a multiplayer game of parenting and civilization building
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Suggesting a way to make the game easier because you cant have a long lineage while you eve is frankly ridiculous.
You need to make the difference between "hard" gameplay, and luck based gameplay. Those 2 examples of mine, i don't believe anyone would have done any better than me, it was just games i couldn't "win". I feel like this type of gameplay isn't fun. That being said, i agree the game does need to be hard, which is why for example i suggested to nerf bananas and ponds before. But the game needs to be hard because it requires skill and good gameplay, not because it requires luck. I am ok with SOME luck, where in some life you will get more girls than others, but getting none at all is boring
For example, Tarr, a long time player, makes sure to eve as often as he can, and since hes so knowledgeable with the game, i can always see at least one tar family active during nearly every time i play.
I don't claim to be a perfect player, and i'd be happy to see how Tarr is managing to create long lines with no girl at all. I do manage to kickstart most of my Eve starts, but it usually goes downhill after my death if no good player was born under me, no matter how nice the town i leave is.
the best you can do is try to have many fertile women at good temp in your civ.
I do admit some of my Eve starts aren't always done in hot temps, might be a mistake. Its fine for survival, but doesn't give optimal birth numbers.
Apparently its "more fun" to never be able to contribute to the same city again. /s
But seriously, if you die at age 60, and put an home marker there, there is a chance you spawn there again. I sometimes was an eve in dead towns.
I think a lot of people who commented are missing the point: I realize a system like this will never be fully accurate. Its impossible to make one. But i think have some sort of data about people's lives could be interesting. A score like this could give an idea how usefull people were.
Very good post, and i 100% agree.
Floofy wrote:Farmer
This is the most basic role. Your job is to put soil/water on gooseberry bushes when needed, and make sure there is always wheat, carrots and weed available. It might be basic, but its pretty important.Berry farm management is obviously vital, but farming is not basic. An optimal farm is also growing stew vegetables and milk weed in addition to the berries and carrots. The Farmer is also the main water manager and so, must be responsible for the buckets. Buckets will disappear for use in iron mines, on deep wells, latex collection, and cow milking. So the farmer needs to make some buckets even in an established city.
In my opinion, Stew is generally not worth it. The main issue is there is always gonna be some generation that doesn't know how to do it (i consider myself a good player and even i don't know all the steps for stew). And mutton pie is already pretty damn effective imo. I rather provide more berries/carrots/wheat to make sure pie production is optimal.
That being said, yesterday i had a really good grand mother who made stew and it kinda saved our ass before we could get into hardcore mutton pie production. But once she died, the stew plants were completely idle lol
Floofy wrote:Baker
Your job is very simple, create pies with the wheat and the mutton meat, or also the rabbit meat. Pies are incredibly more effective than berries ever will be.The job of the baker isn't simple. The baker is the main maximizer of YUM in the town. They bake bread, mutton meat, potatoes, turkey dinner, and pie. There are eight, Yes I said EIGHT possible pies, each bite of which provides a unique YUM. They are: carrot pie, berry pie, rabbit pie, carrot berry pie, carrot rabbit pie, berry rabbit pie, carrot berry rabbit pie, and mutton pie. Without getting into turkey broth, a skilled baker can provide the village with 12 unique bites just using the oven.
There exist 2 case scenario.
1) Your town already has plenty of mutton or rabbit meat (this is usually the case).
Its not really worth wasting precious berries/carrots just for yum bonus when you already have free meat.
2) Your town has no meat left (rare)
Instead of using 6 berries/1 carrot to produce 1 pie, its much better instead to feed a lamb, kill the mother, and use the 4 meat to produce 4 pies. This also gives a free dung, which might really help your shepherd.
Floofy wrote:I kinda miss your point here. The system only makes sure everyone gets at least a few girls, and gives them in priority to older women.
Some people voiced concern that older women will get a flood of kids just as they can't feed them but I don't think that would be a concern because they will be more likely to get their share of girls when younger.
