a multiplayer game of parenting and civilization building
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It seems like the end game mainly consists of oil from the ginger family. Why not simply make all diesel engines require rubber in the form of "piston seals" (similar to newcomen engine) or something of the like? Then rubber continues as a resource and necessitates trading between the ginger and other families. Also why not add some future tech in the form of circuit boards? (copper, iron, and sulfuric acid) to lead to a whole new line of tech resources?
The tech resources can be made in player-driven factories of some kind, giving advanced players a new role.
Then make ginger family always spawn far from the other families, leap frogging over each other. Maybe now planes are a viable scouting tool (fly over to gingers with a map and back) and gives roadmakers a purpose. Thus an infinite line of gingers far away from other families in a repeating fashion. The longer the old towns want to survive the further they will have to scout for oil and the further the next set of families will spawn. Eventually the old towns will be trading their advanced tech in exchange for fresh oil resources in increasingly further travel routs (east to west). Seems like a simple yet effective balancing solution to keep ginger and other families dependent on each other.
Add some stardew/harvest moon based content and encourage professions. Maybe instead of the old "skill cards" just make skills flatly increase in execution speed (miners, hunters, farmers, etc) based on how many times you use each skill thus giving people a "soft role" based on which skills they use the most.
Last edited by Ointment (2021-12-05 08:00:58)
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Correct me if I am wrong, but don't we already have something like a "piston seal" that is necessary when pumping oil? The pumpjack needs to have a rubber tire added to fix its torn seal periodically.
I think more would need to change to make rubber as important as oil. Since oil can be converted directly into water, it is pretty vital. Personally, I would like to see oil tech changed so raw oil gets broken down into petroleum products. Some of the byproducts could be used as fuel to run basic engines or burned for heat, but others could be used to produce other high tech level stuff, like plastic and airplane fuel.
Professions would be cool. I would love professional titles that would let others know your "job".
Last edited by DestinyCall (2021-12-05 08:14:40)
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Why not simply make all diesel engines require rubber in the form of "piston seals" (similar to newcomen engine) or something of the like?
It used to be that one could only make an oil pumpjack in order to get kerosene: https://onetech.info/2308-Oil-Pumpjack, and a rubber tire was always needed to make more kerosene.
Then make ginger family always spawn far from the other families, leap frogging over each other. Maybe now planes are a viable scouting tool (fly over to gingers with a map and back) and gives roadmakers a purpose. Thus an infinite line of gingers far away from other families in a repeating fashion. The longer the old towns want to survive the further they will have to scout for oil and the further the next set of families will spawn. Eventually the old towns will be trading their advanced tech in exchange for fresh oil resources in increasingly further travel routs (east to west). Seems like a simple yet effective balancing solution to keep ginger and other families dependent on each other.
??? Kerosene is needed to run a plane. It's one charge per use. Soon enough those families wouldn't have kerosene, and thus it would be impossible for them to reach gingers.
Maybe instead of the old "skill cards" just make skills flatly increase in execution speed (miners, hunters, farmers, etc) based on how many times you use each skill thus giving people a "soft role" based on which skills they use the most.
There is no partially doing anything in OHOL. Either one does something or one does not. The engine doesn't allow for such skills so far as I can tell.
Danish Clinch.
Longtime tutorial player.
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Correct me if I am wrong, but don't we already have something like a "piston seal" that is necessary when pumping oil? The pumpjack needs to have a rubber tire added to fix its torn seal periodically.
You aren't wrong in what you assert, but the implication in this context comes as a bit misleading, because you only talk about the oil pumpjack: https://onetech.info/2308-Oil-Pumpjack.
The piston seal is necessary, however, it can get recycled indefinitely if one is talking about the newcomen atmospheric core.
Now, the seal busts every use for an oil pumpjack. An oil pumpjack needs a rubber tire for each pumping of crude oil which is not the first (and the first requires a newcomen atmospheric core which requires rubber to make).
BUT, for an oil pump https://onetech.info/4529-Empty-Oil-Pump, the only rubber that is necessary is that for a newcomen atmoshperic core to drill for the oil (and rubber to make the engine... and the engine can recycled indefinitely also). That newcomen atmospheric core can get recycled indefinitely in principle over multiple oil pumps.
Last edited by Spoonwood (2021-12-05 08:14:09)
Danish Clinch.
Longtime tutorial player.
