a multiplayer game of parenting and civilization building
You are not logged in.
It'd be nice to have a bit more info than just dry/thoroughly dry, like some type of 'gradient'. If I find a thoroughly dry well, there's still a 50% chance I'll walk in the wrong direction, and especially as Eve (which is most of the times I'll be looking for one anyway) that's a lot of time wasted.
Maybe looking at 50,000 babies was misleading a bit. For 100 babies, we still have huge overlaps in these bands, which isn't great. But maybe K doesn't need to go up to 320. What K balances overlap with accurate averages over 100 babies?
this
Agree, sounds good. Bumping up the K value and then taking a look at the first few dozen could be useful too (edit: ie, before they've settled since that's the biggest downside of a high K value, unless you want to gradually raise the K value the more they play which is I think how chess usually does it)
Gradual increase of K value w/ the # of lives played (if you have that data)?
I would guess a quick way of making sure variance isn't too bad but while still providing a quick "startup" would be to somehow factor in the number of lives you previously played.
So maybe first life it would be a big jump, second a big but smaller one, etc. Until you cap variance at the average of your past 10 lives (as an example).
For the score to mean anything it should be hard to drop and to climb. One should only really have high scores if they are consistent across their lives.
I do like the idea of having scores be more stable overtime, so it's less up to luck to be near the top of the leaderboard. An average score for your past 10 lives might indeed work really well, so /die'ing still affects it a lot but only extreme lives will REALLY alter the score.
Thing is, how do you calculate that score?
Is it like a 'grade' out of 60 (to keep the current number)? Does getting to age 60 and all your kids surviving to 60 as well mean you get full points and /die = 0? Then what does a score of 30 mean? Also: what % of the score is just YOUR life and not your kids'? Don't want to incentivice things like avoiding kids because you can always get perfect marks on just your own life without any kids...
Or maybe you start at 30 and early deaths are - and surviving is +, same as now. But if that's the case, does having 8 surviving kids w/ another 2 dying mean you'll get a higher score than having only 2 kids and 0 deaths? Should it be a % of how many of your kids survive? Then what about your own life?
What would be a good way to calculate scores to even get an average from to begin with?
Scores being different for early towns/late towns or based on your (recent) ancestors' scores would def be interesting. Just to account for the luck-part in spawning early/late in an arc and the state the town is in at birth.
I've felt every time I've had a nice co-op experience it just kinda happened automatically. I'm building a wall and someone is interested in doing the same thing or likes my project, so each takes up a task.
What Dodge says. Asking someone to help out rarely works cuz everybody kinda just does what they wanna do. Even babies that don't have a 'goal' yet often decline. Want to help me build this wall? Nah, I want to make stew.
Trust is also big, but mostly if it's a one-way interaction (someone asking the other to do something, not to work together)
You're somewhat right. Bow is good early game, but if you have sheep/cows and a decent fence, you'd just use it for (a few) clothes / food and you can get those in other places as well. Not worth my slot unless we depend on wild animals for food, which rarely happens. It's good for yum, but takes longer than the other ways to make food especially if the animals start dying out. To me, it still feels like a tool I'd use for maybe 5 minutes and then be done with for the rest of my life unless a griefer takes a bear into a village. Can move it up to like C maybe, to go with all the other tools for specific jobs (in this case, hunter).
How do you have influence after your own death? How do you set your kids and family up to be safe and all live until old age?
People do this in real life all the time, through trusts, inheritance, etc.
How did someone murder all your kids after you died? Did they not have a safe house to live in? Did they have no security systems in place? Did they have no weapons and medical supplies? Did they have a nice food store? Did they have instructions about what to do in case of an emergency?
Yeah, I know, it's a big ask, and it sounds kinda crazy. But having the highest score on the leaderboard consistently SHOULD be a big ask and involve a crazy amount of dedication.
In real life, if I was away from home and my house burned down with my kids in it, I wouldn't say, "Oh, I wasn't there, not my fault!" It's my job to tell my kids what they should do in case of a fire when I'm not home, right?
I agree that this is an interesting question and perhaps what the game is/should be about. I personally love RP and feeling close to my family/offspring, and especially when I just started playing I would constantly check the family trees to see if my descendants were still alive. Indeed I try to set them up as well as I can, but tbh I care more about the player learning to eat by themselves than force feeding them to make sure my kid survives at least until I die. Technically I could even build a house, lock my kids inside and feed them there without ever letting them out so there's no risk of losing them, but I don't think that's fun for anybody.
