a multiplayer game of parenting and civilization building
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Interesting. Looking forward to seeing how this pans out! Thanks for your hard work!
Thank you!!
It is a "survival game" with dangerous wildlife, resource collecting, and hunger mechanics, but the primary threat is other players. And the main strategy is to get strong enough to steal from anyone who is too weak to defend what they have gathered. Raiding solo players or small groups is much more lucrative than gathering everything yourself. No defense is perfect and your base is always vulnerable to attack, so it is better to play offensively, rather than defensively.
Anyone who wants to build something like civilization in Rust will be deeply disappointed, because the meta is "might makes right" and "shoot first". If you encounter another player and you are not on discord with them, you are better off putting a bullet in their head before they put one in your back. Even if they are a naked new player asking for help.
Things are not that bad in OHOL yet. But the war sword is pushing the meta in that direction.
Right. Sometimes I feel like Jason is running a social experiment.
If I understand Jason correctly, Jason doesn’t actually want constant genocide/murderfest. Rather, he wants to see this hypothetical moral ideal of players coming together and getting along with outsiders despite the obvious risks. He *wants* the good guys to beat the bad guys, and somehow it feels like he’s confident that the good side of humanity will triumph despite all the swords and languages and violent temptations.
Tbh I’m not confident at all about that.
I don’t think it’s a given that the “good guys” will prevail, and this social experiment of OHOL might utterly fail and only show off the worst of us — kind of like what you get in Rust and other pvp ganking games.
And I think part of the reason an experiment like this might fail is that I don’t believe that the world is an inherently peaceful/“good” place. Obviously, a person’s worldview reflects their personal philosohies, but history has shown us time upon time again the ugliest parts of human nature — whether it is genocide, nazi/fascism, lynching/racism, gang violence, Somalia, Sudan, Boko Haram, and all the more frightening parts of the world that makes one realize how fragile and delicate of a bubble that we live in, if you grew up somewhere safe.
And then there’s the question of what kind of game Jason wants OHOL to be.
I really dislike the “because it’s realisitic!” argument for why war/violence should be in OHOL. Rape, slavery, and other forms of abuse are also realistic, but I doubt anyone would like to see that added to the game (except for the most disgusting griefers) solely on the basis that “it’s realistic”.
In my personal experience it’s not common, but it’s also not rare.
Maybe a quarter of the games I play have a killing spree of some kind.
I’ll get back to the tech tree project next post, but today I’ll write a little bit about an interesting conversation I had with my mom this weekend when I was home. My family (grandparents) came from rural China, which back in the 60s/70s was fairly primitive and didn’t have electricity/plumbing. My mom spent time on the farm there, and OHOL got me talking to her what life there was like.
So a typical farming village in rural China c.1950s had around 100 families. There were many types of villages, and some of them had specializations (my cousins lived in a mountain village, which was much poorer than a farming village) depending on what infrastructure/resources were there.
Chinese farmers planted rice, wheat, cotton, and hemp on their main fields (called Tian). Rice in particular needs to be grown on a flooded field, which was essentially made by digging irrigation ditches out from a stream/river. A floodgate (a big rock) would be used to divert water to the fields when rice was transplanted into the fields in the spring (germination/budding is done indoors). Wheat was the main summer/fall crop.
Fertilization was done with anything and everything. Livestock dung (fermented), urine (fermented)... whatever people could get their hands on, and probably wasn’t enough. You could burn wheat chaff to make potash, which was a common early chemical fertilizer. By the 70s, people were using industrial chemical fertilizers and insecticides in additional to the traditional stuff.
Planting seasons were very narrow. If you missed it by a few days you could be screwed.
Rice harvest is done using a scythe. Stalks of rice were then beat into a box (threshing), and then the grains would be left to dry for 2-3 days. Rice grains could be sold or a majority turned over to the government (this is communist China). Polishing rice to make it white could be done later.
