a multiplayer game of parenting and civilization building
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But muh bi-hourly bowl of water! It is what I use to kickstart abandoned towns... dont have the kerosine to use their pumps but the ponds have refilled. This would be almost as bad as when it became possible to remove wild berry bushes.
... seriously though, to the ppl who remove wild berry bushes...just build somewhere else or take them into account when building instead of digging them up.
Free food is free food. Free water is free water. Stop building in the swamp
Isn't this just graphing the descent from steam release? What were the numbers like pre-steam?
This is just part of a bigger problem of food recipes where the ingredients aren't edible where they would be in real life. Peppers, onions, etc should all be edible. As well as many other foods that aren't technically complete like carnitas or tortillas, mashed carrots and berries, grain.
Making any recipe part way and then stopping could be considered a form of griefing.
The rule of thumb should be as long as you wouldn't get sick from eating it in real life, it should be edible.
Yes, adding marriage wouldn't be the first social construct added to the game.
Naming is something where, I understand the choice of just giving the last name of your mom, but more naming convention would be really nice... playing as Thor Odinson with my father named Odin would be really awesome for example. Having the option to have your surname displayed before your first name would be nice too. So would middle names. Maybe even middle names based on your parents names. Names based on what job you want to do. I would be all for increasing the number of choices we have.
As for clothing, the fancy clothing update did make me think... what..? really..? okay...
It is definitely very rooted in western culture, and I do think more neutral clothing like what was done with rabbit/seal fur would have been nicer. However, I was not around at the time to share my opinion on it.
There are a lot of cultural choices Jason has already made for the game
-only one way to make fire
-only some animals can be eaten
-tomb stones
-clothing
-naming conventions
-which foods/recipes exist (I think all foods should be able to be eaten, whether they're complete or not)
-land ownership via fences
The only ones that really directly change how you directly interact with others are curses, language, warsword, fences, surnames, and marriage would be an addition to this group.
Curses give you an incentive to be nice to those who can curse you, or will be able to curse you in the future that we don't have in real life. I feel like this is okay, because in ohol it is much more difficult for you to apply social pressure due to the limited amount of time and lack of consequences, where there would be some in real life.
I am a huge fan of how Jason did languages. I just wish instead of making it impossible for adult to learn he had just made it much more difficult. It feels very natural for the most part and not really a social construct... if anything, it prevents us from abusing our meta-knowledge of our near-universal language(english) that our characters would not have in game.
Warsword I agree it is strange to think that it can only affect non family members. Like, I can use this on someone I grew up with even if their family has grown up in the same town as mine for generations, but if I go to fight the neighboring village whom I have never met, I find myself unable to fight them because they're a group who branched off from my family a few hundred years ago. I think the way it is now, I would be fine if it worked on everyone.
Fences, to be fair do have measures put in place to allow people the opportunity to prevent land from being claimed. I will agree that if property fences are super cheap/basically free they should be easily able to be broken down. I would favor a system requiring property fences needing to become a reinforced fence by using materials on it, and regular property fences being easier to tear down.
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I mostly agree with the system that lychee proposes, however I still like a lovers system better because it would give more freedom and because of the drama it could create. I was recently stabbed due to some light rp, I pretended to be the father of some woman's kid and another woman pretended I was her kid's father. The first woman was outraged. I went along with it, and got stabbed for my infidelity.
Monogamy is not natural, plain and simple. How do I know? Because you would be hard pressed to name animals that are, and of the ones that are.. most of them cheat(including humans, quite a lot actually...kinda scary). I think a lovers system would be more natural and allow players their own choice on how to approach it. It would allow for many different social dynamics to form(and drama).
For example, in some towns maybe only one man is married to all the women, and he only allows his daughters to be married off to his closest friend?
Maybe you enter a matriarchal town, and only the elite women are allowed to have male lovers, because their line is the most important.
Maybe you enter a town where polygamy is frowned upon, most people have only one lover and those who have more are looked down upon.
Maybe you are lovers with someone whom you refer to as your wife, and she has a baby, but it doesn't look like you..? Oh, she secretly had another lover.
Maybe there's only one female left, and having her have 5 male lovers will boost her fertility much more significantly than just 1?
Also, with high mortality it makes sense to remarry. I think it was in ancient Hebrew culture that, after a man died, his brother would marry his wife. Their next child was considered that of the man who passed away. -This sort of culture wouldn't be able to form if you limited people to one spouse/lover because the living brother might already be married.