I have about 3 minutes to make sure my kids are wearing clothes, know where to find food (starvation still being a major cause of death) and perhaps what they need to do or how they can help me. Most kids don't actually want to stay near their mother for longer than that, and I'm not gonna kidnap my own kids to make sure they listen to all the wise lessons I have to share.
Also important: I do think there's a few differences between the game and real life, with one simply being that direct family isn't as big of a deal. The question generally isn't 'How do I set up my kids to be safe/live until old age' but 'How do I set up this TOWN so everyone (including my kids) is safe/lives until old age'.
If my daughter leaves town to search for oil and then abandons any kids she has because she has a horse/cart and a mission, this might be better for the town in the long run, but not for my genes. She doesn't do this because she doesn't care about her family, but because there's MORE people (usually also family) affected in the long run than just those few kids that had to restart before even really starting their lives (if lucky they even /die'd). Priorities. By doing something like this I may have thrown my (and my mothers & brothers) genetic fitness score into the garbage, but at least I know the town will last a bit longer.
(Leaving the oil search to a male player instead? It's generally hard to trust people to actually do those kind of things, because a lot of others won't know how or simply don't feel like doing it. There isn't much time to build a trusting relationship like that anyway.)
To put simply: if the trolley problem would be applied to OHOL, a lot of people would pull the lever EVEN if it's their own kid. The genetic fitness score changes some of that, but in general it just isn't important enough. Why would my offspring have to survive over all these others? As it stands, there is no difference between my kid or someone else's kid besides them pushing down my score. That's why mothers dump their kids next to the fire so other women take care of them. You could see it as a daycare situation, but I feel it's more similar to foundlings. A point system doesn't seem to be enough to incentivize taking care of your own. It seems a lot of people don't even know it exists or what it is.
As for that last point: sometimes I wonder what would happen if you'd get a notification every time someone important to you dies, perhaps even with the 'penalty' on screen. 'Your little sister Emily just starved, Genetic Fitness -1.5'. 'Your grandson Alex was just killed by a bear, Genetic Fitness -0.8'. Maybe it could even show up as a ! on screen so you can find/bury their body. Would people care more if it's more in their face? Or would they still feel helpless and not do anything to prevent it in the future? More often than not I won't realise one of my kids died until after I died too (it's not like they can come and tell me and if they're not around I won't immediately assume they're dead, they might just be out hunting rabbits or something). If family/offspring and your heritage should be so important, why is mourning so rare?
Are there other ways to incentivize taking care of your babies? As I mentioned over here in a topic w/ a very different subject, there can be no "us" if there is no "others", perhaps even within the same family. Why would I want MY offspring to survive over my 2nd cousin's (besides the points, we lookin for other incentives here)? It's not like I chose to have this kid, and even though they say ILY because I gave them a backpack, that doesn't mean they'll do more for me than the other kid would (unless they really like RP which a lot of players apparently don't, sadly, so there isn't much of an emotional bond).
So this is something that has bothered me for a little while now, but now genetic fitness has become more important it's grown to become more of an issue. I don't know if genetic fitness was supposed to be a luck-based thing to begin with, but I always felt like it should show how skilled a certain player is. That's why you have a leaderboard.
With that in mind, genetic fitness being tied to foodbars / skills makes sense to me. It's a reward for your success in the game, and, since higher fitness should mean being a 'better' player, you can put these rewards to good use while doing some of the higher tech work. All good.
Now where it gets iffy is the way genetic score works in practice. A few thoughts:
1. I don't feel like I was responsible for my highest/lowest ever scores:
The highest I've been on the leaderboard was #4 with a score of just below 50. Why? For a few lives in a row, none of my kids and grandkids were new and therefore most made it to old age. My score went back to rock bottom in the next life because of my kids forgetting to eat while I was teaching them how to farm (I fed/reminded them to eat a few times, but eventually stopped because I don't think force-feeding my kids is the best way for them to learn to watch their food meter).
The lowest (I remember) was a rank near the bottom of the leaderboard with a score of around 15. Why? Someone killed me & almost all of my kids after me.