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I said "correct me if I am wrong".
If I am right, you don't need to correct me.
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Also, the "end game" for this game involving race restrictions makes little sense.
Race restrictions only operate with more than 30 players on a server.
But, the game often doesn't have 30 players on most servers, and even on bigserver2. Even days where it does on bigservers2, there will usually be some period of the early A. M. hours EST where player population drops below 30 players.
Gingers also can't make oil early on if starting from scratch. Getting the resources needed to make a newcomen engine, attachments for it, and then drill for oil takes time.
As a recent case in point I had life in a tan family that had a diesel engine on their exhausted deep well when Pretty family was alive. Pretty family was like deep well stage and didn't have even a newcomen engine to start making the attachments needed to make steel pipes. So, as a tan male that life I first walked to Prettys, got some ropes I think, made buckets, and then went and got sulfured latex and palm oil for Pretty family, which also could have in turn helped out that tan family later on down the line by them having access to oil, since Gingers had access to rubber. But, that wouldn't have been possible if Gingers were far away from tans (or blacks) for that matter, since then they couldn't make rubber.
I guess that reveals another issue with the idea in the original. New ginger families wouldn't be able to make rubber, since they would be too far from tans and blacks. And well, then no one would get oil, since rubber within reach is needed to make oil.
Danish Clinch.
Longtime tutorial player.
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I said "correct me if I am wrong".
If I am right, you don't need to correct me.
If you were right, I was doing something other than correcting you.
One can only correct someone, when that person is wrong.
When someone isn't wrong, there cannot be a correction.
When someone asserts some mathematical conjecture, and that gets proven as correct by someone else, the person who proved such did not "correct" the first person, since the person who asserted the conjecture was not wrong in the first place.
Danish Clinch.
Longtime tutorial player.
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If you were right, I was doing something other than correcting you.
One can only correct someone, when that person is wrong.
When someone isn't wrong, there cannot be a correction.
When someone asserts some mathematical conjecture, and that gets proven as correct by someone else, the person who proved such did not "correct" the first person, since the person who asserted the conjecture was not wrong in the first place.
Ugh, go away.
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Needing rubber to make new engines or to tap oil is besides the point. The point is, if you make rubber as necessary as oil (rubber needed to continue using oil) then the other families (black and brown) have a purpose again (to create rubber in exchange for oil). Therefore all arguments made for the importance of oil (e.g. water) will apply to rubber as well. I am just proposing the simplest change (diesel engine need seals like newcomen engines) to make families other than ginger have a purpose for the end game.
Also future tech (copper, iron, and sulfer for circuit boards) excludes gingers, so the gingers will also trade oil for future tech. Why don't they make their own you ask? Because blacks are needed to get sulfer and copper, and browns are needed to create rubber to continue using oil.
It's dead simple and immediately solves the issue of the end game for now. I have not heard any reasonable arguments for or against this idea.
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Ointment wrote:Why not simply make all diesel engines require rubber in the form of "piston seals" (similar to newcomen engine) or something of the like?
It used to be that one could only make an oil pumpjack in order to get kerosene: https://onetech.info/2308-Oil-Pumpjack, and a rubber tire was always needed to make more kerosene.
Ointment wrote:Then make ginger family always spawn far from the other families, leap frogging over each other. Maybe now planes are a viable scouting tool (fly over to gingers with a map and back) and gives roadmakers a purpose. Thus an infinite line of gingers far away from other families in a repeating fashion. The longer the old towns want to survive the further they will have to scout for oil and the further the next set of families will spawn. Eventually the old towns will be trading their advanced tech in exchange for fresh oil resources in increasingly further travel routs (east to west). Seems like a simple yet effective balancing solution to keep ginger and other families dependent on each other.
??? Kerosene is needed to run a plane. It's one charge per use. Soon enough those families wouldn't have kerosene, and thus it would be impossible for them to reach gingers.job
Ointment wrote:Maybe instead of the old "skill cards" just make skills flatly increase in execution speed (miners, hunters, farmers, etc) based on how many times you use each skill thus giving people a "soft role" based on which skills they use the most.
There is no partially doing anything in OHOL. Either one does something or one does not. The engine doesn't allow for such skills so far as I can tell.
