a multiplayer game of parenting and civilization building
You are not logged in.
I love it
I don't waste to much time on babies. I get them to childhood and that's it. Between the sucides and morons and a vicious hunger, I don't have time to be too chatty or attached.
I am actually my most chatty when I am an Eve. Because there is no much work I can safely do, I camp a berry patch and explain the situation to them as they grow.
That reminds me of a large town I was in.
The town had griefers and they targetted our females, bit not our males.
Realizing our village was doomed I searched the west and south with no success. When I got back I found a young boy who had grown into man while was gone. I explained that the server would erase our work in 24 hours if no players used it. So he took a cart of food to find a woman in the north and east. I died shortly after.
I really wanted to know if he succeeded. He was on Grand adventure to save a dying civ and I had played the role of question giver in his epic story. Maybe you are the woman he found. That would be nice.
I have survived several collapses myself. I typically grab a basket of food and head out the wilderness while the morons panic and starve. I would like to say that a hunter/scavenger, but most times it happens to me while I am desperately trying to keep the farm going. Of late most collapses happen because no one goes to collect wild seeds, but they still think the no need to have seed row rule is in effect. So I spend my time seed guarding and keeping an eye on the last basket of carrots. Just before a collapse everyone grabs all the last food. It is very inefficient. But when we are down to one basket of food I grab it and go searching for wild berry bushes. When the bush runs down I go back and start picking the carrots that matured while everyone panicked and died.
These still exist everyone. Sometimes there is far more dirt in an area than there is wild carrots. I had a bitch of a time trying to keep a farm going because everyone kept picking my seed row and no one was searching for wild seeds. Lost a LOT of people to collapse that followed.
So the good rule of thumb is that if you don't see a lot of carts, assume that there is a seed row and ask before you start plucking
I just want to make a commit here because I just participated in a migration. I was kind of excited because I had literally just read this thread. The migration wasn't to start fresh though, it was like 3rd-5th generation moving closer to swamp land (I later found swamp land in the opposite direction that was really close to the old village and this kind of ticked me off).
Anyways, it was really disorganized, and it felt like we wasted a bunch of resources in doing so that set us back a generation or two. I almost went back to the old village to start up again on my own. We moved shortly into my adulthood. The move actually discouraged me to be a productive mother and I ultimately didn't raise a single kid, but I really supported the group and started smithing stuff/making clothes. Overall, I started with negative feelings towards it, but at the end, I was more neutral. By all means, anyone could feel different about this.I just wanted to share what I felt from an early village experience.
You shouldn't move the whole village. That would be WAAAY too hard without an extrnal chat service.
1 or 2 teenage women just head out with all the supplies they can carry. The rest of the tribe will follow via reincarnation.
Why would you need the berry bushes if you're migrating? It's not like soil usage is a concern in this situation. Wells too, you're supposed to be moving somewhere with more ponds. Wells are shit anyway. Forging full tool set isn't all that hard and horses are meh, so really the only thing of value you're leaving behind are the sheep, but they're not all that great anyway.
The reason you want berry bushes when establishing a colony is:
1) Is it takes a while to establish a farm. You are more likely to make it if you can live off the land some.
2) Babies are precious in a colony, but there is not much to do in a new colony that is mommy friendly. So a smart thing to do is sit among the berries getting that kid to childhood. If you are busy with work you could lose 20 to 25% of your reproductive output to a stupid mistake by you or the baby. And considering half your kids will be male, that means you will likely only get 2 girls to continue on the colony.
I like the idea of making your own stuff before leaving. If you are born into an advanced city, then it is fairly easy to contribute, then make your own stuff and leave. So they don't lose anything in either feeding you or in tools.
I like your effort to be moral, but frankly you don't have time to make it all. Only teen girls have a chance of establishing a colony, and if they make everything they are taking they will be infertile.
A MUCH more feasible alternative is never take the LAST item in the city. Most cities will quickly recover from your departure with a cart full of stuff.
If you want analogy, you are the child and the are the parent. The service you provide is a legacy and meaning. No one expects you to make and pay back what it took, just to pass it on when your time comes.
Like said in my post, colonization is about avoiding and blunting effect of the inevitable Griefer.
If you whole family stays but, inevitablity a Griefer will wipe you out and everything will rest to Eve level. But if you are constantly making new camps in new settings, they can't get it all. And it hard for a griefer born to new settlement that is just a carrot farm that never made weapons or bows.