Floofy wrote:But about your other point, i kinda agree, but personally i'd be in favor of letting people decide if they spawn as eve or not.
I think choosing different game modes would be great but Jason seems to be against it, but that doesn't mean we have to stop suggesting it! Choosing things like Eve or generation range still provides the randomness of birth. People do this anyways via suicide so Jason really isn't preventing anything, just making it annoying for everyone involved. Either way, you will be born into a town with it's own problems to solve.
hah makes sense. Well as someone else suggested, maybe increase breast feeding duration to 45 (but babies stop at 40).
And i agree a lot with the second part of your post.
I think the concerns about older women having more babies is mute since a scoring system will also ensure that same woman has more babies when she is younger thus dropping her score when she is older.
I kinda miss your point here. The system only makes sure everyone gets at least a few girls, and gives them in priority to older women.
But about your other point, i kinda agree, but personally i'd be in favor of letting people decide if they spawn as eve or not. Some people don't want to be an EVE, its pointless to make them one and force them to suicide. And when some people do WANT to be an EVE, its pointless to generate like 7-8 sudden infant deaths.
Floofy wrote:Kids should be eating berries, and adults should eat the mutton pie. None should eat the carrots.
Before I die I always go stand in the center of the town repeating stuff like this. Give it a try, it's awesome to see people stop by and hear your words. The up key is your friend.
I usually like to explain why too such as "Carrots are for compost, they are not to be eaten!" and "Don't eat pie as a kid, it's too filling and a waste."
My biggest "weakness" in this game is probably this. I tend to assume people aren't idiots. They are.
I sometimes spend a whole life with kids that does literally nothing other than eat the food i make for them
I keep thinking they will eventually figure out what to do... they don't.
I once told one of these newbies to get me bananas... he filled the whole place with bananas.
TLDR: Instructing newer players on what to do seems to be worth it. They know even less than we give them credit for.
The few times i get kids that actually know what they're doing feels so good lol
This point of this post is to illustrate the 5 main roles you can occupy in an advanced town. I would advise to focus on 1. As a child, try to see which of these roles is needed the most. Here they are:
Farmer
This is the most basic role. Your job is to put soil/water on gooseberry bushes when needed, and make sure there is always wheat, carrots and weed available. It might be basic, but its pretty important.
Shepherd
Your job is to create mashed berries/carrots bowl and feed the lambs with it. Its also to create compost close to the farms, so the farmers have soil. Its also to kill the excess cows when needed, and give the meat to the bakers.
Baker
Your job is very simple, create pies with the wheat and the mutton meat, or also the rabbit meat. Pies are incredibly more effective than berries ever will be.
Miner/Smith
Your job is to create the necessary tools for the other roles, especially shovel, hoe, and axe. Its also to make sure there is some wood available at the smith area, and also to get get iron when needed
Jack of all trades
This role is potentially the most complex since there is a lot of things you could do. Choose this when other jobs are already being done. You are there to fill the gaps. If another role gets freed up, you could take it. Here is a list of things you might want to do:
1) Improve the current wells
2) Add roads
3) Add buckets
4) Add carts
5) Add Horses
6) Hunt rabbits
7) Make clothes
8) Become a nurse and care for all the kids
9) Hunt animals that are close to the town
10) Do some cleaning around the town (remove corpse, organize items, etc).
Kids should be eating berries, and adults should eat the mutton pie. None should eat the carrots.
I would just try to focus more on what you're doing wrong with a lineage versus how Jason made his game not intuitive enough.
Let's take a few real life examples of me being EVE and failing.
http://lineage.onehouronelife.com/serve … id=2185647
Kid 1: I don't perfectly remember what happened, i believe she ran off. Her last word wasn't F. Anyways even assuming i made a mistake, i don't think that letting your very first kid starve as a young Eve should mean auto loss.