For curiosity, I did a quick google search, because I heard that the % of cousin marriages are high... as much as 20% of marriages are between first cousins. So, even the choice to restrict marriage to cousins who are far removed and another family could be considered a cultural choice for the game as well. Up to 20% of married people might feel alienated because of the choice to restrict it. From an article "having a child with your first cousin raises the risk of a significant birth defect from about 3-to-4 percent to about 4-to-7 percent"..not much. I also found that, after some research couples are most fertile with 3rd/4th cousins. We humans are more related to each other than we think. The last common ancestor we share is from probably central Asia about 600-700 years ago(around mongol time)... or 10-12hrs in game.
If it becomes common for every player to marry and have kids, and close cousins are barred from marriage, you would quickly become reliant on eves bringing in fresh blood OR taking a break for a few generations for 'sky-daddy' to make the population less related.
With towns only having a population of a few dozen at most rather than hundreds or thousands, even if you were careful with who married who, everyone would be closely related after only a few generations.
I really don't think marriage should be a mechanic of the game because it's a social construct. Marriage is not the same for all cultures. Marriage doesn't even exist in all cultures. There is the issue of same-sex, child marriage, arranged marriage, polygamy, etc.
You would have to make limitation on the marriage system and ask questions like
What is the minimum age a character can get married?
What is the maximum age a character can get married?
What is the maximum age gap between characters getting married(can a 14yr old marry a 49yr old?)?
Can marriage be between only a man and woman, or can individuals of the same sex marry?
Can individuals from the same family get married? If so, how unrelated must they be(ex; must be at least third cousins)
Can individuals get a divorce?
Can individuals re-marry?
Can individuals have multiple spouses?
Can parents arrange marriages?
So, by making these choices you are effectively forcing a culture(probably western culture) mechanically on people in the game... I would much rather have a more informal 'lovers' system, where you are able to have as many 'lovers' as you want.
I may have been there with you. We were fenced in a nice little area, and both eves ended up having a daughter who we raised. I was the one who re-setup the gates on the west and north, and spent a good amount of time trying to give everyone permission.
yeah pretty much. You can learn until six and each cluster has a 1/2 chance of displaying correctly and if I remember it correctly if it shows correctly again, then it stays. So common clusters will be the first to look normal. 'kn' for example doesn't really come up unless someone says knife. So if no one says knife around you, 'kn' will look like something else.
but muh bi-hourly bowl of water...
I usually /die when I get born into an eve camp, especially now because there are probably going to be alot of eves spawning nearby who will probably end up killing us.
I mostly don't stay because whenever I stick around I end up starving to death because I don't pay enough attention to foodbar when naked and the amount of food left. I also feel bad taking some of the limited food.
I also like a more relaxed pace, and in an eve camp it often feels like every moment is precious and you're racing against the clock to not starve constantly.
My favorite stage is usually a village where there is someone alive who remembers eve or the last person to meet eve recently died. Ideal number of people being roughly 3-6 adults. Enough to have someone working on everything but not so many that you feel like some of your family are strangers. I also like this stage because it feels like there are still a good amount of resources and things aren't crowded in with buildings yet.
How about having a way to 'auto-attack' with the sword? as soon as the game detects you are on an adjacent tile to a non family member, the sword activates, the game checks to see if the other player is armed.
If both players are armed with a sword/knife, they both drop their weapons OR enter a state of being unable to attack, like after you murder with sword.
This would allow two armed players from family B to chase down killer from family A. As soon as one of the people from family B gets adjacent to A, the sword activates and they enter a state of combat cool down. Now the second member from family B needs to get close before the cool-down goes away in order to kill player A.
The waters family just died off a few minutes ago. I spawned as the last girl's son and she became infertile a few minutes later in some small camp away from civilization. She stabbed me when she turned forty and we died together because there were no girls.
Yeah I was alive when this happened. I could understand the waters family as well. Some random woman (I think her name was Alyssa) wanted to start a race war and was instigating. I would have cursed her if I had been old enough
Oh, I was Jason's mom I think? Nice.
I agree, though I do not think it should be as short as banana peel or leaves. I was thinking maybe 30-45 minutes?
45 minutes because that would mean the bones would still be there for the whole life of the mother if she wants to grieve her child. There are cases where babies get killed by something else.(I've gotten stabbed as a baby)
Maybe only do this for /die babies, so if you /die it leaves behind a different type than if you die naturally? Or if the baby dies under the age of 1/2?
Seasons would be cool... obviously with 1 minute being 1 year that would be not enough time, each season being 15 seconds. Maybe seasons could last 3-5 minutes? It would require people to perform more long term planning.