In neither of these cases I felt responsible for my score. It completely had to do with the players I was dealing with, not with my skills as a player/mother. Of course, these are the extremes, but it does make me feel my genetic fitness score is something very heavily influenced by luck. The only thing I could come up with to SOMEWHAT alter this is the next point.
2. A lot of the points added/deducted happen AFTER your death, i.e. AFTER being able to influence anything at all:
'Your granddaughter died at age 4 a few minutes after you died? Well, you should've prevented that somehow. -2.18'.
'Your daughter made it to age 60? Great job, +1.06'.
IMO, a good fix for this would be adding a score for 'still-living' descendants instead of for whatever happens after you can't influence it anymore. A few points for small children, more for adults. This also fixes a issue that kinda came up with the tool slots where I tend to wait before playing a new game until most my descendants have died, just so I have an extra slot (the score tends to go up after death, because most that happened during your life is - and most after is +).
Less important things (without easy fixes I'm aware of but I still want to mention):
3. Babies running away instead of /die-ing causes a crazy big penalty I can't control:
I understand getting a penalty for a kid dying at a young age, but if my kid decides to run off and starve instead of /die-ing it feels really bad to get 4 points deducted when I barely get enough points added to make up for it even if all of my other kids survive. What am I supposed to do, force that kid to stay until they're older when they obviously don't want to play in this town? I've convinced some to /die instead, but this still happens more often than I'd like. Again something to do with another player instead of with me.
4. The moment I play affects my score because of family size:
In peak hours, I tend to get a lot of kids which automatically means a few of them will _probably_ die because I can't keep track of all of them at the same time and food tends to run out faster (I see way more of my kids die around age 10 or so than when it's quiet). When it's quiet, I get smaller families but they generally all survive. I.e., when it's quiet, my score goes up faster.
Thoughts? Do you feel in control of your genetic fitness score? If not: do you think the end-of-life scores would help somewhat compared to the after-death scores? Other ideas?
Up to this point I've felt the shovel is the single most useful tool out of all of them. You use it to make compost, dig up stones, remove bushes/plants, build fences, bury people (if you want), farm potatoes... Might've forgot something still. I feel it has more uses than any of the other tools and I definitely don't mind using one of my slots on it (especially since it allows me to put dung in all the wet compost piles you see all over the place).
For me, S / A tier skills are skills that have more than one use (shovel, knife, needle & thread), whereas the lower tiers are things you rarely need to use at all (lasso, bow & arrow, bowdrill, file). I feel cars/planes/cameras are great to use your last skill slots on if you have some remaining at the end (especially if you made/finished it during your life and finally get to use it), but are indeed generally useless.
It really depends on what you like doing though. If you like smithing, things like the smithing hammer would be super high on the list. Same goes for having the hoe if you like farming or gardening. However, those tools aren't useful in any other way. The tool is great to have in town, not necessarily to have as a skill. All those kinda things are kind of in the middle tier-wise for me for that reason.
In general I think about what I want to do that specific life and base my slots around that. Which skills do I need so I'm able to do this start to finish? I'll ask a smith for tools if I need them, but I don't want to have to ask someone to either dig up or smash rocks for me when I'm trying to build a wall.
edit:
ok I did the thing
Why not inside, or near, kitchen? One fire serves three places, mothers need sometimes good food from kitchen so I think it's best when they are right next to it.
Near yes, inside nah. I usually try to create a nursery right next to the kitchen or in between the kitchen & smithy. It's just annoying when people are standing around the fire in front of the oven or forge. Better to move the fire like 5 tiles to the side and not be in the way.
A few things
First let me state that I liked war even though I've never personally gone on raids! I don't want to go around killing people, I just liked what it did w/ my feelings of closeness to the family across several lives. The thing is that that won't happen if there is no 'enemy' (can't have US if there is no OTHERS). I'm not looking for constant raids and warmongering, merely for a game mechanic that makes you feel closer to your family over time. As I see it, war would just mean people end up living in their own corners of the rift, make peace, and eventually one will die out because of a lack of resources (perhaps waging war again at that point to help their family survive over the other one).
(...)there is no competition for resources(...)
&
You're better off just sharing resources as we've never even gotten close to running out of anything ever so far except something like the griefed arcs.