Chinese people didn’t really raise sheep, as in OHOL. The pig (and water bull for ploughing) and chickens were the main domestic livestock. Pork is the major meat in Chinese diet. Typically every family would buy piglets (already weaned) from the pig vendor (around 2-3) in the Spring, raise them through the year — pigs eat almost anything — and they would be slaughtered during Chinese New Year, which was the main holiday/festival in the Chinese calendar, and really the only one that civilians slaughtered pigs for.
2-3 pigs was sufficient to produce all the oil/lard a family needed for cooking for an entire year.
All parts of the pig were used/preserved, notably the limbs were salted and preserved for a long while. Different cuts were used to make different things, most of which I don’t know the details to, but generally almost everything was eaten.
Apparently most families slaughtered pigs every year because it was a waste of feeding to keep them more than a year. Sows have litters of 10+ piglets, so it was pretty much always easier (and cheaper) to get piglets from the village pig farm.
In either case it was cool and enlightening!
I haven't done it personally but presumably here: https://github.com/jasonrohrer/OneLife/ … ster/build
I'm happy you had such a positive experience!
I think that's one of the most magical parts of a game like OHOL -- when something defies your expectation and proves that a group of people with enough love can overcome and defy a much grimmer/Machiavellian/pessimistic world as a whole.
Even if it is short-lived, ephemeral, or delicately unstable, it's a very precious experience nonetheless.
It would be interesting to do a probably to witness murder statistic — calculated by who living was born in the location around a murder — and might get a sense of how often people are witnessing murder even if they aren’t directly a part of it.
Imo late game "boss" should be dealing with limited ressources on a finite map.
Right now map is still "infinite" which means the ressources are infinite too, but most of all everything you do still ends up getting lost, so making big roads connecting towns for example is pointless.
Il try to make a map of the different births recently, it should be better now that the changes have been done, but it probably still moves to infinity just a little slower.
The problem with the finite map resource war late game idea is that it pushes any eve play out of the game. As a “dominant civilization” spreads out, it consumes smaller towns and makes any small villages/eve unplayable, as the superpower town(s) would presumably strip the entire finite map of iron.
The entire island map would essentially progress at the same technology rate. In June, there might be a bunch of primitive villages. By August, provided no server wipe occurs, every village must be diesel tech or higher and wildnerness eve play is impossible, as iron would be >90% depleted.
There wouldn’t be any means to play early gen on that server anymore. All games would be late gen, with the primary struggle being scavenging/canabalizing smaller villages for their iron. (And I personally wouldn’t like that kind of game).
I support this!
The first plot is numbers vs. server population.
I think there will definitely be a higher baseline level of murders from now on ever since Come Together — putting so many (hostile) people in close proximity is bound to have that result, and I don’t think it will quite return to the levels from before.
I think it would be interesting to breakdown family murders, outsider murders, and eve murders once a little more time has passed.
Cool! Thanks for this!
Currently, the late game in OHOL (after diesel) is really quite boring. To keep the late game interesting, I'd like to suggest that certain generation numbers have a chance to spawn a random catastrophic event.
For instance, these generation numbers might be associated with a "boss event":
- Generation 25
- Generation 50
- Generation 75
- Generation 100
- And so on...
The "boss event" would spawn with the first birth in a lineage on that generation, and it would be area-locked. Each town/area should only experience one generation boss event for a given era.
The contents of the boss events are really up to creative interpretation, but in general they should get harder at higher generation numbers. I'll give some random suggestions (although the events could be anything). Personally, I have a sense of humor so I like silly things -- but they could be as serious or ridiculous as you'd like. They would also be good ways to incentivize/push players to work on higher tier technology.
Generation 25 Boss Events: (Equal random chance to choose any of the below)
Penguin Apocalypse: Hundreds of penguins appear in village and eat up any food that is not stored indoors.
Berry Disease: Domestic berry bushes become diseased and 75% of them will die off.
Monsoon Season: Add a raining animation, and everything made out of adobe will have a chance to dissolve. Notably impacts oven base sheep pens.
