't need to cook 30 Rabbit Pies in an hour! You need 3, and you can easily double the recipe and cook 6 if you feel like sharing with someone or teaching them without it taking much more additional time.
And since you can carry 3 pies on your person fairly easily with a backpack, you don't have to worry about moochers eating all your hard earned food and leaving you with nothing.
Yes, it's kinda selfish, but people need to learn to make more than they consume or civs are always going to fall apart. Maybe once they notice that everyone except for the guy running around with the pie is starving to death, they'll get curious and ask why.
I tell ya, you're a slave to that carrot field and it is a harsh mistress.
So, if you present these two choices:
Learn to do a 50 step process, but you only need to perform it once and you're done.
OR
Learn to do a 5 step process, but you need to do it dozens of times before you're done.
Most people in the world will take the 5 step process. It's 'brute forcing' a problem over 'thinking your way through it'. Both work, but take different kinds of effort.
Take it from an old UO player, flagging systems can easily be gamed by trolls. Usually the good guys are the ones who end up getting the short end of the stick.
Getting a pile of naked people working the fields is actively more harmful than just having them sitting around a fire doing nothing and limiting their food intake, but that is really boring for the naked people.
Lately, when I'm in a civ that seems to be lacking clothes (which is pretty much always), I've been grabbing a carrot and chilling out near the fire for a while before I head out on my quest for thread. A slow burning fire actually gives you perfect temperature if you stand right on top of it, and it's amazing how long you can stand there without eating and be just fine.
True story. We had a nice setup with berries between each of our rows of carrots, composting was quick and convenient. I leave to fill up my water pouches, and in that one minute a woman had dug up all of the bushes. She claimed they were taking up space for more carrot production *facepalm*
Please tell me you stabbed her.
A life of raw veggies only is always going to be really rough. There just isn't much nutrition there. Add no clothing and it becomes the disaster that you often see today, where small civs that suddenly get a half dozen naked kids suddenly collapses.
The food resource balance is really fragile, and likely always will be.
We can ease the pain by focusing on proper temperature first. Clothing is still quite lacking, and many players are getting stuck in frantic carrot farming just to stay alive because they have no clothes to lessen how much food they need so they can go searching for more supplies for additional clothing.
If you have a set of clothes already, one of the best things you can do to help your civ is to leave and search for materials to make more. You have a much better chance of surviving a long distance trip.
Once we reach a point where it's fairly normal to put pants and a shirt on a kid when they're born, I think we'll have an easier time on focusing on how to improve the food supplies. Right now everyone is so desperately looking for their next meal that only the simplest, quickest thing is valid, despite the fact that you have to repeat it constantly just to survive.
If you can get the materials together to cook a few Rabbit Pies instead, you're done, set for life. Stuff them in your backpack and go do something else with your time other than hovering around carrot fields to munch a carrot every 30 seconds.
In my own play time, I have been able to sustain myself for most of my adult life off of just three rabbit pies, which can be made from a single plot of wheat.
You'll have to keep yourself alive until you make those pies which is going to take some time, and since most villages are just farming raw carrots you're still going to be eating quite a few carrots unless you strike out on your own.
But in the Conclusions area of the doc, you'll see where I did some math on how much 'work' it takes to feed yourself for a lifetime.
Clothing really is the most important factor, as that'll cut down on how much work you have to do to survive by a lot. You can get it down to only needing to replace one soil in your lifetime if you focus on making Rabbit Pies, or needing to replace one soil in your lifetime if you leave carrots to seed. Either way, you need to compost, and the Rabbit Pie way gives you one of the items you need that you otherwise have to go searching for.
The main difference is that you can live off of 1 or 2 plots of wheat your adult life, or you can live off of 10 to 20 plots of raw carrots your adult life.
It's up to how much farm work you want to put in and if you care about getting anything else done.
Did you implement the fact that farming wheat destroys the soil?
It might be ok now because of the new carrot seeds doing the same, but in the past tthe fact that every wheat kills one soil made pies too expensive.
Yep, that's covered in the doc. It's still worth it.
I've put together a Google doc on some food studies I've done. Anyone who wishes to take a look can access the doc here:
https://docs.google.com/document/d/1neU … sp=sharing
There's quite a bit to read. To sum up some of the important points:
If you're tending a carrot field your entire life with no clothing, you're overworking yourself.
Put some Pants on.
Campfire cooked food really isn't worth the trouble.
Pies are amazing, but only some of them. Some are a waste and should not be made.
Put some Pants on.
In particular, Rabbit Pies and Carrot Pies are very much worth making and will cut down on how big farms have to be to feed people.
A few Rabbit Pies can feed a fully clothed adult for most of their life.
Children and Elderly should eat Carrot Pie, Adults should eat Rabbit Pie.
Please, please, please, put some Pants on! You're wasting food!