As far as I can tell, Jason is trying pretty hard to change that. Even if we haven't gotten close to it, depletion of resources is what 'should' end an arc. Thing is, if multiple families share the same resources, that means they'd both shrink in size when running out of resources instead of one dying before the other. This would just result in a babypocalypse instead of one family growing a lot bigger than the other.
(...) besides "muh arr-pee" and you know how people feel about useless roleplayers.
Tbh I don't think everybody agrees on that one. Yes, there are people who think RP is useless, but in that case, so are making a loom for nicer clothes, gardens, buildings and anything else that doesn't have to do with water or yum. But yeah, it seems most people on _this forum_ agree with you that RP shouldn't exist for whatever reason (which is why I personally post a lot), but I assure you there's enough people who DO enjoy it and don't see it as useless at all. I know how to build a diesel engine, but I also enjoy building a loving family or starting some type of 'art' project in the game (... because it's more lasting than the family relations, as it stands). Each to their own, but don't go around killing people because they're being "useless" and a "waste of resources". IMO, the killer is the griefer in that case, but that probably depends on your perspective.
*carries on as if nothing has changed*
That's your decision, not everyone's. I tend to go with the flow and respect this person as the king from that moment. If other people don't join in, that's fine, but in a lot of cases there'll be more people than just the king himself joining in on the RP (sometimes even establishing traditions of inheritance and a crowning ceremony).
Without the “official” leaders of the town being present, people who declare war are just a minority acting independently from the rest of the town.
Which is exactly why I'd want a council type situation. One person wouldn't be able to start a war, nor do you need just one from either family. PLUS, the council can't themselves go to war, as they're elders, but will have to decide together with younger 'fighters'. I think having these decisions made with a larger group means they'd have to communicate about it first, which makes it more of a town decision. Perhaps there could even be a voting system put into place.
Also, theft isn't really griefing since you're taking from another family to benefit your own.
Big agree.
Neither of these resources are well guarded and thus do not require conflict to get. Using conflict to get these is thus percieved as griefing because it is unnecessary.
This is exactly what I'd like to see different. If your family matters more than another, perhaps you'd do your best to protect your oil well a bit more.
People basically still go to war the way they did before it was a thing, with no regard to peace/war status, but they just use knife/bow.
This! I'd like war to be more than just a tool for annoying other families.
As it stands, war exists but has no added value because it isn't being used properly. IMO, using it in a decent way / to protect resources & your family (doesn't even have to involve violence, just the POSSIBILITY of violence did the trick for me mentally) would be a great addition to the game - granted that it would need us to struggle for resources, but as I understand, that's the eventual goal.
1. Boxes next to each other without space can be super annoying. I've seen people put boxes in corners of rooms and then a box to the side AND below it, so there was no way to reach the first box. Then they got mad when I tried to move one.
2. Noticed the things with doors too. I like having doors on buildings (cuz pretty), but I think a lot of people take them down because it's an extra click to get inside and they don't want to have to deal with that lol (ESPECIALLY springy doors which again I really like, so organized). It doesn't have anything to do with griefing or wanting it to look different, but with being annoyed at how doors work in the first place. I think people would leave doors alone if they'd open automatically for sure.
3. I agree that sometimes people take down things too fast, but what also happens is someone got to build half a wall in a random place and then didn't come back to finish it after. You could say it's a waste of a pickaxe to use it to tear down the wall, but if you don't do that you need a shovel, chisel and mallet/adze to get your own stones PLUS you have a random wall standing around that perhaps nobody will finish. Nyeh. Same with redirecting roads or placing other types of floor somewhere else. If it's part of a whole or someone is working on it (or was recently), leave it there for sure. If not, :shrug: (but don't get salty if people tell you to put it back. put it back or convince them why your idea is better)
4. IMO the fire should never be inside the kitchen or smithy to begin with. Move it somewhere else (the nursery or medic station, usually) so you have a place to gather/talk.
5. Not something I've seen a lot tbh, but yeah, ask first stab later.
I personally would want the other family to know (i.e. they get a message when the situation changes), so ambushes shouldn't be too easy.
Somewhat agree on that the fight system is stupid (no way to defend yourself besides attacking/running away), but maybe people will care more about keeping the fences/walls intact and closing the gates again?
Again, I understand not everyone likes war (especially raids), but I see it as a good way to compete for resources. The other family can go find their own oil well.
