a multiplayer game of parenting and civilization building
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I'm starting to agree with this, every single life I've lived today I've had no girl children. It's really a bummer, especially when you do a lot of early-civilization and Eve runs. I recently had thirteen children, no girls. Another life, seven, no girls. Feels like there's a much higher chance of birthing a boy, or maybe a lot of us are just unlucky. I don't know.
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That is just pure unluckyness
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I agree. But taking a look at the front page of the family trees, I noticed that the majority of women who died as elders had virtually no daughters. It might just be a coincidence, and certainly doesn’t represent the entirety of OHOL population, but it’s still fairly substantial to look at. I recommend trying it. Here’s just a few links:
http://lineage.onehouronelife.com/serve … id=2454865
http://lineage.onehouronelife.com/serve … id=2448199
http://lineage.onehouronelife.com/serve … id=2448213
http://lineage.onehouronelife.com/serve … id=2447049
Didn’t do any deep digging. These were at the top of the page.
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I had a life last night where I died at 60 as a woman, and I had zero children the entire time. Even checked the family tree, next generation was 2 nieces. Weird?
http://lineage.onehouronelife.com/serve … id=2447538
Last edited by Mobitz (2018-12-19 15:24:24)
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I agree. But taking a look at the front page of the family trees, I noticed that the majority of women who died as elders had virtually no daughters. It might just be a coincidence, and certainly doesn’t represent the entirety of OHOL population, but it’s still fairly substantial to look at. I recommend trying it. Here’s just a few links:
When i looked a while ago most had more daughters than sons. Part of the tricky thing about randomness is that in true randomness data points appear to be clustered into groups, and the process of pareidolia causes us to see patterns in this.
Take this image, for example:
I wish I had a version of this without the Voronoi cell overlay, but the pattern of dots in the left image is actually closer to true randomness than the one on the right. There was once an experiment done in which even students and professors of statistics tended to pick a pattern like the one on the right as being more random, because when we see the clustering of a random dataset we tend to feel like there's a pattern. In my efforts to find examples I just learned this is called the "clustering illusion".
https://en.wikipedia.org/wiki/Clustering_illusion
https://en.wikipedia.org/wiki/Texas_sha … er_fallacy
So basically we can't tell easily whether something is off without enough data and some mathematical analysis. But I think it would be expected that natural clustering would result in some lines dying out to lack of girls.
I had a life last night where I died at 60 as a woman, and I had zero children the entire time. Even checked the family tree, next generation was 2 nieces. Weird?
Probably Nocturnal Infertility. See here: https://onehouronelife.com/forums/viewtopic.php?id=520
Basically, since all babies are other players, during times when players are quitting for the night, there are much fewer births. If you happen to be on highest-number active server, this means your line will almost certainly die out as all players can now fit within the lower numbered servers. You can see it in action in this graph:
https://onehouronelife.com/forums/viewtopic.php?id=4788
Last edited by Sylverone (2018-12-20 00:12:31)
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I had a life last night where I died at 60 as a woman, and I had zero children the entire time. Even checked the family tree, next generation was 2 nieces. Weird?
I found you!
I recently learned that there's such a thing as public life log data from this thread: https://onehouronelife.com/forums/viewtopic.php?id=2529
So I took your misfortune as an inspiration to take a first look at that data.
Turns out you lived on server 2 from 20:26:39 to 21:26:39 (UTC).
From my own player count data (which is practically obsolete now that I found that the life logs also contain player counts by server) we see that the number of players on server 2 had been taking a dive right before you were born, not because of 'Nocturnal Infertility', but due to more players logging in so that server 2 had to share his population with server 3.
So during your lifetime there were around 40 players on that server, but the number of fertile mothers (age between 14 and 40) varied wildly. Unfortunately for you your fertility period (grey box) was during a time where many mothers were "competing" for a constant number of births per minute. If we sum the number of births during that time and divide it by the number of fertile mothers, your expected number of kids was 3.96.
So my guess is that some other mothers stayed warmer than you and were getting all the babies.
'Nocturnal Infertility' had nothing to do with it.
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Well. Lesson I learned... I'm bad at dice rolls, and I was literally the worst mom on the server.
Also, maybe it's natural selection's way of making sure I don't reproduce.
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data data data
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Information is beautiful.
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What I consider missing in this discussion about a game that is about "civilization building" less than "civilization living" is you need to have some "resetting" mechanic. Thats why I suppose Jason made the "Armageddon" thing into the game, only the disabled it when it was over/misused and realizing due to nocturnal wiping it isn't needed.
Nevertheless I get the impression most people here agree that wiping is too fast and civilizations have not enough time to really build something up. We do have the weekly force reset with the update, maybe thats not enough, but how about make it somewhere in the middle...
I guess the basic issue currently is, there are just too many separated lineages started on the "rush hours" instead of growing existing lineages so when the slack period comes most are reduced to very few persons where the random number generator picks most off by a lottery. Which is the other issue, it's not skill of the town players, it's not that the better prepared or better planned town survives, it's in fact just pure RNG.
So why are too many too many lineages spawned? Well the only thing that comes into my mind is the /die command and artificial lineage ban. Otherwise there would be about 3-4 lineages per server, since even when playing 31 minutes until natural lineage ban would kick in, after 90 minutes is lifted so every 4th game would turn around to the first town again.
A better mechanic would be, players that force watering down by too many lineages by repeatedly using the /die command are those that should be handed down to higher number servers as those lineage are to be ones on the shortlist when it comes down to having to reduce them when player numbers recede.
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