a multiplayer game of parenting and civilization building
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I'll be trapping twins+ until Jason either decides to add a group curse function or newcomen blocks get fixed.
You just keep topping yourself.
Don't do this. You're preemptively destroying the game for people who have a legitimate and developer-supported use case, simply because of your perception that some unknown proportion of them are "griefers" - which, in your mind, is barely distinguishable from "new at the game".
Don't do this.
he already told us what the game is about. "Parenting and civilization building". I feel like too many people forget the "parenting" part.
Well said.
I think most people do get it, though. Most of the time the experience is, I believe, both rewarding and in keeping with Jason's intentions.
For those interested in controlling their birth rate, the current mechanic is warmth...
(server code)(and it PEEVES me!)
I (and anyone) can increase my birth rate up to 6 times (grassland vs jungle) or usually 2x (grassland vs desert) by being warm. If there's 15 mothers half as warm as me on the server, I cut their birth rates down by ~6%. For standing in a jungle infested with mosquitos. Or standing idle on a desert corner eating 1 berry each year.
Well, up to a point. The max rate is (on average) one child every 2.5 minutes which is 0.4 children per minute. If the global rate is currently, say, 0.2 children per minute (i.e. half the steady-state rate, i.e. we're in a population fall-off), even if you're the perfect temperature and have a six-times advantage you'll still only double your birth rate back up to the max.
The temperature-weighting mechanism only comes into play if population is falling, and the amount of difference it makes is limited by the rate at which the population is falling. If it's a slow decline, the weighting barely matters.
... and conversely, if it's a fast decline, the weighting can matter a lot in deciding how many babies you will have, BUT it still doesn't matter because a fast decline means you're on one of the downstream servers (only the downstream servers have large population fluxes; the upstream servers stay stable at their soft cap) and if you're on a downstream server your lineage is doomed anyway.
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Nocturnal infertility is frustrating... Last night I had an absolutely perfect Eve run. It was everything I could have asked for. Even the RP was good! It was a great spot - not perfect, but good; challenging, but we made it work! I kept all my kids alive. Everyone in the family was smart and worked hard, even the somewhat-new players. We taught, we learned, and I died happy surrounded by an appreciative and thriving family.
Of my two great-granddaughters: one died at 35 with only three children, the other died of old age with only three children. And that was that.
Alas.
But. The point is there's really nothing you can do about it, short of redistributing all the players so that they're evenly spread throughout the world's time zones. The game-playing population rises and falls, and accordingly lineages must be created and then lineages must die.
^Sounds right. Verified where I could.
Excellent, thanks!
As I understand you, AvgBirthRate is capped at ~1 per 2.5 min
if AvgBirthRate > 1 per 2.5 min,
eve spawns, increasing %Birthers until AvgBirthRate =< 1 per 2.5 min.
That's a good restatement of what I meant, yes. I think it's right, but I could easily be missing something.
That 2.5 average birth cool down has a delicate job of limiting maximum birth rate, but also making sure to not excessively produce eves since they'll make infertile hours even worse.
Good point!
... and special projects aside, even something as simple as a cart or a basket - while it doesn't belong to any one person - should never be taken unless it's clear that nobody else is using it right now or intends to use it in the near future.
It's polite to ask.
You seem to be in conflict with yourself on this point:
Someone got angry because one lady dared to use HIS basket to get soil from the compost. [ .. ] Or players who just take stuff from someone without asking. Is it too hard to ask ?
If someone gathered or made something with a purpose in mind, you should respect that. There are many projects that require a complex set of inputs and operations and are time-sensitive, and if someone takes one thing away you have to stop your project and replace it... and by the time you replace it, many of the other things you have gathered will have been taken, and your project simply fails.
The problem is that it's not always easy to know when someone has gathered specific things for a specific purpose rather than simply having gathered them to add to the general-use inventory.
The more experience you have, the better you will be able to recognize when someone might be using something even if they don't have their hands on it right this very minute.
In the meantime, it's very easy to ask, and asking is always the polite thing to do.
