a multiplayer game of parenting and civilization building
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cool thanks y'all i really love sharing fun stories about unique lives and then getting unsolicited advice and moral admonishment appreciate it.
I've been abandoned more times than I can count (I've been playing long enough), but this time it was so coldhearted. There was no attempt to give me to a family member, and it wasn't simply ignoring me or running away from me. She literally carried me outside of the town walls and closed the gate in my face.
The fact that she turns out to have been my great-great-great granddaughter from a previous life made it all the more tragic. Thus me sharing it here.
Kind of a fun story.
I had lived a simple life as Kya Gomez. I had a couple of daughters, one of whom, Brand, was brand new. Her name was an accident.
Anyhow, Brand carried on the lineage.
Later, I was born as a girl to a woman named Beatrice in an unfamiliar town. Immediately I could tell that she was lovely. Blonde hair, clothed in red, busily attending to some task I didn't quite catch. She lifted me into her arms and took me outside of the town gate.
Then, casually, she ran back inside the gate, closing it behind her. She had left me there to die. I whistled, but no one came.
...
My next life, as Ardi Lissak, I vowed to exact my revenge. As soon as I could mount a horse, I started scouring the rift in search of my mother who abandoned me. I did not know where to look, but I wouldn't give up until I saw her grave or laid in my own.
Finally, after seeing three corners of the rift: a familiar stone wall. A gate. A pile of bones from an unnamed person. My bones.
Amazingly, Beatrice was still alive, right there in town, chatting with family in the berry patch in a tongue I couldn't understand. I unsheathed my knife and did what I came to do.
I should have at least used a bow, because Beatrice was immediately healed and immediately stabbed me. So much for revenge.
Her name? Beatrice Gomez, Kya Gomez's great-great-great granddaughter.
Fully on board with this idea. I've always been supportive of the rift's objectives, but have never been a fan of the limited map that limits variety. Seasons have been floated numerous times before, but in the context of the rift, scarcity, and win conditions, it makes so much more sense than simple PvE for the sake of PvE.
Imagine if all of the trees lose their leaves in the winter, and you have to keep summer's last fire going all winter! That'd be a high-stakes, high-stress objective for the entire community. Winter would incentivize large-scale summertime building projects so everyone can keep warm when food is scarce.
Yes, it'd be a new-player killer, but really no more than the rift is currently, I think. In fact, there'd be some compelling drama here that I think new players would appreciate: imagine being a new player that spawns into a shivering town that's down to its last few pies. Your mom holds you close, puts on a brave smile, and says "just hold on, baby, we're going to make it." Just as she dies from hunger, leaving you alone with the last pie she saved for you, summer returns just in the nick of time.
Imagine being that starving, shivering family and suddenly a lone rider--a distant cousin--arrives with a horse cart full of food, saving your family. You name your first boy after him and you celebrate his memory with a massive feast when summer returns.
I really like this idea.
Oh, this is super interesting. I love your mountain/river framing--that's a great way to think about it. Unlimited space, nearly unlimited resources, but very limited mobility and very limited access to those resources, as it is IRL. If each major enclave (say, something the size of the current rift) had only one "downstream" exit, I think we'd be much more likely to exhaust an area's resources before migrating. Access to oil and other resources are naturally controlled by topographical barriers, creating the possibility for local control of resources, and thus (possibly) trade, markets at enclave intersections, etc. Cars and planes would have a use again.
Combine this with clever Eve placement and I think we'd see some really, really interesting gameplay.
One obvious issue would be gating off an area's only exit, either for protection or through griefing. It might help if it was possible to build across barriers (bridges, e.g.), making it so that there's never any certainty that a river would be a sufficient town wall.
Who grew up with one of these in their house?
I like this! It'd also be funny if you sometimes dug up a useless item, rather than digging up nothing, like the old boot you sometimes get while fishing.
What are these new(?) Gold monuments?
Well, back in my day, we had what was known as the Apocalypse, and it was a craftable server reset. Basically you'd craft gold discs and place them in the monolith, then hitch up a horse wearing a crown, and *poof*.
The monoliths stuck around, but they don't trigger the apocalypse anymore.
Edit: Some relevant threads:
https://onehouronelife.com/forums/viewtopic.php?id=939
https://onehouronelife.com/forums/viewtopic.php?id=934
Correct me if I'm wrong, but /die babies don't affect your score.
I've been in the top 10 a couple of times, and #1 once. Your general tips are all good advice, especially being an active, engaged, and generous mother or uncle. Talk to your babies, give them some of your gear, try to help them feel connected to your family's story. My biggest gains happen when I get a couple of daughters who are really invested in the family. Ask to name your grandbabies. Give them "gramma's shoe" or whatever and tell them to pass it down to their daughter.
I also only play about *maybe* 4 lives a week. Far, far less often than most. If I recently had a successful life that puts me in the mid-high 40s, my next life later that week might be all it takes to take me to the low-50s. YMMV.
-Lapis lazuli and Cinnabar are almost pointless, as if you would gather whole servers lazulis and cinnas, you still prolly wouldn't have enough to paint one house with a single colour and you get these strange LGBTQTAQWERTYIOP rainbow houses.