Kid 2: Sudden death
Kid 3: This one ran off, i tryed to catch her and she went into yellow fever.
Kid 4-7: all males.
Not sure how i was supposed to do anything there, other than potentially try to be warm more often. But in last 5 years i purposely stood in desert, Hoping to get girls. I suicided at 40 due to no girls.
http://lineage.onehouronelife.com/serve … id=2176648
Kid 1: There was plenty of natural food around and i trusted the child to eat by himself, maybe shoulda baby sitted her more.
Kid 2: Sudden death
Kid 3: No idea how she starved. We had plenty of food at base
Kid 4-5: Males
Kid 6: Sudden death
Kid 7-10: all males
Then i suicided...
Of course, this only happens maybe 25% of the time. But if each gen has a 25% of something like this happening, its easy to see how getting to gen 30+ can be quite luck based.
Azrael wrote:Floofy the point of the game is that no one can truly know when a civ will fail and wash away. Or when a lineage is halted and withered. That's a huge factor to this game, you don't get to come in here and suggest new ideas based on how YOUR experience is and how YOU think it's unfair.
cheese and crackers, you dont have to be so rude. i cant even stand to read the rest of what youre saying because youre being so condescending in the first three sentences, let alone what else you've said in this topic. suggestions and ideas are a part of this game, i dont know why you dont think thats a thing or that people cant do just that because of how long theyve owned the game, because guess what..... it has an official suggestion reddit. that jason reads. to see what players might want, and consider what they say to improve the game so more people enjoy it. why is it such a big deal for you that someone proposed something like this? ive had the game for months, and i cant see why youre being so rude about this.
disregarding that and going with the original topic again... floofy, i think this is a great idea, though i worry about how it might affect eves that have to abandon kids before they can set up, and how it would fair during busy hours, when the last girl of a town might not get ANY kids, bc another town has other girls that are ranked higher until she's too old to feed a child until they can eat on their own. a suggestion i would make is maybe its best to rank it in that family. so its like, lets say there are four families active. one of them is picked at random, and then the scores are calculated to see who the baby goes to from the available females of that lineage. it would certainly help in cases like this line: http://lineage.onehouronelife.com/serve … id=2174627, where delanee had 13 kids, gunnarr had seven, and between the two that died in birthing years, they had seven total. just as a way to keep things random to which family you're born into, but still give older women a chance to have more kids instead of the younger ones.
First thanks for the little defense, i try to ignore that user since most of his posts are offensive and never constructive (unlike yours).
i worry about how it might affect eves that have to abandon kids before they can set up
I don't understand this part. My system means young Eves will get way less kids.
how it would fair during busy hours, when the last girl of a town might not get ANY kids, bc another town has other girls that are ranked higher until she's too old to feed a child until they can eat on their own.
My system gives kids in priority to girls who are close to being too old, who had no girls yet.
a suggestion i would make is maybe its best to rank it in that family. so its like, lets say there are four families active. one of them is picked at random, and then the scores are calculated to see who the baby goes to from the available females of that lineage.
Not a bad idea.
Along those lines, then, I wouldn't use a visible scoring system. But I might assign some kind of weighting to all of the item transitions, ranking them not by importance or value but rather by interestingness. "How much do I want to know that my great-granddaughter filled a water bucket? How much do I want to know that she dug a well? Built a water pump?"
In general, the most interesting things will be those with more steps to build, higher technology, more importance to the survival of the settlement, greater rarity, or stronger aesthetic value. Those are mostly subjective evaluations, of course, but I would trust Jason's instincts if he wanted to give it a shot.
Then armed with that kind of information, perhaps the lineage page could report two things - the most interesting thing that a person made, and the most interesting thing that a person made in quantity. So for example: "Marcus Bookman skinned rabbits and killed a bear." "Theresa Solis planted wheat and built two water pumps."