For example, during fall for a couple minutes everyone needs to help with harvest, before winter comes and destroys all the crops.
Contrary to popular belief, people would often starve in spring rather than winter, because food from last year is exhausted in spring and crops have not had time to grow yet.
Maybe making foods spoil to encourage preservation methods? ex: meat needs to be salted or smoked quickly after sheep is butchered, berries need to be dried, pickling some foods like eggs and carrots. Maybe adding canning as the main way to preserve food? sauerkraut would be the new meta. Maybe implement some form of refrigeration that requires a lot of pressure, making use of some of the current tech?
Also, adding thirst would make early and late game more challenging. Some of that limited water now has to be used for drinking. After all, you can go about a month without food but you can only go a few days without water.
Adding plagues triggered by population density or too many livestock in town would be interesting too, and cause drama. You flee your town to a neighboring one, but you unwittingly brought it with you to the new village.
Then there's also implementing human waste, a need to build an outhouse that must be regularly maintained, especially in high population areas.
Because a single-letter cipher makes horrible-looking language. The existing language filter is very good at making the other languages actually pronounceable and language-like.
Example:
FRIEND -> FLORE
vs
FRIEND -> VGOBI
This is true if you only do two cyphers, one for consonants and one for vowels. I propose 4 groups.
Hard consonants(B,C,D,F,G,J,K,P,Q,S,T,V,X,Z) also treat CH,PH,SH,TH, NG as individual letters
vowels(A,E,I,O,U, and dipthongs using two of these)
nasals(N,M,NG)
and liquids/semivowels/approximates (L,R,W,Y).
So for FRIEND, using the 3 groups instead of 2, you still get a lot of variations. Using the 4 groups does not allow 'VGOBI' because R can only be replaced with W,Y, or L. VLOBI, VWOBI, and VYOBI are all possible to pronounce.
But then, you don't want I and D linked since they are from different groups ( vowel and consonant) so lets replace I with say....F.
VLOBF is not pronouncable... this is because N, a nasal, was replaced with B. Instead replace N with either NG or M.
So FRIEND could become something like VLOMF, or VYONGF... both take me roughly the same time to pronounce as FRIEND
Granted, it is weird because we do not have words with these clusters(vlog is only VL I can think of, no VW, VY reserved to end of words)
The hardest to pronounce would be words starting with NG followed by another consonant, since this nasal sound is not used at the start of words in english.
so worst case scenario FRIEND becomes something like NGYIGK... which is why I also think nasals should have their own group.
If nasals M, N, and NG can only be replaced with each other, the worst combo I can think of would be FRIEND becomes XWINGQ, which would be understanbly hard to pronounce(Probably something like zwingkw or zwingk)
But yeah I do agree a single letter cypher with only two groups for vowels and consonants would be bad.
I am not sure what you would do with H because it serves a pretty unique role. H sounds comes after a voiceless consonant in english if it is the first letter in the word (For example we pronounce FRIEND as FHREND. Don't believe me? put your hand in front of your mouth, say an F,P,T,TH,CH,or K word and look for the puff of air)
So, if you treat H as a regular consonant it would really mess with the flow of words I feel. I would say only change H when it is part of CH, SH, TH, or PH.
I would think the best way would probably be to group H with LRWY. FRIEND might becomes something strange like VHANGTH, but it is still much better than VGOBI in my opinion.
so for H prioritize the diagraphs CH,SH,TH,PH. If it is not preceded by any of those four switch it with L,R,W, or Y.
as for clusters with more than 2 letters, I think they can be ignored. Like your example in NIGHTSHIFT, -> N I G H T SH I F T. The only cluster we would really care about is SH.
TL:DR I absolutely agree a single letter cypher will be bad if you only use 2 groups(consonants and vowels). I recommend using the 4 groups
Nasals(M,N,NG)
Approximates(H,L,R,W,Y)
Consonants(B,C,CH,D,F,G,J,K,P,PH,Q,S,T,TH,V,X,Z)
Vowels(A,E,I,O,U and some vowel dipthongs like AI, IE, OO, EE)
Each sound could only be replaced by a member of it's group. FRIEND would always be structured as:
consonant, approximate, vowel, nasal, consonant
With this system you will only get unpronounceable clusters like VG in places like kePT becoming for example ZIVG...
vg is only 'unpronounacable' (personally as a linguistics major I do not have trouble pronouncing it...make FK glide sound without vowel and vibrate throat) to us because english does not have the cluster
Personally I do not think this is a big deal as english has had plenty of tough consonant clusters that foreigners learning english insert vowels in between. For example.. knife being pronounced as written. We would now consider 'kn' unpronounceable.