It's just a bit silly to me that when there's 2 families left they often seem to be at peace and live in the same town or near each other, so it's not like one will die out before the other because of a lack of resources (but just because one person decided to kill all the women in the other family or somethin). I'd like to prevent that situation from the start, I suppose, so families live more independently and you get more of a bond with the family (as opposed to just with the town, which is the case for me now). Trading goods is cool, living together, meh.
I definitely like the idea of having 'jobs' as opposed to 'skills'. Also like the basic/advanced split fug mentioned. You can be good at something, meh or can't do it at all. Would be good in case you want to help out by putting some pies in the oven but your main job is being a smith, or w/e.
One thing: doctors aren't necessary like 90% of the time, so would be a terrible first/only profession. Maybe doctor skills can be grouped with tailor skills?
Alright so I know a lot of people might have different opinions on this one, but I just wanted to share mine! Maybe someone agrees or has similar ideas?
It's been a while since I've seen families in a state of war. Not sure if I'm the only one, but the last time I've seen it (for longer than just having two elders fool around for a second and changing back to peace immediately) was just after war/peace became a thing.
I know a lot of people didn't quite like war, but I thought it was super interesting. It really made me want to spawn in the same family again, because heck that other family of brutal murderers amirite? I was just rooting for one family to 'win' the arc over another, to be part of the group of people that made it to the end. This all gave the game a new dimension for me (FAMILY meaning so much more than before) and I'm kinda sad that disappeared again. For example: the town I was born in this afternoon had a road to an oil well, which also had a road connected to ANOTHER family's town. Later today, when I played again, the two families had moved in together. All fine of course, but what's the importance of family relations then?
So this got me to think: why isn't there any war anymore? Especially now it seems we'll be competing for resources, oil in particular (and ain't that THE war-starter nowadays?). This kinda made me realise that the way to start wars is a little weird. I understand elders coming together to declare PEACE, but shouldn't one family be able to go to war on an 'invading' family without them agreeing to this?
'We don't want you here stealing our resources, leave'
'No'
'Well then this means war'
'Nah you can't do that cuz we gotta say war too haha'
I know killing with knives/bows is an option in this situation, but I felt that's kinda besides the point. IMO, war shouldn't have to be a two-sided, previously agreed-upon thing. However, we also don't want small groups of people pillaging other places and calling it war. My solution would be still leaving it up to the elders, but without needing the OTHER family present. Just say 50% of the elders need to agree, or maybe a minimum of 5 elders, whatever. They just all say 'We declare war on [familyname]' within the same minute (so it has to be some type of council meeting, so to speak). Then the youngsters can go and protect their home (if they're willing to fight for their family, of course).
Thoughts?
Your son was a prodigy. Lived to 60 in his first life?!
"How do I make more bowl"
Cutest last words ever
So. I'm seeing a lot of negativity and advice/fixes on this board, people telling Jason to go back to how it was, yada yada. However, what I barely see is people telling him what they like(d) about the game in the first place. So my question is: how do you generally play? What are the decisions you make and what do you base them on?
Although I only just registered on these forums, I have been playing for quite a while now and tend to play the game in different ways depending on some factors. I have no clue if I'm an average player, but that's why I think it's good to have some more views on this. It should help Jason move the game in a direction he likes without changing the overall feel of the game, I think.
I'm gonna be quite extensive but it's fine to say your thing in less words ofc.
---
---
---
How I play & why:
---
Town size:
- In early towns I generally focus on the well: if it ISN'T already a Diesel pump (including functioning oil rig), I'll work towards the next upgrade or find another well. IMO, water is what keeps a town alive, so the most important thing is to make sure the town wont run out of water for a few generations to come. If enough people are already working on that, I'll gather materials, bake, farm, or build a house (or a little bit of everything). If there isn't a pen yet and the well is functioning for now, I'll make sure we have one including sheep by the time I die.
- In more advanced towns I tend to either build some cool roads, buildings, gardens or graveyards (aesthetics), teach kids the basics, make stuff I've never made before just to learn, dye clothes, write things, or just RP a lot. I see people here talk about 'getting bored because there's nothing to do' in big towns, but honestly I don't feel that way at all. There's always something, it's just not always extremely useful (like when I find a gold vein and immediately decide to put a crowned horse somewhere in town just cuz it's FUN).