All your arguments are thusfar invalid. Like I mentioned previously, any arguments pertaining to the current uses for rubber are irrelevant. I am proposing a new and necessary use for rubber (which in turn necessitates the need for families other than ginger). Kerosene is needed to run a plane. An experienced player must therefore be chosen to make a deal with the gingers before the oil runs out. If the oil runs out before communicating with the gingers, then the town dies off, so does the ginger town due to its (newfound) dependence on rubber, and the cycle begins again. Maybe in the new cycle someone will rush an airplane, and spend their life ferrying oil from the ancient ginger village until a proper road or new ginger town is established.
And there IS partially doing something in ohol... Whatever the case, your skills will be divided up into how often you perform each task. Maybe you spent half your life being a chef, before realizing you were the most advanced player in the town and should instead have been making oil, rubber (or circuitboards), to avoid the collapse of the current civilization.
Maybe the town evolves to the point of automated (circuitboard controlled) spinklers, plowers, road builders, everyone has a car and a job (farmer, husbandry, smith, engineer, chef, tailor) but the oil and raw resources are running out. Meaning you need more and more advanced players to complete trades until it becomes unsustainable and then repeat. The challenge is always to see how long a town can last and what tech it can achieve before its inevitable end. The more advanced the civ, the more difficult and isolated the town becomes, but a savvy explorer can always scavange some valuables before it gets out of range.
Imagine a new town is on the cusp of getting past the newcomen stage, there is no oil and all that could be scavanged by plane is a radio, which is used to communicate with the old, far away ginger town. They are willing to trade some kero for rubber as usual and so both towns continue trade long distance until their inevitable conclusion.
Maybe enough circuit boards and intermediate structures (think factorio) and a town can make it into an era where they can survive for a very long time without intervention and then old towns become outposts between new towns and the old advanced towns, adding another layer of trade obscurity between towns.
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I have not heard any reasonable arguments for or against this idea.
I tried to suggest that before that basically was the "end game", but it clearly wasn't satisfactory, since the diesel oil pump got added.
Also, it doesn't do anything when race restrictions aren't active, which they often aren't.
Finally, it doesn't do anything for white families.
Danish Clinch.
Longtime tutorial player.
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If the oil runs out before communicating with the gingers, then the town dies off, so does the ginger town due to its (newfound) dependence on rubber, and the cycle begins again.
You said this:
Then make ginger family always spawn far from the other families, leap frogging over each other.
If Gingers get further and further away from other families, which your proposal suggests would happen, then gingers and other families can't both restart over again. Or, at the very least, it's a less enjoyable experience than at arc restart since walking to exchange resources takes up more time for a while, and then they can't restart over again and gingers make it to newcomen stage and other families make it to diesel water pump stage.
And there IS partially doing something in ohol...
No, the game engine does not recognize any partial doing of something.
Maybe you spent half your life being a chef, before realizing you were the most advanced player in the town and should instead have been making oil, rubber (or circuitboards), to avoid the collapse of the current civilization.
The game engine doesn't recognize any such thing as "chef".
Maybe the town evolves to the point of automated (circuitboard controlled) spinklers, plowers, road builders, everyone has a car and a job (farmer, husbandry, smith, engineer, chef, tailor) but the oil and raw resources are running out.
This has never happened and never will happen on bigserver2. At least not the former. "Everyone has a car". Give me a break.
Imagine a new town is on the cusp of getting past the newcomen stage, there is no oil and all that could be scavanged by plane is a radio, which is used to communicate with the old, far away ginger town. They are willing to trade some kero for rubber as usual and so both towns continue trade long distance until their inevitable conclusion.
There would be no long-term survival. So, there would be no endgame. The game is supposed to be a multiplayer survival game, but with multiplayer survival impossible long-term, that means it has no achievable goal long-term. And this scenario similar doesn't present any sort of achievable goal.
Last edited by Spoonwood (2021-12-05 15:12:19)
Danish Clinch.
Longtime tutorial player.
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All your arguments are thusfar invalid. Like I mentioned previously, any arguments pertaining to the current uses for rubber are irrelevant. I am proposing a new and necessary use for rubber (which in turn necessitates the need for families other than ginger). Kerosene is needed to run a plane. An experienced player must therefore be chosen to make a deal with the gingers before the oil runs out. If the oil runs out before communicating with the gingers, then the town dies off, so does the ginger town due to its (newfound) dependence on rubber, and the cycle begins again. Maybe in the new cycle someone will rush an airplane, and spend their life ferrying oil from the ancient ginger village until a proper road or new ginger town is established.