Wildfire: Spawns a few fires (can spread to adjacent tiles) on any wooden structure -- notably property fences and wooden flooring.
Generation 50 Boss Events: (Random chance to choose any of the below)
Wolf attack!: A pack of wolves invade the village -- maybe 6-8 wolves?
Mechanical failure: Monkeys will appear and run around -- if they fiddle with a newcomen engine, it will fail.
Snowmen!: A group of yeti's will appear, causing the temperature to drop to frigid levels -- the base insulation value of clothes is insufficient, so you better go indoors!
Well failure: The central well in a village explodes, taking the diesel engine with it.
Oil fire: The oil rig catches on fire and the tarry spot is destroyed.
Mating season: Sheep get aggressive and won't let anyone approach them.
Generation 100 Boss Events: (Equal random chance to choose any of the below)
Dragon!!!!: I got tired of coming up with ideas, but let's just say a dragon comes and destroys everything unless you blow it up with TNT and other explosives. IDK. This tech doesn't exist yet.
lychee wrote:futurebird wrote:I think the new meta is "daughter we must run for four generations" Eve runs, her children run always in the same cardinal dirction, two more generations run, and only then do you look for a spot to live.
No matter where or how far away you run, eves will spawn around you, so it ends up being a race in either case.
Eves have higher chance to spawn next to places with higher populations. Just run away for a bit than proceed to have one of your kids block off the springs around camp. That can buy you up to two hours of no Eves trying to move in on your area.
Conceptually speaking, this is still a race against the clock though.
It only takes like 2-3 generations for your family to blossom to a size that’s comparable to most towns. Consequently, it’s *only* up to two hours of no eves, which is hardly anything in the bigger picture. I don’t know how often it is that I spawn into a generation 5-8 town and there still is no Newcomen. Most average players don’t know water tech.
There’s a race to find and recover iron faster than neighboring towns do.
And the iron hunt radius can get very large for a well of town.
I’ve been feeling more and more detached the more violent this game gets.
It’s sort of like a defense mechanism, I guess.
It sucks to experience the slaughter/killing the first few times, but at a certain point you kinda realize that you don’t really need to care anymore. These days I see it almost every game, so why bother get immersed to begin with?
I think the new meta is "daughter we must run for four generations" Eve runs, her children run always in the same cardinal dirction, two more generations run, and only then do you look for a spot to live.
No matter where or how far away you run, eves will spawn around you, so it ends up being a race in either case.
Today I experienced an eve thief for the first time -- she loaded up cart with almost everything important and ran.
Also had a neighboring village claim our gates and almost locked us all in. Super stressful for everyone, esp since our main well was exhausted and the secondary wells were outside of the fence. And our tarry spot got griefed. It was really really bad.
TECH TREE PROJECT: FLINT DISTRIBUTION
Contrary to popular conception, flint is not a particularly widespread resource. In the Paleolithic/neolithic era, archeologists have traced stone tools hundreds of miles from their original sites, and there is extensive evidence that primitive humans transported and/or traded flint tool precursors (lithic cores) over long distances. Consequently, to understand neolithic cultures/economies, it's good to understand the source materials for lithic technology.
Stone tools are made from rocks that have particular fracture patterns:
- Flint (chert) - most famous
- Obsidian - volcanos, very sharp, extensively traded over long distances in archaeologic record. Lots of obsidian neolithic tools in museums.
- Chalcedony - a shiny precious jem, prized as jewelry but can be crafted into sharp stuff. Mentioned in the bible. Notable in asia minor. Unclear if commonly used.
- Greenstone - similar to chalcedony, includes jade and other hued-stones that were pretty and also crafted sometimes
Also some harder tools made from "ground stone" (more for hitting things then cutting):
- Radiolarite - very hard but less sharp than flint, sometimes called "iron of the Paleolithic"
- Basalt - Most common volcanic rock (think hawaii). Doesn't seem to be mentioned much in neolithic resources (maybe not so sharp?). Good for construction/statues.
- Quartzite - very hard rock resistant to weathering (harder than granite). I've seen this mentioned with regards to stone ages tools.
