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#151 Re: Main Forum » We need to tell the inept players about the new Berry meta » 2020-05-25 02:01:21

stop fucking 3x3 fields
seriously
stop it

some people are actually not making farms around the well so that's nice when you enter the newcommen era
the logic is that: you get the water using bowls from the well so its closer. but we got like a year ago that you need to use a bucket for advanced well so that era is like 10% of the towns life, so its a dumb thing to optimize for.

I don't think it's so hard to carry a bucket of water for 10 tiles, use a cistern to get the water, so I don't see how that stupid system is better in any way. All I see is that crops that leave a hardened row, eventually get planted with berry seeds and you get more and more of them. People still die when not having berries to munch on, and they eat carrots and even raw corn.
Sheep and pork sits in the pen and nobody does anything about it, for straight 40 minutes or more and you get mass starvations while having plenty of food ingredients sitting around.

I think the crops need to be placed around nearby production lines, spread that town out with more floors.

#152 Re: Main Forum » The game is it really at its best state? » 2020-05-25 01:38:00

well, if you know what he is referring to then you understand better

miskas is happy about his idea getting implemented, and that can be a sign of hope, att least for him

few things that happened before. i went on a little rampage on github, questioning some food values, mainly corn and grapes
we got the corn buff right before the change on foods and luckily it stayed over the rework. my main reasoning was that corn has more trouble, work and its an ideal food for uncles to feed the little abandoned kids, so it deserves to be above berries.

the conversation on grapes went differently, Jason refused that, I still think the level of tech needed for grapes, would indicate a way better value than now, but he refused since it does not need soil and shears got 2x the uses. Soil worth 25% of water and the main ingredient of compost is still water, nerfing compost with dung then with the output nerf from 10 to 8 to 7 was also big, and indirect nerfs through water nerfs really made it less and less valuable. So "not needing soil" is a 25% bonus to a crop type but that value is low when the main food value is low. Shears last 2x longer, but they also need 2 blades and give back half of the steel only, it is kinda confusing, since on uses they still make up for it, on the value they are worse when they break, but after around 30-32 shears vs hoes or axes yo usee the difference, that the steel usage is worse.

Jason mentioned on one of these topics that he had a spreadsheet with tool costs and soil/water. Miskas made a topic about the values and he worked on a spreadsheet ever since the game was adjusted, and I showed Jason that. Then Miskas posted more ideas and Jason finally reworked the food values.

Now the new values seem more balanced with the efforts, and the needs, placing foods in better order. But the nerfs coming with it made yum not just more needed, but basically the only way to stay alive. It's a different concept than before, it certainly feels a bit better. I would still argue that we would need a better raw value and less benefit from yum, so it would do what it was intended to do in the first place: increase overall variety in-game. It still motivates selfish behaviour and cheats out bonus for a few people while others won't get any benefit from it.

So food is on a good spot, better than ever before, you get a bonus for each food you make, it's more balanced with work and tool usage, it has a system around it, but it still could be better. I think mainly it could be more dynamic so people are challenged to make one or other food in different scenarios, so they can enjoy a temporary bonus, and get rewarded for their adaptability. It's more punishing on new players and the ones who play generic and don't care much about it. And Jason understood that punishing players for bad choices won't work so he refuses the concept of YUCK or Yam or whatever, that breaking chains or overdoing one type should be punishing, because it already is. But let's be real, we are eating way more food and we don't have time for other activities, and that's just slowing players down, and delaying to address the other issues with the game. If you advance at a slower pace, don't have tool slots and cant enter biomes, you eat more than you won't have extra time to notice how bad the late game is actually. And instead of having more things to do and more resource sinks and requirements to fulfil, things to upgrade, value to stack, you must play the same game but you never got a chance to reach the end game. Which is basically Jason optimizing the game for new starters, and pissing off veterans.

This statement isn't true, the game isn't better, but the food is better in some ways.

Not sure where I felt the game is actually better, maybe the introduction of jungles was the last time when I was happy about a change and felt its interesting content. You got the minigame of clearing the jungle, blocking the mosquitoes and moving inside for a real bonus, the only warmth bonus that worth it, the perfect middle. Eventually, that was changes so that can be a melatonin based restricted content, just so Jason doesn't have to make parallel techs and more varied gameplay to please the older players. Everyone was asking for a similar idea but his implementation was lazy and simplified and quite annoying.