Personally, I think this would be a rubbish end-game. Dying off because only gingers can get oil is not satisfying at all. Dying off because one of my ancestors failed to locate gingers before I was born is also very unsatisfying. Adding the additional risk of dying off because my family has lots of oil, but we can't find a rubber tire to save our lives is not an improvement.
I want an end-game that involves me and my fellow villagers working toward a difficult but achievable goal as a family, not a slow march toward death by attrition and ever increasing distances.
Ointment wrote:
Maybe instead of the old "skill cards" just make skills flatly increase in execution speed (miners, hunters, farmers, etc) based on how many times you use each skill thus giving people a "soft role" based on which skills they use the most.Spoonwood wrote:
There is no partially doing anything in OHOL. Either one does something or one does not. The engine doesn't allow for such skills so far as I can tell.Ointment wrote:
And there IS partially doing something in ohol... Whatever the case, your skills will be divided up into how often you perform each task. Maybe you spent half your life being a chef, before realizing you were the most advanced player in the town and should instead have been making oil, rubber (or circuitboards), to avoid the collapse of the current civilization.
Spoonwood's criticism is poorly-worded, but valid. I believe he is trying to point out that it isn't possible to add skills that increase execution speed in this game because "crafting speed" doesn't exist as a game-mechanic. When you do something in OHOL, there is no execution speed associated with the action because crafting doesn't require any time at all. Time-wise, the longest step is gathering the components and bringing them together. Crafting is instantaneous. In order to implement skills in this way, you would need to add in crafting time FIRST, then add skills that reduce crafting time ... or use some other way to measure skill instead of execution speed.
I have previously proposed the idea of "professional titles" which would allow players to self-assign jobs. In short, it would let you develop mastery in a certain job overtime by make certain crafting outcomes skill-based with a chance to produce a bad outcome if you lack skill or an especially good outcome if you are highly skilled. Skill level would be based on the length of time you kept the same job title, so there would be added benefit to sticking with a single profession, rather than flip-flopping.
This is the full post, if you are interested in seeing a different take on skill implementation: https://onehouronelife.com/forums/viewtopic.php?id=8311
Unfortunately, based on past discussions of skills/professions with Jason, it sounds like regardless of the skill system, it would take a decent amount of coding to make it work, since the game engine was not built to support player skills. The crafting system in OHOL is very binary and limited in weird ways and I don't think the game has any way to differentiate between skilled or unskilled players when determining crafting outcomes.
Maybe the town evolves to the point of automated (circuitboard controlled) spinklers, plowers, road builders, everyone has a car and a job (farmer, husbandry, smith, engineer, chef, tailor) but the oil and raw resources are running out. Meaning you need more and more advanced players to complete trades until it becomes unsustainable and then repeat. The challenge is always to see how long a town can last and what tech it can achieve before its inevitable end. The more advanced the civ, the more difficult and isolated the town becomes, but a savvy explorer can always scavange some valuables before it gets out of range.
Imagine a new town is on the cusp of getting past the newcomen stage, there is no oil and all that could be scavanged by plane is a radio, which is used to communicate with the old, far away ginger town. They are willing to trade some kero for rubber as usual and so both towns continue trade long distance until their inevitable conclusion.
Maybe enough circuit boards and intermediate structures (think factorio) and a town can make it into an era where they can survive for a very long time without intervention and then old towns become outposts between new towns and the old advanced towns, adding another layer of trade obscurity between towns.
This is a cool idea, but even when player populations were much higher than they are right now, OHOL has struggled to sustain multiple high-level towns simultaneously. In my opinion, trying to force villages to interact with each across increasing long distances has made the game worse not better. I would much rather see future development focus on improving tech progression within a single village. Remove race restrictions. Allow each village to thrive or die on their own merits, by utilizing their own cunning, skill, and resources.
Instead of searching for some far away ginger village or hunting for old towns to loot for their rubber/sulfur/oil, we could focus on building and improving the village we are born into.
Ideally, I'd want the tech tree to get a major overhaul with more attention to "tech stages". I'd like to see the village advance from a primitive farming village to a high-tech megapolis with cars and indoor heating. No more roasting our babies over an open fire and wearing rabbit-skin backpacks while driving trucks and pumping oil. There should be better ways to do basic stuff as the game advances, so primitive stuff like flat stones and open fires are no longer used in advanced villages because they aren't necessary or have been replaced by more advanced alternatives. And we should reach a point where water is no longer the main driver for all actions in the game - new advanced resources (like oil) can become the focus of late game development. Not because we need oil to make water, but rather because oil is used to power our fancy new toys.