Colonization is super easy. It is so easy that it is clear to me that it is what we are suppose to do. Starting a town in a garden of Eden conditions with all the tools of full town can be done in like 10 minutes by a single person.
The problem is other players are intimidated by it. I get a lot of baby sucides. So if you do colonize, don't tell your kids until you are dying and they are grown.
I have tried a lot of colonization of late and I have to say it is super easy to start a settlement if you start with a cart and backpack full of food and tools. You can find the ideal spot and have a carrot farm going in 10 minutes.
One think I have learned is don't tell the kids. They tend to sucide.
I actually started a thread here with my ideas.
I say kudos on these guys. To me it feels like the Creator has went out of his way to make the game Griefer friendly and left it up to the players to cope.
There are more stories that this game can tell than that of desperate survival and coping with griefers. The game mechanics unwittingly lend themselves to a surprising amount of roleplaying. I see affection, pride, justice, duty, and remorse naturally bubbling up between players. This game has a lot more to do about morality than survival. But the myopic focus on survival is hamstringing it.
I personally would love to join in that group and check out how it is culturally different. See how much, if any role-playing they do.
I heard it was 40 per official server.
Then colonization should be a good idea. Just remember, don't expect every colony to succeed. A colony is more about keeping a family alive and denying griefers a chance to win. 80% of the time life would be easier if you stay put and helped you original settlement. But if everyone stays put there is a 100% chance that eventually a griefer will take it all out or resources will run out.
I wonder how well this actually works. Theoretically the idea of splitting off and creating new cities and stuff is very good. However, since there is a limited number of people per server and you spawn to random females, aren't you kind of competing against your old town for babies? If you actually split into several towns, then some of them will definitely die do to population drop, and it isn't necessarily the one that is doing worse but whichever has less people.
That is an excellent question that deserves and and excellent question in turn.
What is the max number of people per server?
If it is less than 20, then colonization is stupid. You will just spread out the females to thin then set them all up for failure. If it is more than 20 it should not be a problem. It should actually ease the burden on the old village and Eves.
But a colony should probably remember where it came from so it can reverse colonize. That is why you should stick to a cardinal direction when you move.
If your town is still in a decent state - try to get sheeps done and lasso. Horse with a cart doubles the speed of movement and is perfect for what you propose.
A horse cart is not necessary and pointless if you have to wait for a female carrying a child.
Also, A move should use what is available because 20 minites can easily pass as you craft something. The only things you should pause to make are a water pouch and a bone needle.
Bone needles and water pouches are choke point item that sit at the end of 20 minute + projects. You don't have them and you can't settle down.
So, I have a bit of a problem with the whole "if you pick the last something, it'll destroy it".
I'm talking about drying ponds, drying domestic berry bushes (which seem identical to wild ones), drying wells, whatever.
The thing it just adds stress, difficulty to an already difficult game, without actually making any sense at all. What's the point of this mechanic besides anoying the players, and feeding the trolls?
Part of the game is coping with the griefers and the stupid . . . just like in real life.
It strikes me that a lot of players are reluctant to move on to found new villages. But with the inevitablity of griefers and resource depletion this is a skill that expert players have to develop.
So I wanted to present some simple rules of thumb for debate to allow for proactive colonization.
#1: Knowing when to colonize vs. staying put.
If any of the following are true, it is time to move.
--- You see more than 5 adults and they have weapons (all character s die and eventually a Griefer will inheirted that weapon).
--- You see more than 5 adults and they are nude. (This signals the location is resource poor and will be using resources at a very fast rate. You need to move before the collapse happens)
--- You see one or less compost heap, the nearby sources of worms are gone, and there are more than 5 adults. ( You want to move because a large population coupled by a lack of non renewable resources, means your town is likely to raise a Griefer to adulthood, give him the tools to grief, and lack the resources to recover from a sabateur)
-- You see someone trying to grow wheat or their are 5 or more adults and they are ignoring the farms (This is just signal of mass stupidity, grow a crop of carrots and get out while you can)
#2 How to organize a colonization effort.