We got a lot of fixes and stacks, and he is going through the issues fast, but he still refuses to add anything above our current tech, additional interactions, requirements, rewards, minigames, activities. And this is the time he should introduce something major.

#153 Re: Main Forum » Idea — Road making vehicle » 2020-05-23 08:24:56

cars are in a bad spot right now, engine removal sucks all around, destroying them sucks even more
horses are fine, even overpowered, it would be okay a nerf on horses like they would need to eat grain from time to time to move, that can be done even in the wild, so they got a cost

cars would need a different cost, running them while not using makes them really inefficient, they are still mainly a vehicle that has to carry stuff, not just memeing around with it, generally, you don't have a point B you want to get with it, since you only have cars in good cities. Point A to B is also bad, since that 10 minutes won't change the fact that you cant use the kerosene efficiently and way better to use for water.

IF there would be a different fuel, like diesel or benzene then that would be solved.

The storage space must include a tank of kero right now, that's an issue on its own, but the 4 wheels for 3 slots are really bad compared to 8 with 2 wheels.

The other issue is that people lose them. That's why I had the idea of cars only running on connected roads. You could always find them and with decent road system you could revisit locations and move items in between, that would be decent usage for it (except that people would fuck up the engines anyway).

#154 Re: Main Forum » Game is at its best state right now but.. » 2020-05-23 08:15:13

im ok with the premise, but jason killed most skill-based activities, the duels, the exploration, the horse techs

i remember when he added the well and the bucket, that was my idea, something that linked together higher-tech, gave some options after the well.
but then the rift age  introduced more nerfs to renewable resources, more generic map and gameplay then even when we got out of rift they stayed
the next well upgrade was similar, something that requires more skill and work, but adds more tech, then Jason went silent and no other upgrades or techs, dead content and useless toys

meanwhile, player skill went up, you are not the only pen maker or smith, engine maker, even your options are limited with slots, living to 60 isn't an accomplishment anymore

the latest iron tech is also removing a 4x element and that's kinda sad, exploration and gathering isn't paying off, most activities and playtime isn't rewarded and the resources are fixed, so the more people the less time you got

also, the map feels weird right now, we are close but we are forced out because of the resources, and we die over and over so high-level strategy and organization is  dead

i think some sort of skill-based team fights would be nice, castle sieges, territory control, some sort of periodical teams over lives, a little bit of continuity and world-building, a competition to rule them all, even if the world gets wiped more often, a win condition, not just delaying the demise

more building, wood, stone clay techs and generally different eras and higher scale problems
he tries to force scarcity the wrong way, without ever entering a higher-tech era and having different problems or choices.

#155 Re: Main Forum » Chainsaw suggestion » 2020-05-23 05:54:12

the real reason for hungry work was griefer protection, idiots cut down trees to make a single shoe out of it, sometimes they go for the closest green ones, which is really sad
also makes tree walls less viable, when they look good and function as a wall, and give hourly branches

the wood minigame could and should be more complex, like more stages of growth, more work with them for more resources, wood could be an important resource almost as iron and water

#156 Re: Main Forum » Idea — Road making vehicle » 2020-05-22 17:43:37

yeah, i had this idea long long long ago
oil to produce more stuff like plastic and asphalt (real life it has like 30 different uses)
might need to be more oil for same cost but more usages

then the machine could lay straight roads
the downside could be that you need to clear the way in front of it or it wouldn't go forward, that is possible other than laylines (cross one tile only)

flat rocks won't work since you got a conflict with graves and smithies and cooking, also collecting them is 90% of the job, putting them down is 10%
could be a car with 2 large pulleys and 2 small on the back or 2 more large. and an asphalt tank

alternatively cement/sand mixture with water

#157 Re: Main Forum » New Laptop Slow Mo » 2020-05-22 17:36:10

Check your nvidia panel and set vsync to 0
also change wait for vsynch to 0 in settings
set possible fps values to your monitor fps so 120, 60, 30
target frame rate to 30 or 60

Vsynch is a vertical synchronization
its a preference but you probably would like it turned off, i had issues with pro evolution soccer, since its emulated so its kinda weird in some ways

vsynch on means: you got the animations played but when your pc cant handle it, it will delay them, in reality they already happened, so for a game like pro evo, you will still see how you failed but your reaction time wont matter
vsynch off will mean that when you fall behind, you will skip some animations but your reaction time will be on point from there on, so for pro evo means that they tackled you, you won't see how but you can take back the ball right away

for ohol in some cases, it can be a looong wait just to see you are shot, and you sit still while others run in screen, shot you and you gott nothing to do about it
without vsych, someone might appear near your with a bow out of nowhere but you can react to it after (pvp is removed so it doesnt matter as much now)