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I would much rather see future development focus on improving tech progression within a single village. Remove race restrictions. Allow each village to thrive or die on their own merits, by utilizing their own cunning, skill, and resources.
I agree.
Danish Clinch.
Longtime tutorial player.
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Im not sure if perpetually spinning in circles doing the same thing over and over to stay alive is a satisfying end game but maybe thats just me.
Your suggestion is only to make pumping oil more difficult and more intertwined with race restrictions, probably the worst part of this game.
If we wernt reliant on every family being alive and at a moderate to high tech tier maybe this could spice things up. But with how things are currently I only see this frustrating and running off the few remaining vets who carry the server.
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Also, the "end game" for this game involving race restrictions makes little sense.
The endgame for OHOL is we all get sick of waiting for an update and leave?
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Spoonwood wrote:Also, the "end game" for this game involving race restrictions makes little sense.
The endgame for OHOL is we all get sick of waiting for an update and leave?
Yes, that's the true endgame.
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Spoonwood wrote:If you were right, I was doing something other than correcting you.
One can only correct someone, when that person is wrong.
When someone isn't wrong, there cannot be a correction.
When someone asserts some mathematical conjecture, and that gets proven as correct by someone else, the person who proved such did not "correct" the first person, since the person who asserted the conjecture was not wrong in the first place.
Ugh, go away.
Wait, what? I thought you had a newfound love for Spoonwood now! Darn...
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The little known reason why airplanes are not used in this game, in the order of most importance:
1) Airplanes are very hard to figure out how to properly use before running out of kero.
2) Airplanes require airports for departure and destination, which biodegrades into a flat stone after 2 hours. Good luck keeping airports alive at both ends. Many items will not move or degrade when off screen, including fires, mine carts, and paver machines. But don't worry, jason made sure that airports will degrade when off screen. I tested it, it does degrade off screen. Last thing we want is Airplanes being used to fly all over the place. It is only for fun experimenting, and only lasts for 2 hours. Noone gonna use Airplanes for real until Airports last a bit longer then 2 hours. I get it, jason maybe doesnt want players flying backwards to the beginning of time to loot old ghost towns, but maybe airports can last for the weekend, at least please, so we can have fun with planes for real. Paved roads do not biodegrade, why do airports have too? Last I checked, both are made from same material and are crafted the same way and last about the same time.
3) Airplanes also require runways attached to airports. I think the minimum is four or five stone tiles. This took alot of kero to figure out. If no runway, your plane just turns off and you lose one kero charge, derp.
4) Airplanes need a runway in every direction in which you want to travel. If you want to fly north, must be a runway leading to north with airport pad at end. A cross formation with airport in middle works fine. The destination only needs an airport. The runway is optional and only needed for takeoff and not landing.
5) Only one race can make rubberized airplane wings. And a different race makes the fuel. And three races are needed to make the tires. And airports last 2 hours before self destructing.
6) When you land, how you gonna keep noobs from stealing your plane while you are making trade deals? Maybe destination has a locked door with a key you can borrow and lock up your plane. When you land, your plane stops moving, and requires a charge of kero to move again. You can drive your plane around on a kero charge for 30 secs.
7) So if you put all the above reasons together, you can start to see why having the ginger race super far away from the other races and you have to fly to the ginger race to trade, aint gonna work ever. Airplanes are broke right now, and need alot of buffs and fixes before that is happening.
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If I recall correctly, back when airplanes were first introduced, there was a problem with people spamming runways/airports as a form of griefing.
The "solution" to this temporary problem was to make airplanes useless, dead content. I mean the solution was to make airports decay after two hours. After this fix, no other fixes were necessary, since we basically couldn't use airplanes, so we stopped complaining about all the problems with using airplanes.
Problem solved.
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I guess I do not know how one griefs with an airport tile. How is that possible? Was the problem with the tile or the airplane? If the airplane was the problem, then delete the airplane. Why have unwanted content taking up dead space on customers hard drives? I mean, what is happening here to grief? If someone is stealing towns items with a plane, then delete horse carts too. Lots of players use horse carts to grief. Lets make horses degrade after 2 hours as well to stop all the grief.