Feel free to comment if you find any mistakes in the doc and I'll correct them.
Well if you find yourself in a village that appears to be taking advantage of your kindness, perhaps you should make a smaller farm for yourself somewhere else and leave them to figure out how to feed themselves.
The problem will work itself out one way or another fairly quickly.
My method lately has been to snag a basket and get to looking for clothing or materials to make some as soon as I'm able to take care of myself, and I'm able to live off wild berries fairly well most times which keeps my impact on the village low. There are the times when all the bushes within sight have been picked clean and things just don't work out for me, but usually, if I can live long enough to get a shirt and pants, I'm good from there to be able to provide for myself and then some.
However, if you try to single-handedly save an entire village and succeed, what are you teaching everyone? That they don't have to do anything themselves and they can just mooch off of you.
Cooperation is a great thing and some people need a little support and teaching before they become useful, but there is a point where you have to let them sink or swim on their own or they'll just drown you with them. It's not your job to save everyone. People will learn how to farm when they get tired of running to dry carrot fields and finding no food.
There are some very efficient carrot farmers out there for sure, but I have to ask why they should continue to increase the carrot stores when there's already enough to feed a generation. Wouldn't it be wise to spend some of that time on.. oh I don't know... anything else other than picking even more carrots?
I think there hasn't been a lot of 'study' done on the time efficiency of various forms of food sources.
For example, carrots are fairly easy to figure out. A single field grows in about 4 minutes, and you get 5 carrots. They feed 8 'pips' of food each, so that's 40 food per harvest or about 10 food per minute, give or take (mostly take because of the time it takes to harvest, plant, and rewater slowing it down some) So a single carrot plot can, at best, get you up to 10 food per minute but is probably less than that.
However, I've been messing around a bit with the different pies, and I'm still recording some findings. I've found that a simple carrot pie has about a break even food per minute compared to raw carrots (if you consider that a wheat field takes 6 minutes to grow and you have to wait that long to get your dough for pie crust). You have to use 1 carrot for the pie so that 8 food goes into it, but you get a pie out that has 4 slices at 8 food per slice. You do use a field for wheat instead of carrot growing and the wheat does grow slower, so you have to consider that in the time spent per food output, which is why I say the end result is about a break even for carrot pies and straight carrot farming, but the slower growing could be considered a good thing. Less frantic harvesting. Another advantage the pie has is that it has 4 slices that you can store in a single slot, so you can travel much further away from the village on one pie than you can on one carrot without risk of starving.
Then there are the berry pies. I haven't figured the food per minute on those yet because I've been getting my berries from wild bushes, but if you take 4 berries off a wild bush with a bowl and make a pie out of it, you turn those 4 berries which are 24 food into a pie that is 13 food per slice for a total of 52 food for the pie. That's a considerable increase in food amount. I practically lived off just 2 of those for the second half of one of my lives, and was free to roam around instead of standing over carrot fields for an hour.
I think we should try stretching food supplies further with baking, could free people up to do more things.
Fate has dealt me a cruel hand. When I've lived, my mother usually dies and I'm a male.
This is how most my games have gone lately as well.
So, the sad thing is that berry bushes wither and fail?
I think the bushes will be ok if they have some berries on them.
Only evidence I have is that the 'dry gooseberry bush' comes from a 'languishing domestic gooseberry bush' which I believe is the one with no berries on it, and not from the 'domestic gooseberry bush' which is the one that does, and I see nothing that will turn a bush into a languishing bush that is based on time, only picking the berries does that.
Should be pretty simple to test. If you leave a berry on one and watch it for as long as you can and it never dries out, fairly safe to say that they won't dry out with berries on them.
However, I'm betting that the berries do not regrow unless you empty the bush and rewater it, so the rule should be:
If you eat the last berry, fetch water for the bush.
This can also be taken to mean, don't munch the last berry and then kill over dead from old age before you have a chance to water the plant. If you're old, keep your wrinkly old hands off that last berry.
Matok wrote:Build farms closer to ponds so the water trip doesn't take long with a bowl to offset the fact you can only carry one at a time.
Yes. This.
Also: sorry for any water skins I've used for these purposes. I'm pretty dedicated to the carrot farming role, and honestly don't know a lot about the fur/clothing tech tree. I didn't realize water skins were so expensive to make, relative to clay bowls. I got into the habit of using water skins because they could be stacked, but since I've moved to a "put the farm directly next to the water ponds" model, I never need more than one water carrying device anyway -- so a single clay bowl works just as well as a single water skin.
I think that they seem like a necessity because you can carry 3 at once in a basket, but the bowl you can only carry one at a time. You want to save time on watering trips, so obviously filling up 3 skins is better than 1 bowl per trip, right?
