a multiplayer game of parenting and civilization building
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Good idea, a knowledge parameter should be point into place.
A system where you can actually "Teach" your kids and pass down your knowledge level. Lets say an eve spawns a 0 and the more crafting that eve does the more "knowledge points" she gets, certain crafting recipes may require a certain amount of knowledge to craft like smithing or baking, therefore, a town would need to be a certain amount of generations old (given knowledge is passed down) before they can advance in tech.
Books could link well into this, it could be a way for towns to store knowledge so if the town dies, an eve can find it.
when it comes down to "Reading" It could simply be a tech that requires a high knowledge level to craft, like [bare hands] + [Book] = Writing book IF knowledge > X
Now bare in mind we haven't even got to Leather or irrigation in the game yet so writing will likely come at a later date.
Berry and milk farms are constantly getting destroyed by nubs, I built a lovely 7x4 berry farm with a 7x7 milk farm next to it, the next day joined the same village only to notice the farms were near destroyed so I remake it, I do this all the bloody tell and so some reason, berry and milk farms don't last longer than a few generations of people. I have also noticed that farms in settlements move alot, also people like to build loads and loads of storage rooms when the old storage rooms run out of stock. The lack of communication between a village dying and a new eve really screws with civs getting anywhere and me having to repeat things I thought were done.
Rebel wrote:There are two reasons why a village dies
1: No females
Only keeping female kids fixes number 1
How does killing a boy increase the number of females? You don't spawn more children just because you kill them do you? That would be weird.
You will be surprised, most people respawn back as girls. especially when there are 5-10 women in the village.
Rebel wrote:There are two reasons why a village dies
1: No females
2: nubs screw up farmingOnly keeping female kids fixes number 1, and I have been in multiple villages that have lasted 10 generations because of it, overpopulation isn't a problem if people expand the farms and keep a baker in every generation. and have a good baby policy "One girl if food supply is decreasing, two if there is loads of food". Having a good nanny to teach the basic rules and giving out jobs is a must in large cities.
Also, I would like to add, Why do people not make carrot pies when they are out of meat, its another thing I see people do, the hunter dies and meat stops coming then the pies stop coming. Carrots pies are better then no pies and wheat is fairly cheap and are better than carrots. My pet hate is when I see people eating carrots when there is a cart full of pies right next to them.
Cyniko wrote:But again to actually contribute to this thread, I am never a fan asking for features to be taken or nerfed. And hope this does not become normal or standard practice.
And that is the problem Rebel. And that is why this is NOT a NERF Cyniko. Gamers are gaming the system to be efficient and eliminating some of the gameplay in the process. If the policy is going to be "murder boys" among the players, why even bother to have it as option.
Gonna try a "One girl, One boy" meta later, see how the village turns out. I agree that Men can focus more on jobs somewhat, so this may allow for faster village improvements with more males, However, another reason having girls take jobs is that they can pass it on to there kids meaning a profession cant die out. It's a tough cookie to crack, but until males have some role in the baby process girls will always be favored.
I'll post if I see any interesting results from "one girl, one boy" rules.
There are two reasons why a village dies
1: No females
2: nubs screw up farming
Only keeping female kids fixes number 1, and I have been in multiple villages that have lasted 10 generations because of it, overpopulation isn't a problem if people expand the farms and keep a baker in every generation. and have a good baby policy "One girl if food supply is decreasing, two if there is loads of food". Having a good nanny to teach the basic rules and giving out jobs is a must in large cities.
Also, I would like to add, Why do people not make carrot pies when they are out of meat, its another thing I see people do, the hunter dies and meat stops coming then the pies stop coming. Carrots pies are better then no pies and wheat is fairly cheap and are better than carrots. My pet hate is when I see people eating carrots when there is a cart full of pies right next to them.
Thing is, Raiding is not griefing.
Thing is, Growing up in a raiding village and not liking what their family does so they take action against it, isn't griefing. EVEN if that person was someone the village killed in another life.
As Good villages have the problem of spawning Bad people,
Bad villages also have the problem of spawning Good People.
Love the idea of royal families passing on the crown every generation.
There has been alot of discussion about this topic
A good idea came up in another thread where the presence of men increase the birthrate, meaning the more men the more babies women can have, giving a reason to keep boys and girls.
This stops the whole only girl's meta which atm is the only way to keep a village alive, and fixes the problem with only keeping girls because of repopulating. as well as this, eve gameplay won't change.
Also, I would like to add that personally, i can get just as much work done as a woman then a man, normally villages adopt the "Two girls if there is food, and one if there is decreasing amounts of food" policy which means once you have had two girls you can go hunt and leave new babies. I have seen villages survive 10-15 generations with. the key is in the teaching of the kids. (Note villages also should have a nanny, that looks after babies, and keep an eye on overpopulation)
Don't see the problem with people murdering others, think it adds to the game, makes it feel more heartbreaking when you see a family member murdered and everyone tries to take revenge.
Personally, I haven't seen much murder but when it does happen there is a fight, a drawn-out period of time where people are running around screaming and trying to find weapons to protect themselves, it is no different to when a bear walks into a village apart from the murderer is easier to kill.
People just need to learn to not stand still when someone is running around with a knife or a bow, yeah people will get killed by surprise and that will always be the case whatever system is put into place, but in a game where you are gonna die within the hour and whole villages die because of food shortages, murders are not the biggest threat.
Just had a fun moment where I traded a set of clothes for a baby female from another village as all our females died or were too old. I do love this game.
Rebel wrote:Villages last longer with the whole "casters keep" take the boys out to the woods and only keep girls meta. plus its hard to keep family jobs running with boys, for example, you have a child boy and tell him to hunt he cant have kids to take over him once gone and no one ever knows if that person is dead or not, just one day the rabbit meat stops coming and then you have to reallocate someone. I think boys just need to have a good attribute that we need them for, able to do hard labor jobs (sexist I know) like lumberjacking or blacksmithing, if you really want to make the game impossible, add some sort of breeding mechanic but I personally don't like that idea the game is already hard enough to keep villages alive. At the end of the day, girls reproduce, boys don't you need kids to keep the village alive and boys don't give you that resource. if you had a choice between a carrot plot that kept growing carrots and one that died out
which one would you choose?That is why tying the cool down period to presence of men would make men a lot more useful. The village that keeps men around may have fewer women, but those women would have more opportunities for a player to spawn from them.
I like that idea, it's a way to simulate "breeding" without making it impossible without males.
Villages last longer with the whole "casters keep" take the boys out to the woods and only keep girls meta. plus its hard to keep family jobs running with boys, for example, you have a child boy and tell him to hunt he cant have kids to take over him once gone and no one ever knows if that person is dead or not, just one day the rabbit meat stops coming and then you have to reallocate someone. I think boys just need to have a good attribute that we need them for, able to do hard labor jobs (sexist I know) like lumberjacking or blacksmithing, if you really want to make the game impossible, add some sort of breeding mechanic but I personally don't like that idea the game is already hard enough to keep villages alive. At the end of the day, girls reproduce, boys don't you need kids to keep the village alive and boys don't give you that resource. if you had a choice between a carrot plot that kept growing carrots and one that died out
which one would you choose?