Many languages have consonant clusters that are difficult for english speakers to pronounce. For example GVALT “row” in Russian. English learners will be tempted to insert 'uh' or 'ih' short vowels, and pronounce it like GIHVALT or GUHVALT. But the correct way to pronounce it is simple to make the G sound like you're going to say a word starting with G, then immediately change your mind and say VALT. hint:if you say GVALT with two syllables, you're saying it wrong.
other fun examples from Russian:
pfénink
shvyétskiy
tsvyetók
mgnovyénniy
Why not just simply the bi-directional filter cypher to individual letters rather than clusters? I mean sure, once you get the hang of it learning a new language would be pretty trivial. But each life you would still have to memorize what each letter is. Learning a new language would take only a few minutes rather than hours. Which I think is fair, since a few minutes represents a few years, and you will only use the information you learned for as long as the two lineages exist.
Or maybe just narrow down the consonant clusters affected to only affect two letters representing one sound?(TH,CH,SH,PH,NG) and dipthong vowels as well(A->EI), since there are only AEIOU available.
But yeah, I like the current system but with the number of consonant clusters being mapped, it just takes WAY too long to learn another languages. Cutting down on those would really help you learn the other language much quicker. I am just not sure how many clusters would be needed to stop it from being too easy.
Hi everyone, so I just wanted to chime in with my two cents on what I think a good language update would look like.
Ideally, I think that you should still be able to communicate with people outside of your family but it should be less convenient. You should prefer speaking with your family over speaking with foreigners.
Idea one, family chat filters:
I originally thought about speech filters based on your family that would change what it looks like when you're speaking. For example, I lift up a pie while talking to a stranger and say "pie". This then goes through my family's language filter and becomes "pui" to everyone who isn't in my family.
This seemed alright to me at first, but then I realized this would make communication almost impossible if each family has their own filter.
Going further on the same example, I lift up the pie, say "PIE" which becomes "PUI". Now, you respond "PUI" to try to communicate in my 'language' but if you also have a language filter for your family "PUI" will (most likely) not become "PIE". Instead "pui" goes through your own family filter and becomes something like "BOU" for example.
I thought about it for a long time but in the end it does not seem like there is a way to apply these filters in way that would allow you to learn another language.
So I thought about it and what came to mind was making it so that when you type and it applies your family filter, you see it yourself.
Problem with that would be, if I typed "PIE" and saw it come up as "PUI" I would just keep trying to write 'pie', trying all of my keys until I figure out how the filter works; ex: "PUI"..."PAO".."PIE" okay, there we go.. now I figured out my filter and no longer have to type in my family's 'language'.
So the problem with seeing your own filter, would be as soon as you figure out your family's filter you would just type things with the filter in mind so that it displays as plain English. Which led me to my third idea which makes the language filter unavoidable.
Idea two sound mergers & sound insertion:
Combine two letters into one(sound merger). For this I suggest combining voiced/unvoiced consonant pairs. e.g(B&P,D&T,F&V,G&K,S&Z), nasals(M&N),also semi vowels/approximates(L&R,W&Y) . Players would be forced to speak in their language/accent/dialect because the character set available to them would become more limited.
Here is an example of applying a filter to a sentence:
Input/originial sentence: "DONT FEED BABY PIE"
Filtered version(B&P merge, D&T merge): "DOND FEED BABY BIE"
As you can see, we would still have a good idea of what the person saying the filtered version is talking about. A player from another family might be slightly confused, but if you grew up around people with these mergers, you would completely understand them.
In this case, the speaker is unable to produce the 'p' and 't' sounds. Those two sounds are the same. This person could spam the chat with "PTPTPT" trying to say the sounds, but all that would come out is "BDBDBD"
Another good filter I thought of that players would be unable to avoid is insertion. For this I recommend sticking to vowels, as it would feel more natural. There are many languages that do not allow consonant clusters. For example, when Japan borrows words from english with consonant clusters they usually insert a vowel to pronounce it.