TLDR; know chert, obsidian, radiolarite, and quartzite. It's probably fine to lump radiolarite and quartzite together as "hard rocks but not as sharp". All of these can fracture along planes though.
Where to find this stuff: If you're in a pinch, wikihow says that you can search river beds. Rivers typically carry all kinds of rocks, but you might have to spend some time searching for the perfect rock and you might return with empty hands. Flint/chert/obsidian weren't exactly common, and they were considered the most precious. Additionally, you needed a certain size rock that was big enough to make certain tools, so a tiny pebble obviously wasn't going to cut it if you wanted a hand axe.
It turns out that archeologists have identified neolithic flint/chert mines. Cave men weren't particularly good at digging into the ground, so it had to be exposed rock cliffs. Chert is often found in limestone deposits. The most famous kind of flint mines were the kind with a chalk base, which were very valuable for cavemen because chalk is soft and you can dig into it with bone/wooden/stone tools. It also has a very characteristic appearance so even a modern couch potato could identify a chert-chalk deposit:
Here we see chert/flint (the black) sticking out of a chalk cliff. Chalk is soft and erodes over time, so the chert nodules actually stick out over time.
Archaeologists don't believe that anybody owned these flint mines; however there are evidence of temporary neolithic camps near many of them. It's likely that a hunter-gatherer group passed by, took what they wanted, and then moved on. The flint mines were nice because you could get nice big lithic cores that you could use for better crafting than little river pebbles.
How common are these mines?
Here's an map of middle-paleolithic flint mines in northern france:
Basically, you can see that the mines often appear in clusters, and there were areas that lacked mines.
To quote the outdoors stackexchange:
But flint is a natural resource. As with all natural resources they will occur in some places in abundance, while not at all in others.
We sometimes have this idea that in prehistoric times everybody was able to find and work flint - this is simply not true. Like all other 'geological' resources flint was mined and traded for long distances.
See for example this study flint-bearing formations in Southern France, which among other things presents us with this map:
...
Not wanting to go into detail I'll just point out: there are long stretches and vast areas without known flint formations. If you find yourself in one of those, you will have to resolve to tools made from different materials.
Depending on where you live, you might not have any flint (color = presence of flint/chert geologically; the picture is southern france.
I guess that's why neolithic people often carried lithic cores (raw materials for flint tools) hundreds of miles with them. If your flint tools broke, you couldn't reasonably expect to walk all the way back to your favorite flint deposit.
TECH TREE PROJECT: INTRODUCTION
This is just one of my hobbies, so you can ignore posts that start with this heading if you're primarily here in this thread for the OHOL suggestions.
The objective of this series is to develop a semi-realistic tech tree for all of civilization starting from scratch. For most of the items here, I do research on cultures/societies that used certain items and recursively research backwards until I figure out the minimal technology that was required to make something. A lot of the content here will be more redundant/detailed than what is currently implemented in OHOL, but the objective of this series is semi-academic. Whether or not Jason (or anybody making a mod) decides to use this information is entirely up to them.
Before starting, I should clarify there are several major features of the current OHOL crafting system that prevent a realistic implementation of a mega tech-tree.
1. No abstraction. In computer science, an abstract class refers to a parent class that has fundamental behavior. For example, you could have a Rope class that is used to tie a basket to a tree. It doesn't matter if it's a straw rope or a carbon fiber rope -- you can use any type of rope to perform that function.
2. More crafting time. In the real world, time is often a limiting feature of crafting. Primitive objects are very labor intensive and time consuming, and part of the major incentives of technology advancement is to increase efficiency (e.g. time to craft) to make something.
3. No item quality. If one choses to forgo abstraction, an object like "rope" needs some metric of quality. A rope made out of straw shouldn't be comparable to a rope made out of carbon fiber. A numeric property needs to distinguish these two -- potentially on multiple dimensions. A three-parameter numeric quality array is probably sufficient to cover most use cases. Certain recipes (e.g. making a suspension bridge) should require "rope" of particular minimum quality in order to be used.