I'm fairly certain that skipping some info is better than waiting for something that already happened

half frame rate helps when you got low RAM, made the game work on 2gb, its not the case for you so you shouldn't do it, basically paints every second frame and things can change location often without you seeing how

outputallframes=0 i guess that is 0 by default, you better off with some variables than a delay

overall im pretty sure is better to go for reaction time so turn off vsynch everywhere

#158 Re: Main Forum » Resource Scarcity Realism (ln scale) » 2020-05-22 17:16:07

Spoonwood wrote:

It may well hold that free will does not exist, and that our fates are sealed.

Whether you running away or toward something, you are affected by it. Whether you know or don't, everything has a logical explanation, even the instincts, pattern recognition can be instinctive or logical. The latter is way better because you don't feed yourself bullshit like fate.

#159 Re: Main Forum » Resource Scarcity Realism (ln scale) » 2020-05-22 17:04:07

We got one main resource: water.
Everything can be measured by it since it directly or indirectly converts to it.

Iron to water? you can calculate based on kerosene, thats 40 water or 5 iron, so 1iron=8water. Soil to water? Based on compost around 4 soil=1water.

Since you need it for food making, survival, its a monopoly that can't be changed, so everything else decreases in value when water becomes scarce.

the whole premise of 'everything runs out" is kind of bad, especially with the new introduction of fixed position iron.

Distance eventually becomes a problem, so the wild resources cant be reached in time.  Water and iron is limited, outpost making is limited, so you are just heading to your doom with decreasing food values.
The whole premise is backwards, you don't want to reach a goal, you just run from a punishment, delay your demise. And is a sure demise, not like increasingly hard gameplay, with some chance to avoid or turn back, its a final and sure end to you, your family.

This makes choices that you make less impactful. Your work is not measured at all. Generally, games have a pointing system, a currency, a way to win. Ohol only has a way to lose, its an unfair game with no good outcome long term. Jason called exploration "free" and lots of parts of the game are 99% gathering, 1% processing. While farming takes a bit of time, where work and time convert into value, even there the resource needs are way higher than the work itself. You cant survive to farm for food. Its even a bad conversion rate, since resources are so important, optimization is important, full of noob traps you can't measure if an activity is under other activity, but takes away the same resources, its a conflict, but that's hard to see in-game. Like you scrap together a bucket of water, which is a very low-efficiency job if you do It from the nearby ponds, if hey use it for bushes, instead of pies, it becomes even worse efficiency.

I think what defines a good game is rewards and punishments. If you do a positive action, you need to be rewarded, if you do a negative action, you will be punished. But you need a way to el them apart. Like using a healing potion when you are half health, you know its wasteful if it gives more than you need. But in OHOL case both wasting and preserving leads to the same outcome so its quite bad design, whatever you do your choices don't matter. There would need to be a shift in focus from resources to time and work. One way to do it would be some cycles that can repair the mistakes, where you invest time but you can make up for the mistakes. If this cant is accomplished, it means that time and work are worth little to nothing, while characters got upkeep so you are always in a general loss.

Instead of a limited resource-based economy, we would need a renewable resource-based economy with a lot of sinks that use up resources and convert them in a different way. That would require at least 3 resources to make it meaningful, since converting everything into one or converting between each other isn't too interesting. Makes the low-level resources less important and its a straight value scale where you don't have a need or an excess of them, and doesn't create different situations, as you see the "we have no water" effect in 90% of the games.

We got water sinks that aren't a survival necessity, for the most part, trees, paper, milkweed, skewers for letters. These are basic resources and mostly or convenience. But similarly, we got plaster, chemicals that use a lot of water, and increasing water costs make them a dead content.

It worked better before, even low-level activities had a decent payoff, water was abundant so making bushes or any farm had some value to it, but was nerfed over and over, breaking balance, compost has so low value is actually horrible, and water worked as a low-level resource, but at the same time it became a high-level resource so that's also bad for low-level activities, they affect the high levels.