Very impressive mindmap, pein, kudos.
I'm starting to despair of ever working with the new tech, because I'm doing all my learning in-game, but I'm still sticking with it for now. I finally figured out how to make Newcomen engines; I learned how to assemble and use them all right after they were introduced, but it took me forever to figure out the secret of making the individual parts.
I watched some people working on diesel engines over the weekend, so I learned about a few of the parts and some of the steps... but I can tell there's so much complexity it's gonna be a lost cause without looking things up on onetech.
On the plus side, someone taught me to make pork tacos! That was fun.
I'm curious how eves might help balance things too, but I don't yet understand their spawn mechanic.
I haven't verified this in the code, but based on Jason's descriptions, I believe it works like this:
A player joins and is directed to a server (or connects to one manually). Once connected to a server, an eligible mother on that server is chosen at random and the player spawns as that mother's child. Eligible mothers are fertile females that aren't in birth cooldown and whose lineage the new player is not on lineage ban from. If there are no eligible mothers than the player spawns as an Eve and the spawn location is some combination of "spawning at an old Eve camp" and "spawning on the next spot on the spiral Eve spawn chain".
Each time a female gives birth they're put on a birth cooldown timer chosen randomly from 0 to 5 minutes. Children who /die don't trigger the cooldown (or, rather, they untrigger it when they /die, resetting it back to zero).
Living more than thirty minutes bans you from your current lineage for 90 minutes (clock time, not play time, I think). Murdering or being murdered does the same. Using /die does the same. Eves who die of old age are not lineage banned and so have a chance to respawn as their own descendant sooner than the 90 minute timer would otherwise allow.
If you're cursed then only mothers in Donkey Town are eligible. If you're not cursed then only mothers not in Donkey Town are eligible. If you are cursed and there are no eligible mothers in Donkey Town then you'll spawn as an Eve in Donkey Town.
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If a server's player population count is holding steady, then Eves should be pretty rare. Say there's 100 players on a server. Half are women. Assume half of those women are of childbearing age. That's 25 fertile women on the server. Each can have one child every 2.5 minutes on average. That's ten children every minute. That's ten percent of the server population every minute, dying and being reborn. That implies an average lifespan of ten years. Lifespans can be pretty low, what with children starving, /die-ing, and being abandoned, but I think it's a safe bet that in most cases the average will be higher than ten years.
As long as that's the case, then the fertile population on a server should be large enough to give birth to all the players dying and being reborn on that server, which means no Eve spawns will be needed. Random fluctuation and lineage bans may cause an Eve spawn occasionally, plus people using /die in order to get banned from all lineages and deliberately spawn as an Eve.
If the death rate is lower and lifespans are longer, then mothers will have babies less often (and fewer of them during their life). If the death rate is higher and lifespans are shorter, then Eves will start spawning, and will continue to spawn until lifespans improve or there are enough Eves alive currently that the male/female ratio has skewed far enough to provide enough females to handle the death/rebirth load.
In the limit, consider the case where all mothers let all their children starve immediately when born. Deaths and rebirths will be happening much, much faster than the birth cooldown will allow, and Eves will be spawning in huge numbers. Eventually nearly everyone will be an Eve. There will be a small percentage of the population which keeps getting born as children, and then starving, and then being reborn to an Eve who just had her cooldown timer expire. Figure it takes thirty seconds to starve as an infant, and the average cooldown timer is 2.5 minutes, so there would be roughly one perma-baby for every five Eves.
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All that is the case when a server population is stable (for example, if it's one of the servers being kept at its soft cap). If the population is growing (because the server just became active) then it's like adding additional births to the natural death/rebirth rate - once that total gets higher than one per 2.5 minutes per woman, then Eves start spawning and keep spawning until an equilibrium is reached.
And if the population is falling, then it takes an even higher death/rebirth rate (and accordingly shorter lifespan) in order to get any new Eve spawns.
... at least, I think that's how all this works. I could be mistaken. If I am, please point it out.