By looking down through a lineage you'd be able to get a sense of how advanced a settlement has gotten by seeing the "most interesting" things made by each person in each generation. And I feel like that's something we're all desperate to know. "Did I have an impact? Did my descendants build on what I left them? How far did they get?"
The thing is, the bigger achievements are often team works. Maybe the great grand daughter built a well, but her uncle is the one who did a mission to get iron, her brother did the smithing to produce the shovel, and her mom brang the 10 rocks needed to make the well. I feel like if we did something like this, maybe people would fight over the achievements.
Also, "my great-granddaughter filled a water bucket" isn't too interesting, but "my great-granddaughter planted 23 seeds, created 20 tilled rows, and watered 15 seeds" is interesting imo.
For me, a scoring system of some kind (any kind) would detract from the game.
On the other hand, I'm very interested to learn more about the accomplishments of my descendants (and predecessors, for that matter). I think that's a natural instinct. I can see how it might not fit Jason's vision (I'm of two minds about it myself), but he did add the lineage browser which suggests he wants to provide at least some direct connection to your posterity even though the whole point of the game is that you don't get to see what comes after you - you get one hour, one life, that's it, and you have to live knowing that you're playing a small part in something bigger than yourself that you'll never see.
Exactly, the idea of the score system isn't to get an accurate idea of who the best player is. its just to get an idea of what role your uncle joe played in his life... he was a rabbit hunter.
not with different scores thoug. But giving everything the same worth would mean every normal player would have a more or less equal score. but really productive ones could reach for the highest possible. through efficency not cherrypicking.
The idea behind "feeding a lamb" being worth more points than "planting a seed" is because feeding a lamb takes a lot longer. You need to fill a bowl with berries, add a carrot, mesh it, then go to the pen.
I think it would be interesting to get some sort of score at the end of a game.
I realize a high score does not always mean you were the best player. A score system will never be perfect.
But i think it could be fun in the family tree of the web site to see some sort of score for each player, to get an idea of who did real work, and who only leeched.
Here is what my score system would look like. You get points every time you do any of these actions:
Planting a seed +1
Using a water bowl on a dry seed +1
Using a water bowl on compost +1
Feeding a lamb +3
Creating a basket +2
Forging a clay bowl or plate +1
Using bowl of berries/carrot on wheat +1
Putting dung on compost +1
Putting soil on berry +1
Creating a tilled row +1
Making thread +1
Making a rope +1
Making an hatchet +1
Making a fire bow drill +1
Making 1 adobe +1
Etc
This list is not exhaustive.
Now, its easy to understand that some actions in the game are extremely important and would be very hard to be properly rewarded by a system like this. For example, going very far away on a iron mission is very important and hard to score properly. But i still think this could be interesting to see.
Kinda related to floofy's suggestion:
https://onehouronelife.com/forums/viewtopic.php?id=4538
Thanks ![]()
But i dislike this idea because it makes it much harder for eves or primitive villages to get kids, and much easier for very advanced towns to get even more babies. I feel like if this change was made, it would make it much harder for big towns to collaspe, and much harder for new villages to make it.
I think if we're gonna manipulate how babies are born, the spirit should be fairness (everyone gets decent chance at childrens) and also logic (mothers who dont want childs shouldn't be spammed of them).
This is a great idea!
Thanks ![]()
I'm often amazed how well a village can run, when it runs efficiently. Was recently 3rd generation in a startup village and in no time we had build a huge pen out of stone (bell tower bases), made all the iron tools and had tons of pie... Compare that to so many settlements that barely made it.
Or another one was the complete opposite, I was trying to smith some second gen tools as the first ones got broken, and constantly people were standing in the smithing area, taking the road stone, decades past... then again a child interrupting and another. Finally it got lighter lower people and I out of fertility, I got the smithy sorted and was amazed how well I could do 5-6 burnings in the forge with one load (2 raw iron, 2 crucible and two tools) and when I was finsihed, I noticed I was all alone!! Everyone seems to have died in the meantime (including all the children I birthed)..
this is the worst when you're trying to smith and there is like 3-4 people doing absolutly nothing except watch you smith and chat together.