Best system I saw was Surviving mars, where the basic resources ran out, but you could increase the removal of other resources with water, fuel required water and co2 to make methane and oxygen as fuel. Polymers required fuel and water, power. So basically 2 water to make plastic.
But plastics were used as upkeep for higher level buildings.

I guess mass-scale made it more interesting, you could survive on basic income with low pop or increase production, income, upkeep and tech level.
What ohol lacks for this, is a mass scale production but mass scale expense, sink coming with it, tech level is always the same in whole, no way to be more advanced and generally no reason.

Also, all the other activities are way too simple. Stone and wood is just chopped and dug and processed in seconds, the only problem is the transportation of them. But we also lack the massive, valuable structures that would serve as gate and reward.

We got some gates like an upgraded well can sustain a bit more milkweed farm and buckets allow a new way of transporting water. That allows cow pens and placing farms further away, painting and such. But the rest of the tech tree is neither required or linked any way with this.

I'm okay with diminishing returns as long as it doesn't use the same resource it produces, aka no iron to mine iron. You would need water to wash out the mine, and iron to produce stone and stone to increase water and wood to build out the mine. This way you would have times where one resource is more valuable than others and you got a choice to make. Later it could be all reverse cycle or random or mixed cycles.

#160 Re: Main Forum » Regarding car change » 2020-05-21 08:02:32

you want to move fast to gather or explore
both activities would be an uncertain distance
you could technically gather with a car, but you spend most of the time loading it so you would waste the time anyway
10 minutes vs 2 minutes doesn't matter, when people live at x minutes, both times the excess time is lost after they arrive
stopping the engine would be better, either a time based or a distance-based usage

the other problem is the removable engines can be destroyed easily, same as wells, both are horrible and useless changes.

i can understand why you would use an already made engine on a well, but still, if I want a car, it should be a car for eternity, make your own engine for the well, that one has no reason to be removed, like why the heck would you want iron without water? and if you want both then make 2nd engine and don't destroy an hour of work for your stupid laziness

my other idea was to link cars to connected roads. they could move on roads forever but couldn't go off, that would give a reason for roads and cars wouldn't be lost

to be fair, cars need a kerosene tank too, so when you stop you can go back so that is also a bad design not having a built-in tank for more juice
just based on number of wheels, cars would need 16 items slots.

and probably a key to turn them on/off and prevent others to steal them, like horses, which is apparently not a problem that idiots follow you and steal them
Jason thinks that visiting other towns you will spend 5 minutes to build a fence to keep your horse there and make that on a distance so others won't see it all the time and walk back and forth on foot.
The whole point o horses is saving time, not that you spend slots to make one then the first idiot 13 years old runs away with it. Horses are also loyal to their owner, this idiotic action of people who run after you swap or steal your horse and leave you in middle of nowhere is the dumbest action imaginable and annoys me to no end. Oh you can eat on horse cause unrealistic, oh you cant hold the rope because unrealistic.

Oh you can be an expert of eating a banana cause you are born with more melatonin. Oh you cant step inside a different colour tile so you can trade. Maaan the dumb shit we get for no logical reasons.

#161 Re: Main Forum » Best Eve Names... » 2020-05-20 16:31:58

Klinckingbeard is best, i got a list of very long names

#162 Re: Main Forum » Coming soon: more loose speech character limits » 2020-05-20 16:30:56

a small thing, but it's nice

the rails can be also good toys now that they won't break so often

#163 Re: Main Forum » Started a B R E E D I N G Program » 2020-05-19 14:40:48

DestinyCall wrote:
Arcurus wrote:
pein wrote:

keep 2 tiles social distancing

yea wonder how he manages all this breeding while keeping the social distancing....

As long as everyone is part of the same household ...

still, how you got a breeding room without a breathing room?

#165 Re: Main Forum » What is currently the main reason families die? » 2020-05-19 00:29:46

twisted is a golden egg for Jason, even if it's a goofball. If you played 100 hours and you still like him then it's quite upsetting, his generic gameplay and roleplay is quite boring. He still holds a grudge on me but doesn't even remember what he lied last time.

I think a higher food value and 2-3 chains of 10-15 would be okay, could have other rewards. Kinda unrealistic to have 60 bonus food and you don't have to eat 20 years at all cause you found an exotic onion.