But one of my new kids had to take the car as soon as they were old enough
Real life simulator confirmed.
Regarding the OP - those are some decent guidelines to consider, but ultimately your thesis is undermined (correctly) by this:
Of course depending on what your village needs at the time the values of a object can be worth more or less, so its important to asses what you think your village needs the most THEN compare this value system with that information.
The value of anything in the game is always dynamic. It always depends on the local circumstances. It's crucial to recall the economic concept of "marginal value", which simply means that the FIRST pie is much more valuable than the TWO-HUNDREDTH pie. There is value in having stockpiled inventory (above and beyond the inherent value of the items being stockpiled! the inventory itself is valuable!) but there is also a cost to keeping an inventory, and an opportunity cost for the labor and other resources invested in the inventory that could have been used for something more urgent (the second shovel rather than the seventh horse, for example).
For most of the early game, there is almost always a very small set of urgently-needed things, without which everything will soon fall apart. As experienced players we all know pretty well what those things are and at what point they are needed. So for much of the game no value calculations are needed - just an understanding of the technology tree and the critical dependencies and chokepoints.
And once you get past the early game, there's pretty much no constraints at all, so value calculations aren't important - everything is abundant, and you have the liberty to pursue anything you desire (as long as someone is keeping an eye on the fundamentals so that, for example, compost doesn't suddenly run out).
I see, well we agree that digging up wood stumps is a waste of shovel.
Firewood is scarce; it requires labor to fetch. Firewood is important for keeping the central fire going, and it is a waste to chop firewood for kindling.
Using one shovel-use to get an extra wood that can be used for kindling is very efficient.
As Pein said, better communication would help, but shit, I have to come out and say, instead of people telling you what to do, how about you teach yourself more. Know what to do when you scan the town and see berries and carrots going down, and just go get some stone or adobe and make the pen real quick. Instead of hauling the tenth basket of banana's go make a damn rope, attach it to a stake and get the rabbit fur we need to make a bellows.
New players simply aren't capable of this. But almost every new player will become an experienced player and will start doing all of those things on their own.
... assuming they have an enjoyable initial experience and don't just quit the game because some asshole yelled at them and then stabbed them.
I think the solution most people use is to just chain /die out of it until they reach a city for their rest of the time playing OHOL
Perhaps, but that's certainly not true for me. I actually greatly prefer the challenge of getting early settlements running, and right now I'm very bored in big cities.
To each their own.
and the guy who tossing my stone blocks out of the jungle, not knowing that mosquitoes cant enter a pen, totally ignoring when i asked, warned him, but runs around like headless chicken yelling griefer for not letting him ruin my work
... after you stabbed him, I presume.
It's true, you're not a griefer, just an asshole.
better communication, and bigger FOV might work, cause you cant really expect much from newbies, fuck composting and firewood, they just want to make pies from rabbits, overwater carrots and leave it and extend and empty a berry field, cause all that they know
NEWSFLASH: People who are new to the game don't know how to play it very well.
This game is just his curtailed version of things
Umm... yes?
I'm totally okay with that.
It's a game, not a historical recreation.
Oh, and lest I forget, that graph is awesome! Thanks for the data collection and processing, thundersen.
Yeah, there's an interesting and probably unintended "bounce" going on.
Servers are effectively capped at (I'm guessing) 60 players? Which is half of their max capacity of 120 players? Once they reach that soft cap the reflector sends half of their new connections to the next downstream server. ... which means their birthrate is halved, but since their population hasn't changed (yet) their death rate stays the same, so they have a big population drop.
The population of the two servers will then stabilize at roughly 30 each - half of the upstream server's population before the downstream server was added. BUT NOTICE! Thirty is very close to twenty! Even when things are basically holding steady, there's still quite a bit of variation, both in the overall game population and on any particular server. And because the upstream servers are kept close to their caps, any fluctuation in the total game population is entirely shifted onto the two downstream-most servers. And since they're both at roughly 30 soon after the split, it's very easy for Server X-1 to fluctuate down from thirty to twenty... which triggers the sterilization of Server X!