Some common consonant clusters the filter could be applied to: ST,SK,BR,TH,LK,SH,PH,CH,NG,(to be fair, most of these are two letters used to represent one sound, but for the filter this does not matter much)
sample sentence: "SHEEP GOT OUT OF THE PEN"
filtered sample sentence: "SIHEEP GOT OUT OF TAHE PEN"
or, if you don't like like insertion, many languages do not allow consonant endings to words(nasals sounds N,M,NG, usually an exception)
sample sentence: "SHEEP GOT OUT OF THE PEN"
filtered sample sentence: "SHEEPI GOTU OUTU OF THE PEN"
in this case, when 'P' has no letter/a space after it 'I' is added to the end. When 'T' has no letter after, a 'U' is added. In this case, this dialect/language filter allows F final consonants so no letter is added to the end of 'OF"
Deletion of final consonants is also a viable filter: "SHEE GO OU OF THE PEN"
While players would speak their dialect/language because they're forced to in this case, the downside of this would be that it could become very annoying. I guess a solution to that would be maybe only other families would see the merger/insertion/deletion?
Ex: when person from family A says "BOY" and "BOW" they both look like "BOW" to family B, but members of their own family can tell if they are saying "BOY" or "BOW" because the filter isn't applied for them. Maybe even POY,POW,BOY,BOW are indistinguishable outside the family.
For insertion, members of my family see me say "THINGS" but members of another family see "TOHINEGUS" as an extreme example.
These changes don't have to be the same for every family member either. If for example you want 5th cousins to sound kind of weird, you could create individual filters inherited from your mother, with a single change to give you your own unique way of speaking.
For example, lets say Eve has no chat filter applied to her, your filter is a copy of hers(no filter) but your change is that F&V are both pronounced as V.
Eve: HI BABY, SAY F FOR FOOD
You: H
You: I
You: V
You: ?
You: V
.....(years later)
You: HI BABY, SAY V FOR VOOD
your baby: ?
lets say you had a couple of female siblings who also had kids. After a couple generations, there will be noticeable differences in the way you talk. Your descendants have the F&V->V merge, but their cousins do not.
Maybe in this example, you and your descendants do not see the F&V merge because you both have it, your mom thinks you talk a bit weird but your speech looks normal to you. Your kid has W&Y->Y merge so they seem to talk a bit strange to you.
What she & her kids see her say: "WOLF"
What you see them say:"YOLF"
What your mother/cousins see her say: "YOLV"
My final idea is probably a lot simpler to implement, but less fun imo:
Add a second chat. You are born into the game with only one chat that represents your family chat. When you see someone from another family talking in their family chat it will appear as something completely incomprehensible like "XXXX" or "......."
This is where the second language comes in. At age 16(more or less, just for example) you gain access to a secondary chat that allows you to communicate with other families. This second chat represents a sort of 'lingua franca' or 'universal/trade language'.
Anyone under the age of 16 will not be able to understand the trade language, (getting the same XXXX or ....) so most people will prefer to speak in their own native language.
Also, to further limit communication you could more harshly limit the number of characters you're able to use in trade language. For example, as a 16 year old I am able to speak a good number of characters in my native language but I am only able to speak 1 letter at a time in trade chat. This symbolizes fluency with your own language but being relatively unfamiliar with the second language.
Maybe even limit understanding of another language even after 16? So at 16 I can only understand the first few letters of someone speaking trade (similar to when you try to read a note as a child), but can understand people speaking my language perfectly.
Adults have to choose if they want to be understood by the adults from another village or the children of there village when they speak.
The number of letter you're able to use in trade coul also be dependent on # of people outside your family your exposed to, so if you grow up in a metropolis with 4 other families you would become very fluent in the 2nd chat early on.
~~~
Also, when changing vowels in the first example I used a simplified vowel plane I<->U<->O<->A<->E<->I
Vowel changes are the most common form of change, which is why when we hear accents the thing that sounds strange is usually the way they pronounce vowels(consonants take much more time to change). In the example of pie -> pui I did one shift, this shifting can go as much as you want. pie->pui->pou->pao->pei->pie or can go in the opposite direction.
What do you guys think? Thoughts? Should your family's speech look normal to you, or is it okay to merge a few similar sounds/insert vowels? It would make you have to learn to speak just like a real baby. Should the second trader language be a thing?
Should the filters be universal for your whole family, or should it be easier to understand relatives more closely related to you?
Should you be aware of your accent/dialect/individual way of speaking(idiolect) or should you have to figure it out?
Also, for anyone concerned about naming/cursing, names should not be effected by any of these changes(children named as if filter didn't happen, curse happens as if no filter was added) so if you say "CURSE MIKE SMITH" and it becomes "CURZE MIGE SMIDH" it would still work. Also, if I say "YOU ARE ELIZABETH" and it comes out as "YAO ERI ILUZEBITH" the baby's name should still display for everyone as Elizabeth.