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Nobody was using planes to steal, because basically no one had planes. Also, how would that even work? Planes have almost no storage space.
People did use planes to go to the tutorial zone for a while. That was entertaining. As far as I know, it is still possible.
It was quite a while ago, so the details are fuzzy, but there were a couple ways to grief using landing strips. They are cheap to make and expensive to remove, so you could just go around turning all the roads into ugly landing strips to annoy people and waste some iron. Or you go out in the middle of nowhere, build a box using stone walls and put a landing strip in there to catch any airplane pilots that happen to fly your way in an inescapable death trap. Make four traps in each direction to stop all air travel in and out of a town you don't like.
Did people do this? Yes.
Was it a big enough problem to justify rapidly decaying lading strips? Nope.
Should airplanes have been fixed or removed as dead content years ago? Of course!
But if all the dead content was removed, we would have maybe 100 useful objects in the whole game, instead of the 10,000 that Jason promised.
Personally, I've never liked how airplanes work in OHOL. It is not very user-friendly or intuitive at all. And the cost to benefit ratio is hugely against ever using planes for any practical purpose. I don't see a way to really "fix" airplanes without completely reworking them from the ground up. But that doesn't seem like a good use of the dev's time unless there is also a good reason for working planes to be in the game in the first place.
Ironically, if planes worked better, they would trivialize race restrictions by allowing easy travel between distant villages. That would be nice. But as they are right now, it doesn't work to use planes like this ever.
You know, as I think about it, there is an easy solution to this issue. Planes are not vehicles. So they shouldn't be treated like vehicles. Planes are teleporters. Instead of making a plane, you should build an airport with the plane as the final piece of the airport. From a completed airport, you can then "fly" to any other completed airport by paying a tank of kero to gas up the plane. This does not use up the plane. Fifteen minutes after your departure, the empty airport refreshes to an airport with a plane that needs fuel. It can be reused indefinitely once constructed, so long as you have fuel.
If you try to fly out of an airport with no other completed airports around, you don't go anywhere. Airport selection is still a problem, but I guess nearest completed airport would work as a starting point. I'd rather have more control, but I don't know how the current system works enough to suggest a better alternative. I would not have airports decay at all.
This would make airports important features in late game towns and eliminate the issue of planes getting lost or stolen.
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Airport selection got small fix long ago : https://github.com/jasonrohrer/OneLife/ … 1f12c481cb
just read map to destination before takeoff
The real fix for high tech vehicles would be to limit their movement when offroad. Just reduce speed on non paved surfaces to walking speed .I guess no more exploring in truck, but at least they won't be lost miles away from towns.
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I wouldn't make it paved only. Stone road should also work as a valid road type for speeding up vehicles.
It would be a major nerf to trucks. But if cargo planes and non-decaying airports were added at the same time, it might balance out as a net positive.
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When things are easier to grief than they are to fix/build you end up with issues like the plane has. Without even talking about the kerosene use the things can be completely disabled by building a 1x2 fenced area with a landing strip inside which is just goofy. Yes, you can use maps but A). You need to just run somewhere first or have someone bring you a map of the place you want to visit. At that point why not use a truck? It has more space and only uses the kerosene once. Also, do we even know if that fix works? I'm not trying to be rude when I suggest this but unless someone has actually tested this we don't know if the fix is a fix lol.
Planes aren't used because:
-If you have no landing pad the plane gets yeeted to an Eve spawn location aka the middle of nowhere. This leads to both trolls and unexpecting new players tossing them into the wilderness.
-The have no viable uses currently. You can't fly to the tutorial anymore as a means to balance out iron collection. Planes died so kerosene mining picks would be more viable.
-Incredibly high costs. You can pretty much destroy a whole towns source of kerosene with a single plane which is just plain wacky.
In regards to just the landing strips: Honestly, he just needed to add a second tier of landing strips that require higher tech resources and that would just naturally decay into a passive state. Basically light bulbs + landing strip = Open landing strip. After X hours decays into closed landing strip and you just poke it to turn it back on. This would at least require effort to grief planes which then discourages random people from doing it.
But yeah, planes and airports should just be quick teleports between towns as there's no reason to use them over trucks or even horse carts as their distance is like 10k now and that's like a sub two minute drive in a truck.
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