You can see this happen with Server 3 and 4 between Dec 14 22:00 and Dec 15 02:00, and again between Dec 15 04:00 and Dec 15 06:00. Server 3 is at sixty players, Server 4 spins up, both servers converge to approximately thirty players, Server 3 dips down to twenty players, and Server 4 is killed off.
A small tweak could reduce this kind of bouncing. Raise the soft cap and lower the kill trigger. If the server max is 120 players (which is dependent on the game's performance and the server's virtual hardware) then maybe set the soft cap to 75%, which would be 90 players, and which would mean the post-split population would be approximately 45 players on each of the two servers. At the same time, lower the kill trigger from 20 players to 10 players. That gives a "safety spread" of 35 players, which is probably enough to prevent a server from bouncing on and off due to minor fluctuations in total game population.
Heck, lower the kill trigger to zero! Keep sending new births to the two downstream-most servers until at least one of them (the upstream one) has no players at all! That will let most of the lineages on those two servers (and all of the servers, really) die out "naturally" due to an overall decline rather than being forcibly exterminated while they may still be viable even in the face of the decline.
The thing that can trigger it is dying of old age in the tutorial with a home marker down. A new eve has a chance to appear in your base, which as the eve can be confusing, as you experienced.
So what's needed is a concerted effort by a lot of players to die in the tutorial of old age with a home marker, as many as possible, so that random other Eves start spawning there, and one of them eventually founds a successful line.
i would also like to burn your village
I was against it at first but now I'm for it. It would be a shame to lose this vital piece of technology that played such a pivotal role in history.
True about server ending/starting, as you describe for stagnation, but also when growing as seen for server 2 in thundersen's graph when starting to spread into server 3.
That's a good point. When a new server is added, the upstream server gets its birthrate cut in half. This leads to a big population drop (because the death rate remains the same) until it reaches the new equilibrium, and that's going to kill a lot of lineages (although not as badly as the absolute sterility inflicted on a server being remove from the active pool). But again, that only happens when the game population thresholds are crossed to add a server.
The latter seems more easily avoidable. (like at least taking players equally from servers 1&2. Or ideally, if the active playerbase is growing fast enough, keeping the previous servers constant and skimming their surplus onto the new server)
It's definitely possible, it's just a matter of how much Jason wants to redo the algorithm. As it is now it's pretty straight-forward, but has these interesting side-effects. Maybe it would be worth his very limited, very valuable development time to write a new algorithm and change the side-effects.
When the total player number is somewhat greater than that of 2 maxed servers, then the main server will still have enough players joining to stay maxed, even in a population decline; which would in turn push the infertility burden onto the secondary servers.
Edit: outdated, as thundersen points out. But still applies after one server has capped (at 1/2 its max).
Oh, heck, you're right! Server 1 receives half of the new births, OR enough to exactly replace its deaths, whichever is smaller! If there are several servers active, Server 1 may have only one-third the total population, and thus one-third the total deaths, and thus only get one-third the total births. But as total population declines, its share of the births increases and keeps the server's population stable at its cap. So it doesn't experience the birthrate decline that any other server that isn't at its cap does.
I'm still confounded as to why thundersen's graph shows server 1 remaining at its 50% mark, even though its secondary servers have more than its population. (shouldn't that mean there's enough players joining to grow the main server's population? unless artificially capped there)
There's two "caps" on a server's population - a soft cap and a hard cap. At the soft cap, the reflector stops sending it new connections. At the hard cap (the "max"), the server stops accepting new connections. The soft cap is currently 50% of the hard cap. So as it stands now, a server should rarely be above 50% full; it can exceed the soft cap if people manually connect to it directly, but when that happens the reflector will stop sending it new (non-manual) connections.
It is possible, though rare, to spawn as an Eve in a tutorial area. At first this was a surprise to Jason, but he decided it was fun so he didn't fix it.
found another south of it, and another and another..
