a multiplayer game of parenting and civilization building
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There have been lots of suggestions on how domesticated milkweed and wild milkweed should be different, i propose it like this:
when you harvest domesticated milkweed, there is a small chance of it leaving a domesticated milkweed plant level 2, which has a slightly higher chance of leaving a domesticated milkweed plant level 3, which has a slightly higher chance of reseeding itself.
domesticated milkweed could also have a chance of giving thread rather than milkweed, but ultimately, your milkweed farm will only be slightly improved, it would yield a bit more thread than before and use a bit less soil than before.
You need to consider a town that has a working radio probably has a loom, sheep and all the correct tools for finding iron. They would have no need for rabbits, and then there would be no good resource to trade for iron.
A loom won't help you make 400 backpacks.
Let's assume two advanced towns want to trade, they have radios and also a (fictional) device that let's them determine their absolute positions or positions relative to each other.
Why would these two cities trade? Because they each have something the other town needs. Now because both towns are advanced, that means they already have at least some of every raw ressource, so what could they trade?
One such ressource would be rabbits, as in a cart filled with 6 backpacks filled with 4 rabbits each, coming to 6 backpacks and 24 rabbits, or a horsecart with 4 backpacks, 4 rabbits each, 4 backpacks, 16 rabbits.
If one town has lots of rabbit holes nearby and the other doesn't that might be viable, at least slightly more viable than searching rabbit holes by horse.
Now what could the other town offer?
Iron is, even when abundant precious because it isn't renewable, it's needed for almost every piece of technology, and ultimately it would probably be better to catch your own rabbits, it has to be something renewable that can't be planted, water can't be propperly transported, oil is probably easier to make yourself rather than ride minutes to supply your town with them, and pretty much every other ressource is not needed in actual quantity, unless it only serves aesthetic purposes.
one notable exception would be women, but they can't switch families, even if a member of the new family names them.
In real life, countries can trade ressources both of them can create, but that only works because the costs for the transport are relatively low, we don't have container ships in OHOL, we have horsecarts and cars.
if there actually was something iron couldn't give you, a second bottleneck ressource, it would be worth trading, even if the travel distance is high, but right now it's not viable to trade with a far away village.
If you want to force this, make a unique natural ressource needed to advance tech, spawn it halfway between two somewhat advanced towns and give each town a notification where the ressource is.
the ressource should not be plentiful for both villages to create everything they might want to.
Not elegant but it would achieve what I think you are trying to get us to do, compete.
your character is born naked.
Flashing is in most jurisdictions a crime.
there is always a loud clicking or knacking at minute 44.
there is plenty of mods that show you how old exactly you are.
will it pick up the basket full of stones or a stone from the basket?
played a game with it, pretty cool, did miss the "how many relatives are alive" from awbz though.
there is also no shortcut for picking up stuff from your tile, right?
I had thought of actual specialisation tech.
As a simple example, imagine every family can build one monument. If you build it in the swamp, it will start a counter, as your family eats more psychodelic mushrooms, they unlock more tech related to it, concentrated psychodelics, medicine and at the very something like curare darts or a pacifier drug that makes the target unable to wield weapons for a select time. Only villages with a monument in the jungle will have access to it, and therefore they might trade it for other nation's special items (there would be one monument per biome, with the effects being mostly "cosmetic") or for regular items like clothes, gold and iron.
Another thing missing is the ability to travel as a group, to transport multiple people.
As I understand it, the current engine doesn't support that, but honestly the current iteration means only men can be traders, because women will basically kill their kids if they work the trade.
would a fence take up an entire space, the way fences currently do or only block you from walking between two adjacent tiles?
fragilityh14 wrote:Secondly, we totally should be able to build a newcomon engine over an iron vein and get more iron out of it.
well you can't really pump out iron from the earth because its not a liquid! silly you can only pump liquids. so using a newcomon engine could never work.
that just means your pump is working at the wrong temperature/pressure.
this new loading system (or just the new patch) causes my game to crash during the "loading sounds" part.
anyone have advice?
What i did was establishing a fire that i kept my children at and gathering bowls of berries, that way you can alternate between bowl of berry and berry.
at the point where I manage to get a kiln with bellows, the hatchet is either gone or broken.
because naked women alone in the wilds should have easy lives. right.
Because naked women should appear out of fucking nowhere, right.
I managed to hit fifty something, somehow, but as a child you either survive thanks to a caregiver in a heated paneled room , or because your mother is constantly carrying you.
I managed to get all my kids safely back into the nursery, but out of tweleve kids, only three managed to live to ten years old, and only two actually got old.
hey pein.
Your guides are pretty useful, but I want to ask you if you could use punctuation and capitalisation, it would greatly help readability.
fragilityh14 wrote:Currently, iron is a permanent limiting factor, but that's pretty much the only thing that can just kill you off in a region.
I am very skeptical that any civilization has yet to die due to lack of iron.
plenty of civs have died due to the last shovel breaking and no longer having compost.
being sent away with food and iron to make a new outpost is only minimally different from eveing.
i think the family is dead, might be wrong.
woah, generation 51.
Is it just me or has the game become somewhat easier as of lately? maybe just more experienced players.
If the line is still going on when I get home, I might try to join.
geese will not leave their current biome?
well, the family has been alive for at least one hour since your post, with belle, who died 25 minutes ago uncovering a lot of of her branch of the family.
I assume the bell tower has been finished since.
doesn't sound like a big deal, honestly, a village can almost always use more mutton and more dung, and more wool, maybe make some sterile pads with the wool.
yeah, adam here, your oldest son. I built most of the base.
I was out catching rabbits when I believe Nunzio told me about the bears the twins (he said marchelle) brought into town, i lured one bear away and we got to make a bow, killed a goose for file.
After the bears were gone, we were down to no women and two girls. Seems like we still did pretty well, if over thirty generations survived.
by the way, they are still alive, a woman died 11 minutes ago, in old age!
edit: looks like she was a griefer, let's see if the line survived, or if they are the end of a valiant line.