Also would make more sense focusing on the overall variety in the city, not personal long chains
real variety would mean that the city can produce like 10 different foods constantly, not that you make 30 foods, but from that only 5 is constant, the rest is just 3-5 portions for some chosen people, I would be really curious how these yummer cities compare on resources used for their "effectiveness"

#166 Re: Main Forum » Best Items to Scavenge? » 2020-05-18 22:17:04

you can put tires on wheels and put 4 in packs, uses slots but you can afford as a scavenger, or end of your life use saw on logs and convert half of it to wheels

any kind of steel, scraps, springs, knives
maybe shredding board
ropes

latex is kind of always needed, I don't think sulfur worth it, also more than 2 glasses kind of questionable

wear a bow or make oe with rope and wear that way

#167 Re: Main Forum » Since gene score is now so important some thoughts to it » 2020-05-18 21:31:09

it's not really something that you control so it shouldn't be something to control you

I'm having a hard time getting any score and enforces a dumb playstyle I don't like, force-feeding people and doing nothing but watching others do stupid shit
also, a good way to get cursed by interacting with dumb people and mentioning their mistakes

sad that it hit veterans who like crafting a lot while having zero benefits on teamwork, slots have failed and they are annoying, anyone who denies it, doesn't even play the way that he would be useful on tech and long term sustainability, enforcing your views again on short term stupidity

how is that those veterans who are 10 times faster are worse players than these noobs who live their life within 30 tiles? how that is civilization building? that's mere survival
but the benefits go for people who don't care for slots and others are screwed with the tool slots
th cap was also bad, at least playing more games pushed your score up a bit
I don't even think that farming score is an exploit, it was a good feature, slot limits make life boring and you can't help others without showing them first, so quite dumb to limit slots, it enforces stupid tools you wouldn't use otherwise, all the farming and food making tools seem to be more important but committing to those makes you iss out on building and tech. artificial slowdowns are dumb and boring.  not like you would need to make 50 fires or 200 wheels in a life so tools are not equal and enforcing to choose is a dumb limitation.

#168 Re: Main Forum » Gloves » 2020-05-18 20:22:15

you could add belts and neckbands on top

Innogames the west had so similar sprites to ohol, it's kinda scary, even the picture sizes.

Would be fun even if it's just décor, lot of people just do clothes for their look

#169 Re: Main Forum » What is currently the main reason families die? » 2020-05-18 19:14:47

yum was my idea, that's why I hat how it perverted into something like this

basically I had the idea from stronghold and tropico
in stronghold you could produce apple or cheese or both, maybe some grain, but that required a production line and quite a lot of space, which could lead to fires inside the castle and use up your population. the 4th was meant which you got by hunting, but you barely had any levels with a few stags or none at all, so either from start or from the late game you had to buy the meat.

now you had 4 options to food: half, normal, 2x or 4x ratios, they ate more but you gained a morale bonus for it, obviously, has a cap
now the bonus also was applied for each type of food you got. for 1 you get none, for 2 you had 4, for 3 you had 8? and for 4 you had 12?
since you were buying the meat, you had to actively make and fill extra granaries with it, and reducing the consumption overall, was good so you get the bonus longer, so a low food witth high variety was better than a normal with low variety, ofc high amount with high variety was better but unsustainable

Tropico had similar, it had food types, corn, papaya, pineapple, banana, fish, meat, milk then some processed like canned food from fish, meat, fruits, then juice and chocolate, the advanced ones didn't count as required, more like covering the other basic level ones
the same downside, more workers needed, more space needed, more pollution and less beauty, the upside was overall happiness, communist faction happiness, avoid starvation and droughts, increase fertility, obviously top cap maximum 100 but around 80 was good enough

now obviously you got online players, you don't need to simulate morale, maybe we could have negative morale to make garbage and dead bone disposal more important, maybe even some décor to increase fertility within range, but you can really simulate that

so I think the main idea is decent for yum, chaining the foods to get bonus

but the original problem was berry munching, somewhat fixed meta while having 30 foods to balance so that all of them is viable
that's kind of impossible, oxygen not included has like 12 and they can't balance it well, some of the later foods need a very specific requirement fulfilled so it's almost dead content

it was interesting to abuse the yum system once or twice, but people realized it does not worth spending a life just to eat, at least most of the smarter ones
but then this idiot playstyle emerged, where the selfish players abused summing for a personal bonus, even on the cost of wasting resources, and abused the fertility bonus with it, actions like walking 400 tiles to eat wild food in advanced cities or making one single special food for themselves
spending way too much time and disregarding all the city work that would be important long term