When you get actually decent players, then villages can go really well.
Even new players can be usefull if they at least TRY to do something instead of sitting there and watching you. Today i had a new player boy. He asked me what he should do since hes new.... i was like... bring bananas. I made him a basket and... he literally filled our town with bananas everywhere lol. If every newbies actually did simple tasks well, villages would go so much better, instead of spending their whole life sitting there watching others play...
A good baker is a godsend, they will not only produce mutton and carrot pies but bread, buttered bread, carrot, berry, carrot & berry, carrot rabbit, berry carrot, carrot berry and rabbit pies, cooked mutton making it a major yum station!
I disagree with you. I think carrots/berries pies are an HUGE waste if you are in an advanced town with a pen. Only time id consider a berry/carrot pie is if there is no meat available.
Mutton pie gives 15 food per part.
Berry carrot pie gives 15 food per part.
So the only advantage of the berry carrot pie is the Yum bonus.
But, if, instead of using your bowl of berries and carrots on a crust, you use it on a lamb, and then butcher the sheep, you get 4 meat and you can literally make 4 mutton pies instead. And as a bonus, you just generated a sheep dung which is very usefull for other tasks.
TLDR: In advanced towns, berries/carrots should never go into pies. Mutton meat should go into pies.
I've never had twins do a good job so far. They always either grief, or suicide if the other dies (which always happens since they're usually bad). When its twin girls and you're already in a solid town, then its very tempting to keep them tho. But if its a primitive town i think its auto abandon.
Stop feeding other people when they haven't asked. Not everyone is incapable of eating.
I swear, everytime i spawn as a EVE in an old village with plenty of food, at least half the people somehow die to starvation. A lot of people either are really bad or really get bored in advanced villages.
Honestly, Floofy needs to CEASE the forum posts, each post he makes, a part of me dies a bit.
This is NOT how you grief properly at all...
Maybe YOU should cease to post. Your post brang nothing to the discussion. But other posters (like arkajalka) did bring additional ways to grief which is improving the discussion a lot. I totally do admit that his post was better than mine.
Taking a knife and knifing people is a boring way to grief. People quickly identify you, curse you, and kill you. And killing a single person won't really hurt the town too much and you might end up in donkey town, or unable to grief for a few hours. Here are instead much better ways to grief.
Clay Bowl Ruining
Fill the town's clay bowls with various less known things which are hard to get rid of. You are unlikely to get cursed for this, since its hard to prove you had bad intentions. One easy way to do it, is bowls of sulfur
Feeding others
Feeding others high quality food can be a good way to waste food and break their yum bonus. And its really not clear you are trying to grief.
Add MOAR berries
Waste tools on single batch of soil (have to use the tool 2x) or waste soil on 3x batch of soil to make the tilled rows. Make tons of berries, way more than necessary, and make sure there is very little space. Literally drown the city in berry bushes. Clearly, none will accuse you of grief since a lot of players are already doing this.
Waste tools
Use the axe to cut way too many trees. Use the shovel on every rocks. Etc Etc. Even better than hiding them.
Rocks on fire
When people light some fire, quickly put a rock on it. Lightning up a fire takes time and is annoying, so by making it hard for the town to keep one alive, it will hurt them a lot.
Bring wild animals
Try to attract a bear in the town. People will be too busy running to ever curse you (if they even realize you did it on purpose).
Clutter up the town
Make sure there is A LOT of random stuff everywhere in the town. Tons of random weed seeds is a good start.
No Fire Bow drills
Every time your town makes a fire bow drill, make it a Flint tipped bow drill
No weed
Every time you see weed, or threads, make sure it use it in random useless ways, such as attaching it to a skewer
Happy Griefing!
This idea is going to kill my yum bonus.
Next level griefer -> Kill yum bonus and waste food by randomly feeding everyone