HILARIOUS! YOU MADE A JOKE ABOUT AN ACRONYM THAT HAS MEANING TO PEOPLE WHO ARE DIFFERENT FROM YOU! EVERYONE IS LAUGHING!
Celine Dion Sunga! I was your mom! You did such a great job cleaning that place up. It was a disaster with all of the clothes and corpses. So happy to see that your children did well, and that you were able to find Champ, even if it was a time of trials.
Grandma, I hope I did you proud! Our line lived for another 50 generations!
I was Clara Morsell. My mother, Luisa Morsell, worked her entire life to farm enough milkweed to make candles and string up a Yule Tree. She died before she was able to finish it, but passed the task on to me. I made the last two garlands, gathered as many cousins as would join me, and lit the tree. It was a beautiful moment of togetherness and remembrance.
I suppose it was reckless of me to not have first moved the three axes that lay scattered on the ground nearby, but when my cousin Robert picked one up and chopped down my mother's beautiful tree, I couldn't help myself. In a fit of rage, I stabbed him. Of course a suspicious crowd gathered, he was healed, and someone stabbed me in retaliation. I was unable to convince them that in one fateful swing of that axe he had undone my mother's life's work, and that his actions would not be tolerated.
It appears that my daughter Gryphon was also murdered attempting to avenge my death.
I am sorry, mother.
Build Computer -> Play OHOL -> Become EVE inside the game inside the game inside the game inside the game
I mean, we're basically playing a super low-fi ancestor sim:
In 2003, philosopher Nick Bostrom proposed a trilemma that he called "the simulation argument". Despite the name, Bostrom's "simulation argument" does not directly argue that we live in a simulation; instead, Bostrom's trilemma argues that one of three unlikely-seeming propositions is almost certainly true:
"The fraction of human-level civilizations that reach a posthuman stage (that is, one capable of running high-fidelity ancestor simulations) is very close to zero", or
"The fraction of posthuman civilizations that are interested in running simulations of their evolutionary history, or variations thereof, is very close to zero", or
"The fraction of all people with our kind of experiences that are living in a simulation is very close to one"
The trilemma points out that a technologically mature "posthuman" civilization would have enormous computing power; if even a tiny percentage of them were to run "ancestor simulations" (that is, "high-fidelity" simulations of ancestral life that would be indistinguishable from reality to the simulated ancestor), the total number of simulated ancestors, or "Sims", in the universe (or multiverse, if it exists) would greatly exceed the total number of actual ancestors.
Bostrom goes on to use a type of anthropic reasoning to claim that, if the third proposition is the one of those three that is true, and almost all people with our kind of experiences live in simulations, then we are almost certainly living in a simulation.
You mean a countdown to attract all the griefers on the map to murder everyone present, right?
Damn, hopeless optimism strikes again.
It would be fun if there were also natural structures in game that reflected the passing of time, like glaciers
Or some kind of cooperative craftable monument like the bell tower, but which can only be built upon once an epoch, and only by two elders from different families at peace. Maybe on top of or near the Tarr monument? That'd be a fun and rare moment of ceremony, esp. if paired with an on-screen countdown notification, prompting some pilgrimages to witness the moment.
PRAISE BE
While we're talking about cooking bacon, how insane is it that we're building engines, cars, and airplanes, but are still cooking food on flat rocks? Maybe a pork fix update could include a cast iron skillet and a steel pot, both removable from the coals. Skillet replaces flat rock, pot replaces clay bowl (for purposes of cooking and boiling on coals).
I don't think anything has changed re: food since this was published. It's epic and something you should consult. Ferna came outta nowhere and did some amazing work on food and temp mechanics, hasn't been seen since.
Strict rules like "berries and carrots are only for compost" aren't useful, because a) it's not true, and b) everyone will ignore such rules, because they're hungry. Berries and carrots are planted first because they're required for compost; they're eaten because they're what's available. Sure, they're suboptimal, but people are starving in early game.
Better approach? Make all of the foods available to you. Something not available yet? Make it.
The best advice isn't which foods to plant first (it'll always be berries and carrots), but rather how to eat. Eat only when you're actually hungry, try not to eat big foods until you're an adult, and stack your yums as much as you can without it consuming all of your time. If I haven't eaten a carrot as an adult, and doing so would extend my yum chain, you bet your loincloth I'm going to eat a carrot. Twisted's videos have taught me many things, the Yum mechanic being one of the most important.
This is ducking amazing
Turns out we've all been tripping on mushrooms this whole time
Oh, right. Completely forgot about github.
Tweaks and updates have been coming fast and furious over the past few days. Can someone please summarize them here for those who can't scour the forums?
What's the latest on rift size, Eve window, fail state, declaring peace, map generation, curses, other things that have been tweaked that I've missed?
That's how curses work. Sorry? Once you do your time in DT, you gotta walk the straight and narrow for a long time before your curse score goes down even a little (at least as far as I understand it).
But yeah, that sucks if a rando cursed you just for taking shoes that weren't on his feet, but certainly all of the curses that led to you earning time in DT weren't all unwarranted.
Morti, this seems really out of character. In all sincerity, are you OK?