this is all due to not having a top cap which would mean any x of the 50 foods of what we got, instead of longest personal chain for yourself
ideally, you could make 10 or 15 foods for all the city and 4-5 types that would cover one or two more bonus, we would still be in a good shape with 1/3rd of the food types
also, there is no balance nI regards of cooked food vs raw food which is way simpler to make and still have a bonus

now there is a cap but it's inactive, but the latest changes made any single food very low efficiency so yum is kind of mandatory
I can't imagine anyone having fun keeping track of what they ate, it's not the end goal it's just a means to an end. forcing this for everyone is a bad design and without a zoom mod feature, I wouldn't be able to do it myself.
Also, it's quite a bad design saying that food is more important than anything else in the game, building or organizing or smithing, and gives a very bad time for those who like doing other types of activities. People who got the skill to gather and smith and advance in tech are important, and they would deserve to get enough varied food from the others, can't even compare how much more important is to get the resources and how easy it is to process them.

but hey, let's fuck up veterans with slots and races and nerfs, and let's promote the game for the useless streamers and make low brain capacity gameplay much more viable than it should be

#170 Re: Main Forum » Systems within systems » 2020-05-18 18:03:33

removing skill-based duels was the biggest problem of all time, it removed a huge chunk of the game
I still believe that skilled players should have an advantage over noob griefers, experienced griefers will still find their way anyway

the other problem is that he is not adding anything to the game, bored people killed a lot of others since that triggered some emotions and gave some meaning to their lives, at least way a weird story

cursing was abused many times before, instead of having a skill-based honourable duel system, we got these judgy noobs who think they should have the power to tell what others should do, the worst griefing ever is going around and convincing others to curse others, no one will accept any way that he was wrong and no one will say that he deserved what he got for it, I don't see any scenario where I would let someone live that I would curse, petty curses are just useless and dumb, it just made me communicate even less, it's rewarding for these butthurt lazy asses and sneaky idiots who just want to ruin others gameplay for no real reason

#171 Re: Main Forum » Gloves » 2020-05-18 17:16:36

110% is way worse than 95%
any heat source heats you and you would need to discharge that heat if the insulation is absolute which would be quite dumb

#172 Re: Main Forum » What is currently the main reason families die? » 2020-05-18 17:14:44

any source why you say the forced females does not apply?

towns die cause too many newbies
water runs out super  fast, some people can't even use the cisterns
it's still a very common thing that fire goes out, the town is disorganized and people aren't able to make any other food than berries and eat up carrots, leave the rest and starve to death

most activities don't worth the work, but people keep playing the game the same way as before

yum is not fun in vanilla, overall food values is way too low, yum is way too high

its like two games in one: newbies are confused by the mechanics and they are useless, their activities are low efficiency
all the tedious grind is for veterans and they need to carry others
jasons view of what makes you a good player is a complete bullsnap

#173 Re: Main Forum » Systems within systems » 2020-05-18 16:48:19

jason: every player reads updates, understands the mechanics and knows how they work
also jason: veterans will do it
also jason: kill every mofoker within 30 generations
also jason: griefing is part of the game
also jason: you not allowed to defend yourself from it

#174 Re: Main Forum » Gloves » 2020-05-18 15:28:38

doesn't matter, any type of heat source, if you would enter a desert with 100% insulation or a mosquito byte you, 100% insulation would be the death of you

#175 Re: Main Forum » Unclaimable wells leading to abandoned towns en masse » 2020-05-18 15:27:16

it's Jason's intention, he didn't even understand or cared about cistern water, he intended you to claim a well, but touching it will not o anyhing, you got to use it. While it's the sensible action to fill cisterns with water, so you can do the tech upgrades faster, it can make it harder to claim for eves. but you need to look around, another well activates nearby and you still can be within homeland range to an abandoned town

it's just hard to claim a Newcomen well since there are no resources, and engines get  stolen or destroyed when a family dies out. when you see no oil or iron left, don't take the city, is a noobttrap

the town on that picture is -500 -500 from a huge brown family, there are several wells and resources nearby and SE, one must be exhausted other is not.

You see in this picture where is brown an family, not sure but might have rubber left
black latifi had horses
o and p are the oil spots
that new well is near a town thatt was taken over by gingers few days ago

pgga5Cf.png

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