However, if you're naked, you require 3 times as much food, which means you have to maintain (and water) 3 times as many plots, so you really don't gain anything using water skins. You're going to go out to find water just as often if you are fully clothed carrying bowls vs naked carrying a basket of water skins. And actually, you have to spend more time filling 3 water skins than filling 1 bowl, so if you really want to nitpick it, I bet you that the bowls actually end up being more efficient because you find 1 pond, fill, and return, vs find a pond, set down basket, get empty skin, fill skin, put in basket, pick up basket, find next pond, etc etc etc.
To be honest, it's really quite brilliant. The 'obvious' thing to do is actually not the best thing to do. This has been true throughout actual history as well, where many people spend their lives working really hard for very small returns when there's a less obvious, much better way. And people tend to continue doing things the hard way because it's what they know.
It's one of the things I really like about the game.
I think new hunger wouldn't be as bad if clothing was a little easier to get. Even in fairly advanced settlements it's hard to stockpile furs because people need so many of them for everything, so I mostly wind up playing naked even though I'm trapping rabbits full time. And don't even get me started on thread.
I've had someone nick my furs that I was stacking together to make myself some clothes and cut them up and sew them into water skins right before my eyes, even though there were many baskets of empty water skins already sitting around.
Water skins are not a priority over clothing, and should be viewed as a luxury item that just makes water gathering easier later. You only make them when you have a surplus of fur and thread. Use clay for bowls and move water with that first. From scratch, a clay bowl is easier tech to reach than a water skin. You need clay and reeds (to build the kiln), a hatchet for firewood, and need to figure out how to build a fire to make clay bows. You need milkweed, snares (even more milkweed), a hatchet for firewood, and know how to build a fire (to cook the rabbit to get the bone needle) to make water skins. The milkweed requirement means water skins are the harder item to make, even if you already have a bone needle laying around that someone else made.
Build farms closer to ponds so the water trip doesn't take long with a bowl to offset the fact you can only carry one at a time.
Well if he truly feels it was tweaked incorrectly with the update then I fully support him changing it. My only hope is that he does not change it because people whined about it being too hard or whatnot. I understand more players means more money however those players are just toxic and really need not be part of our blossoming civilization. We need people not afraid to really dig in and advance as a whole. I guarantee most of the people whining about it being too hard are the same people that spawn in, rip out and eat all the carrots for fun and troll people as they starve because they think it is funny.
I'd appreciate if you'd not make assumptions, especially since you claim you haven't tried it since the update.
*Baby gets born*
Baby: "Mom, what's my job?"
Eve: "You stay there and starve."
Baby: "Oh..."
Matok wrote:We might be just running ourselves ragged on water trips by farming massive carrot farms now.
I don't understand why people build farms away from water. Just build them on the same screen as the ponds. Then there's no need for multiple water pouches (one is sufficient) and the farmer can keep an eye on both the fields and the ponds, and can easily get the water themselves without having to take their eye of the fields.
I understand why people do it.
The 'green' areas are going to be naturally where people tend to want to be, because it is also the only area that provides natural food that you can just pick up and eat. Everywhere else you can not just grab and eat what you find, so the thinking is probably "I have a better chance of surviving here because there's already food". This is further enforced by the fact that you don't need to drink water to live, so water isn't seen as a direct necessity for survival.
The truth is, it very much is.
The green areas don't have enough natural food to support you, and just got nerfed so the berries run out even quicker now. You need to grow something.
Also, the swamp trees make it pretty annoying to live there. The green areas tend to be more open. Yes, you can cut down the trees to clear the swamp, but that's only after you get steel tools.
In this case, I really recommend building on the edge of swamp areas, where water is within a single screen distance.
This would be nice. There's a few items that are difficult to tell that they're even in a basket, such as snares.
Yeah I noticed a lot more baby death last night. I spent a half hour last night after the update just trying to get past age 0, and the few times I spawned as an Eve instead, I'd instantly have a kid that I couldn't take care of. This tells me that there's probably a lot of people respawning over and over, so a new player experience may be just repeated starvation. It reached a point where I was actually yelling at the screen that "I just want to play the game".
I don't know if infant mortality rates were really that high thousands of years ago.
Part of the issue is that a naked kid roaming around eats 3 times as much as a clothed full grown adult. That... doesn't seem right to me. I feel like maybe if food usage on kids ramped up with age then people might not be so quick to just discard them like trash.
But as is babies are being ignored now by quite a few people, because they really are a huge waste of limited resources.
It's frustrating, but maybe it'll smooth out.
ned wrote:Jason also updated domestic berries to give us more food than wild type. When they're taken care of, they can live forever, right? It seems like incorporating domestic berries into a growing farm will have to be the way to adapt to the carrot seeding problem.