4. No technical skill barrier. Primitive objects often required higher skill on behalf of the user in order to produce, and unskilled individuals were likely to have a higher failure rate (e.g. starting a fire using a fire plow). In contrast, modern factories require essentially no skill on behalf of the operators, which consequently led to the disappearance of skilled artisans that predominated the world prior to the Industrial Revolution.
5. Decay/durability needs to be revisited. Stuff breaks. Newcomen pumps break geometrically......... Decay/durability is a function of time and usage frequency.
I'm personally in the peace/love camp, but that's entirely for moral reasons only.
Viewing objectively, I legitimately think that killing eves is optimal and helps your town survive longer.
Even if the Eve herself seems friendly, if a mixed town is established, there is guaranteed to be an eventual descendent (either on your family or the eve's) who will inevitably stab the other side (either griefing or warmonger-style vindicativeness) and trigger a feud/massacre. I've seen this happen with a few times and it's not pretty.
Honestly, from a game theory perspective there is no benefit to having a mixed town, and it only comes with enhanced risks.
All that time spent on translation papers/watching/guarding/paranoia of an outsider could have been spent on babysitting/teaching a female noob so she doesn't die to mosquitos, making clothes for all the naked people, and making more food varities for yum -- which could have increased the fertility of your own lineage in a way such that the benefit of one extra fertile girl (the Eve) is insignificant.
Despite this all -- I hate the idea of killing just because someone is an outsider.
"Controversy" part is unnecessary and should be removed, maybe even the meta part as well, a wiki is supposed to be informational, not filled with personal opinions of yourself and certain communities, like a discord or forum.
And the release date of the game mechanic should not be a main part of the page, it could fit better as a trivia
Thanks for the feedback!
Regarding "Controversy" sections -- these are actually quite common on Wikipedia itself, along with "Reception" and "Criticism" sections (example: Famous Kanye West song). I absolutely agree that a wiki should be informational and maintain a neutral point of view, and I hope that presenting both sides of a controversial topic using factual statements (e.g. "Some players disagree on whether 1x-tilling or 2x-tilling is preferable.") can help a reader reach an informed decision on a topic.
The meta is a challenging question, and I hope more members of the community can provide input on this subject.
OHOL is a very unique game in that familiarity with the meta is almost required to play the game; yet Jason does not seem interested in expanding the tutorial or creating an instruction manual. The meta is the hardest thing for a new player to learn and contributes to the barrier of entry to this game, yet there is no place to find up-to-date recommendations in the game meta (forum guides go rapidly out of date, and there is no means to edit someone else's guide). Onetech.info is also superior to the wiki with regards to information regarding crafting recipes.
In my view, the wiki is the best place to present information about meta to new players. Even if most wiki's don't include meta, I do think OHOL's circumstances are unique enough to consider whether we might want to approach our wiki differently.
In the mean time, I think it's important to carefully present information in the most neutral way possible, and assess whether certain meta is broadly accepted or trivial. For instance, "Don't kill the last sheep" and "Say F for food" are virtually universally accepted meta. However, "Don't make reed skirts" is a more debatable subject and needs to be discussed with far more caution.
Personally, I would like to see the wiki include enough information for a new player to understand why they got stabbed for eating too many carrots, etc, because experiences like those are quite jarring for players who are fresh to the game. To do this, I think it helps to document, cite, and review positions from both sides of an argument (and also explain why youtube videos a player may have seen online are out of date -- so history is important in the wiki too).
Bump! Would still very much appreciate help!
Is there anyone out there who likes eve-ing interested in updating the eve-ing guide?
Thank you for all your hard work Jason! We really appreciate it.
Have fun with your kids this weekend
Welcome to the community! Also glad to see you enjoying the game. XD
Bumpidity bump!
Also, I think it would be nice to have a subforum for user stories.
There's a forum for featured stories, but user stories are nice to read too (and it would be cool to have an easy place to find them)