-- A colonization effort should be initiated by a female in her teens. She should approach a male and see if he is interested. (The reason young females should initiate is because it singals seriousness from a player to do this from a character most likely to make it possible. Time is short, and you can't waste it on the uncommitted and incapable)
#3 Types of Colonization
--- Quick/Emergency : The female carries a basket, two food, and a full water pouch. The male carries a basket, two food, and a bone needle. Make sure you leave with a full stomach. All babies are abondoned without pause. If you can carry more go for it, but don't colonize if you are taking the last of these items. Head either East or West until you reach at least your second large green patch.
--- Organized: You should carry at least as much as a quick move plus a hand cart. About half the cart should be food, and the other tools. The male should pull the cart and the female carry kids. Use your best judgement on how many kids you bother to save while in transit, but remember that speed is key. You don't have time to be dropping and picking up kids.
#4 Word of Warning
--- Don't Tell your newborns that you are a colony. Only the most experienced player are excited by establishing a colony. Most players are intimidated. You will have a lot of baby suciding if they think there is a bigger city they could reincarnated.
so every settlement i'm born into does the pies, as before, as nothing happened, as the worms wouldn't be there
wheat is being planted, as before
nobody cares to eat mainly carrots
only few want to farm, but many want to pie, lolso, is it reasonable still to pie ?
or is it now better to eat the rabbits cooked & stay with the carrots as the main food ?- - -
Pie was a decadent waste of time even before Apcolypse. A pie is wasted on the young, old, and a mostly full adult. The only reason to make it is if you have foragers that need to go a far away. Like for example your rabbit, carrot seed, wild wheat, and soil searchers.
Can't tell you how many dead villages I saw that had no food, but had unharvested wheat.
Now it is VERY stupid.
Running around finding berries isn't that difficult when in dire straits but I think a lot of people underestimate the time it takes to find a bush. If you wait until you are already starving it is too late, unless you know exactly where one is.
I agree.
All it takes to be a nomad is a full belly, basket full of berries and a sharp stone and the knowledge you are looking for green grass. Usually you can make it the next Bush with time to spare.
I personally would LOVE some warning that you pregnancy cool down period is over. Like maybe a baby bump. That way you can stay near camp.
Besides most cities already had stuff built anyway, now your people can do the exact same you've been doing for centuries but now indoors. PLus you've said it yourself, you only do "culture" when you have nothing else left to do, must have been pretty low on the priorities if it's the very last thing you'll do.
I do the culture stuff last not because it is boring or a low priority, but because once I start doing it, why would want to go back to pie making? The moment the settlement is is advanced enough that I can devote all my non eating activity to it, that is what I am going to do. And the reason I don't start before then is because I would starve.
Your logic is faulty. It is kind of like saying that a college education is a low priority because it is the last education you get, or that buying your house is a low priority because yo spend 5 years saving for it. The reality is that what comes last was the bigger priority, but doing the prior activities we're necessary or make it easier.
The dev could make it so babies cant break away from a mothers carry until they are a certain age. Think of it as a repawn penalty. It would also be logical for a baby to not be strong enough to break away from an adult that is carrying it.
Let the babies die. I would rather keep a player who wants to be there than force them some how.
Dumb babies die.
If you are born in a large city that strikes me as a chance to work on "culture". My proudest game was when I was the last female of town and me and my son had built a temple to honor our doomed family. Anyone can make an axe or bake a pie. But to leave a beautiful and elborate building for others to come marvel over is very fulfilling.
I personally am tired of this game.
When I first started this game I loved it. Every life was a different story. I felt like I learned a little something from each life. I also enjoyed exploring the ruins of dead civilizations and occasionally restarting them. It was also fun to watch the playerbase roleplay and find solutions to trolls.
Last few games I have played have been disappointing. Just desperate Eve's run from berry Bush to berry Bush or a Stone age civ that get overloaded with babies because they are the only ones not dying immediately. And what is point of the game now? . Build a civ that eventually produces the Apocalypse. Yeah that is what I want out of my gameplay. A parable about how the rich and entitled will kill us all for entertainment. And top of that the game is more laggy.
The thing that I think the creator is failing to understand is that we don't necessarily need an end goal provided by the game designer. Before the Apocalypse update I was starting to pour my efforts into the arts. I would build tombs and temples.
This game broke my heart, so I am giving it a break. Maybe I will return when there more than the "Griefer Love" flavor of this game.
I have an idea, if you murder someone, you respawn in a griefers server for 3 hours per person murdered that was not a muderer. Attach the flag to the permission key you use to login. That would probably be easier to code than cages.