The key phrase there is "when they're taken care of" since that is NOT going to always be true. However, it's also the case that abandoned carrot farms will eventually turn to seed and destroy the soil as well. So really might as well go with berries, there's not as much of a penalty as there was before, relatively speaking.
Since both end up in the soil getting lost when abandoned, we should be looking at the upkeep effort vs food produced. Do we have a comparison on how much water usage per food output we get for the berries vs the carrots? We might be just running ourselves ragged on water trips by farming massive carrot farms now.
Yeah, milkweed is the bottleneck, which means it is also a fairly high priority, maybe more so than a carrot farm because you can survive off of the rabbits and random berries you come across while you're out trapping and searching for milkweed plants, and if you're feeding and clothing yourself while scrounging up the materials for clothing, your burden to the village farmers is 0.
We need more trappers. And pants... definitely more pants.
I don't want to see your junk people!
I feel like there is a lack of proper priorities causing major inefficiency.
The obvious priority is food, because you die in seconds if you don't eat when you're young, but this gives you the false impression that securing a food source is the #1 priority and everything else is secondary. Carrot farming is a delicate balance for villages that very often gets out of balance and ends in a famine, and there is a very good reason why this is happening. A lot of people are still tending the fields while butt naked.
When your temp is close to perfect, your food bar decreases over 3 times slower than when you're naked. Another way to say this is, if you're wearing nothing, you cost the village 3 peoples worth of food. 6 people in a village where only half of them are wearing a full set of clothes will need food for 12. Now look at some of the villages where there are 5 naked kids running around and it makes sense why things go to heck in a woven basket so quickly. Those 5 kids need 15 peoples worth of food to survive, and a carrot is more than what their tiny little stomach can even contain, so some of the food value gets wasted.
It is worth it to prioritize clothing. Have a look around to see what is laying on the ground and grab it and put it on. If you see thread and fur, make something and wear it, even if it is just a loincloth. I very often get born into villages and find materials laying about that can be made into clothing but no one is paying it any mind and the villagers are running around with not even a single loincloth among them.
First, try to get some clothes. It is amazing how much this helps you survive. I believe that if you're at the ideal temperature, you consume food 3.5 x less than if you're naked. That gives you a lot more time to explore and figure things out because there's a lot less time spent stuffing your face to stay alive. You won't always have clothes readily available where you're born, but if you do spot some clothes, grab them and put them on as soon as you're able to do so.
Once you're not frantically looking for berries and carrots anymore, you can spend some time picking things up and tabbing through the recipe hints in the lower right corner to figure out what things are used for. I've tried to learn mostly from that and from watching others. I learned how to build a campfire from watching someone do it on the first day that I played, then mimicked what they did in my next life and successfully did it myself while someone was watching me, and that was a really neat experience that I can say I haven't had in other games. The tutorial is just keeping your eyes open and watching what is happening around you.
Might catch on with forum users but I'm more a fan of just typing 'HEY' to get someone's attention. About the same amount of keystrokes (Shift + 1 vs H + E + Y)
But it is a good idea to make sure you have someone's attention before you start typing a sentence in this game, since word bubbles can easily get cut off if someone moves just a couple tiles up or down.
My 2 cents, for what it's worth.
Have a second hidden food bar, call it the 'over eating' bar if you want, but player can't see it. It only fills up with the excess beyond what your normal food bar can carry. It decays back to 0 a lot faster than your main food bar, which means anyone who normally only eats when they're actually hungry will never be at risk of this hidden bar filling up. Even if you eat food when you're only sorta hungry wouldn't hurt you.
If they do fill up the hidden bar, you could display a warning, maybe, though I have a feeling that there shouldn't be one to avoid them gaming the system. Like, you'd really have to be intentionally stuffing your face as fast as possible to trigger this. But, if you ate something else within a few seconds of filling the over eating bar, you'd die, cause of death 'over eating'.
They know what happened to them and why. The game didn't force them to stop and give them a 'you can't do that' message, it was totally their choice to continue and suffer the consequences.
The plant is a bit fragile. On paper having resources that can get completely wiped out due to carelessness sounds good and I really like the idea. I think the problem is you can very easily unintentionally cause massive damage to these plants in an area and there's no 'you did a bad thing' feedback to the players who are not trying to cause problems. As far as they can tell, they touched the plant, they got something they needed. All is good.
And it isn't that the plants themselves are getting destroyed, you can pull as many seeds as you want off of a fruiting one and use them to restore a garden. Keeping seed stores can go a long way towards keeping areas from getting completely wiped out from people accidentally touching the plants wrong. No, it's the soil they were planted in that is forever lost. That's pretty damaging.
I'm torn plant care difficulty. I like the idea of being able to carelessly destroy a biome, but I feel that if it's too easy for that to happen then the game won't be much of a game. You'll spawn and have to run for half your life to a new area just to play, and be starting from scratch all the time.