- I really do believe it's a great thing that both early and late towns exist, and I think it should stay like that. When I saw a mention of a family being supposed to last only a few days max (i.e., usually much less) it kinda scared me. As a fairly experienced player, I personally get more bored doing the same things over and over in early towns than having exciting new things happening in advanced towns. It's really gratifying to 'save' a new town by making sure there's water and food of course, but sometimes I just want to play a bit differently and not having it be just about survival. I know I can do it, so I like to do something else from time to time. New things being added to the the tech tree is also amazing since it means the game won't be the same every time.
- Bigger towns also seem to be an advantage for newer players, since it's easier to stay alive and learn new skills (either by yourself or by having someone teach). Making the game 'more challenging' could definitely be detrimental for getting newer players to stay.
RP or not:
- I love RP! But...
- In my experience RP is kind of hard in early towns. You are too busy to really bond with your family - though kids do seem to be more thankful - and usually there's better things to do. In late towns however, or towns with a lot of people who can do the work while I 'slack off' RPing, it's fine. RP can be super enjoyable and that's the main virtue of bigger towns to me.
- If my life starts with an RPing mom or other person I'll definitely play along, no matter the state of town.
(Non-)Family:
- Having fewer kids feels better than having many. It makes it easier to take care of them while also getting stuff done. Being the only girl in a new town where nobody is getting food or taking care of the farm is awful since you aren't able to do much either, poppin kids out everywhere that NEED to survive so they can hopefully help.
- I love seeing whether or not my (grand)children survive. I often check my lineage in families I cared about a lot, and seeing 26 generations after myself fills me with a sense of pride even though I didn't really have much to do with that. The new genetic score thing added to that for sure; highest I've been on the leaderboard was #4.
- Generally I tend to care about my kids a lot, asking them to check in with me from time to time. I clothe and feed them. If they're new and I'm not super busy -so basically just in advanced towns- I'll teach them something they don't know yet (instead of having them do the only thing they already know).
- Honestly, having NON-family around still scares me even though it's become the norm recently. There's always people who just want THEIR family to survive and kill off everyone else, even though there's enough for everyone and people have been living in peace for a few generations. Yes, you can work together while everyone's still nice, but eventually this will probably mean the end of you or your family (or the other one, of course). I tend to have my babies named by the biggest family in the town in hopes that they'll accept them into their family, but it'll still say 'no relation'...
- This is the only thing I kinda have an idea on: perhaps only show that information if it matters for your or their genetic fitness? (i.e. great grandmothers/uncles to great grandchildren/nieces/nephews). Is there really a difference between a complete stranger and a cousin 8x removed? (I'd like to hear everyone's ideas on this cuz to me there really isn't!) Joining families like this would be awesome and could improve cooperation. Not sure if possible of course but yeah.
---
---
---
What I like/dislike:
---
Random things I like a lot:
- As an Eve, finding an old abandoned town is like I struck gold. Recently someone got mad about that because they believed you can't be proud of a place if your family didn't start it. I disagree.
- Being born into a town on the edge of collapse and having a bazillion (great) grandchildren running around by the time I die.
- Checking the lineage page after a while and seeing that all my children lived to old age.
- Having children help me out or come back to me later on just to say hi or whatever.
- Seeing beautiful castle-like walls in/around a town, awesome gardens or specific houses for everything (such as nursery, bakery, church, 'fashion store', 'doctors office', 'armory', seed storage or even a radio house!). A little while back I found a place with a sugar cane maze and went /shock irl tbh.
- Overcoming hardships such as griefers or running out of water. See it as a challenge. The game wouldn't be the same without it.
- RP RP RP. I started a religion. I owned a casino. I was royalty. I was a town bum (and got killed for it). I was a cop. I was a radio caster. I killed for my children even though they were obviously the bad guy ('griefer'). With RP, every life is different.
Main issues:
- Honestly, the only thing I REALLY dislike is when the only girl in a new town is AFK. The few people that are there will be running around to feed her in hopes of more babies, but won't have time to start/tend to the farm, subsequently run out of food and the family dies. Always sad to see that happen. Probably nothing to do about it.
- People hiding stuff (i.e. rubber, kerosine, iron, tools), but thats more of an annoyance than an issue. It won't necessarily kill my family, but it means I can't finish what I was doing.