You have discovered the Hideous Secret Of The Tutorials! Playing the tutorial actually puts you in the real game just like everyone else... but you spawn into a special location on the map which is tiled from top to bottom, north to south, with newbie prisons!
If you play through the tutorial normally (i.e. click on "Play Tutorial" rather than accidentally spawn there as an Eve), and if you discover the challenge room and learn how to beat the challenge, you can escape your prison... and then go on to break other newbies out of their own prisons!
This actually happened to me once. I was working on the challenge when all of a sudden another character came running across my screen, carrying a wooden cart, dropping tools on the floor, bouncing around the area with words floating near her. I wasn't sure what was going on... I thought this was some kind of NPC that I had triggered by attempting the challenge three times or something like that. It wasn't until later when I started playing the game "for real" that I realized that wasn't an NPC. There are no NPCs. There is no single-player tutorial mode. I was live on the server and that was another player!
a sign that says HOT OR SNOT
Brilliant!
Thanks for finding that detailed post! Very interesting.
I believe the major design choice is between having the nocturnal infertility fall a small group, or sharing the burden between everyone. Currently, its the former choice, which leaves the burden on an unfortunate few.
No, the decline hits everyone evenly, regardless of the server you're on and regardless of the number of servers currently active. If total population (number of people playing) is declining at, say, 20% per hour (i.e. there are 500 players now but the number is falling at a rate of 100 per hour or 1.66 per minute) then every fertile woman is going to have (on average) 20% fewer births per hour than they do when the population is holding steady.
This only changes when one server drops below the 20-player threshold. At that point, the server downstream of it (which will have approximately the same number of players, i.e. roughly twenty) stops receiving new players and everyone on that server becomes infertile, while the first of those two servers doubles its population and thus spawns some additional lineages. After that, as the player count continues to fall the decline is once again spread evenly among all fertile women on all active servers, until the next server drops below the 20-player threshold.
Edit:
Actually, you're correct, in this respect: While all females and lineages have to face a birth slowdown, and they all face the same birth slowdown, and while that slowdown could cause some lineages (especially the smaller and more vulnerables ones) to die off regardless of which server they are on... In addition to that slowdown, there is also a devastation which will be visited upon the inhabitants of the highest-numbered servers. They are doomed to extinction, stricken by mandatory sterility which knows no escape. They may actually be doing an outstanding job of weathering the universal storm (the across-the-board decline in fertility rates); they may be among the more successful of lineages across the server farm. But even if so, it is of no use; even if they are thriving while others are failing, they shall at some point suddenly receive a great curse, and their line shall continue no more.
This does seem a little unfair.
Jason could alter the reflector algorithm so that a server continued to receive its same share of new connections until its population reached zero. He'd have to make the algorithm more complicated, because right now whether a server keeps getting new spawns depends not on its own population, but on the population of its upstream peer. That would probably be annoying for him to implement.
Introducing the new new meta
The biggest reason one would have to explore nowadays would be finding females. Most lines die to a lack of fertile females and being able to get one from another village is a nice way to save your doomed one.
introducing the new meta
My impression is, what is tried to achieve is more interaction between towns and better transportation ought to make this more doable. The bigger issue tough is, there is no (good willed) incentive to interact with another town as each and every is 100% self contained.
Agreed. The idea of trade between different towns has never made sense in this game (so far). The transaction costs are extremely high: travel time, the difficulty of identifying what the useful trades are, difficulty in communicating, low transport capacities, etc etc. And at the same time, the benefits of trade are extremely small - almost anything that one town can provide, another town can provide on its own at nearly identical cost.
Even if one town has advanced technology, the capital is so cheap in this game that any other town is better off building up their own technology rather than buying finished goods from the other town.
There isn't even relative production benefits of other places. Forgot how it was called in economy theory it's been a while, but it was shown that even if place 1 is more productive with good A and B than place 2, but on place 2 for example good B is relatively more efficient to make than A, while on place 1 it's the other way around, still both places gain by trading.
David Ricardo's Principle of Comparative Advantage!