a multiplayer game of parenting and civilization building
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Here i am: Summer
http://lineage.onehouronelife.com/serve … _id=448829I born in other town which belong to some family before us (Foret, Ding, Mann). I think that town will die soon because no water and no iron. So i leave it with only one basket, one bowl. I go to the north and build the town where you was born. I tried to reborn in this town but i can not success. Maybe, you change it too much. Thank for your picture. Now, i know town's name is Caitits.
there were many other signs with other names on them. this is the only one i took a pic of. but the town up north was a lot more successful. lots of water and lovely lines of berries. it only went to shit when we started running out of compost and the murderer started killing everyone. but otherwise it was a good town. maybe ull get born to it again
lots of words i wanted to say to my family.
http://lineage.onehouronelife.com/serve … &id=450328 i was drina
i was born to a huge town, endowed with fields of berries. it had many offshoot branches. 
to mom: i was born to a lovely mom who always introduced me to siblings. u said i did berry farmers proud and tried to keep the tradition going. we hit a bit of a block when the compost ran out, i ran about with a cart trying to find dirt but only found a few. did my best though, i kept watering bushes till i died.
to my cousin ben: i saw you tryna grab for that dead dude's stuff when u were a baby. ma took the bag and gave me his hat and pants. you put your sheep skin back on so dejectedly i knew i had to find u to at least give u the pants. i found u when we were a little older and when i handed u my pants you asked "why?" n i told u the story. u would come by the farm now and then with a slowly increasing number of clothing items. when i saw girls in the farm wearing the red sweater i knew you died. i buried you beside the farm so i could at least walk by u one in a while. someone moved ur bones tho
to my nameless daughters: i didnt know i had another one, sorry daughters. i wish i was a better mom to u
to my other kids: you are grew up well, though you all died young. i wish i told you kids we were surrounded by a wealth of cactus fruit. its a good thing you all died young though, wouldnt want to witness the carnage
to my little abrum: i gave you my straw hat as a marriage dowery. you were born to a time of chaos and murder. your first words were "scary" when you saw that mean girl holding a knife. when that little boy asked for your hand im marriage and you accepted i hoped your life would have been plentiful and loving, but you died young as well. i saw a cousin wearing your hat and he told me he found it on a murder grave. he offered it to me when i told him of your love story. im sorry you didnt live long enough to build a family with your husband, little abrum. i hope you two meet again in another life
MURDER: the forums have been up in arms abour murder and griefing for a while now. we turn to jason to provide us the solution. we want bans, we want censorship, we want to pick and choose the lives we live and we want jason to punish the evildoers. but he's made it clear that he wants the players to decide on a solution and to work with what we've got, and we've done that for a while. there were towns with guards and towns where everyone was given weapons and towns that hid all the weapons in a neat, locked chest.
I don't want bans or censorship. Servers should decide if they want to allow pvp or be pve and a server is allowed to ban people who break that servers rules.
yes not everyone wants bans or censorship but we have threads about them n these ideas have been proposed. i also think pve servers would be nice but if we dont get em we dont get em. the point is that we should work with what we have because we can already do so much with what weve got
Wait. "If we could only make a belt like we do for aprons" I don't get why you would need a belt if the apron is already a solution for storing a knife individually
because aprons cost a lot of resources. ive seen probably three at the most and most of the time its the doctors who wear them. we should have a low-cost holder that we can just hook items onto. but yes, we could use aprons instead. i just find it annoying to make. i also think if we have a belt we could hang more items on it. like a ring of keys AND a knife. now that'd be wild
Thanks for the write-up, startafight. This is all stuff that I'm still thinking about.
im glad i got it right haha. i found in writing this post that we actually have a lot of ways to change the culture and therefore the function of this game outside of system changes. the sheer importance of raising and rearing children really comes up quite frequently. i hope to implement some of these systems and see how it turns out, hopefully others will start thinking about establishing systems themselves
It may sound a little silly but i think this would be an ideal solution to the issue. You have your first child and you name him/her. Afterwards you can say something along the lines of "you are a smith" or "you can do anything". Using the first phrase will now limit the child's access to the hammer and all the smithing tools needed. Using the second phrase has no limits on access which is how we currently play at the moment. If you want a child to do more than one job then you say "you are a farmer" after you've already declared the child would be a smith which now grants access to the hoe.
the thing about professions is that we expect people to act as machines. the thing is that were a group of players who are not united in the same goal. we need to make sure that there is communication set up between babies and parents so that we can create a society that functions with set jobs. it shouldnt be all up to the mother to decide the child's life path because there could be a more urgent need for other jobs later on in the child's life. it also assumes that kids we assigns jobs wont die in childhood, which is pretty likely.
communication through the role of the conductor is the easiest way to find and assign jobs. someone who observes the whole town and knows whats lacking where and what resources go where can tell the mothers "we need a farmer", and then the mother can ask the child "do you know how to farm?" and if the child declines it should be okay because we are free to choose what we do.
i dont know how to articulate this clearly but let me try my best: parents need to find a job that the child has aptitude for and wants to go into. it has to be willing. parents should work with the rest of the civ to find an appropriate place for the child, but the child should be able to change their "roles" later in life as the need for another job increases or decreases. what we need is consistency and that has to come from the players, not jason. this isnt a civilization simulator where we follow established protocols to build the biggest castle or whatever. we have to decide on our own goals and ensure that we have people following up on those goals.
the idea of role rotations will be useful in the communication of goals and to ensure the next generation's progress.
an example:
you are a hunter. you've been a hunter since you were 6 and you know the routes. now you are 40. you know your time is fading and you only have a few trips left in you.
so you choose two smart looking children and ask them if they want to hunt. they agree. you ask them to take baskets with snares to follow you. you have two apprentices.
you tell them the rules of hunting rabbits, that only families should be snared. and that carrots can be dug up and eaten. they learn quickly and now you are 50.
you return home in time to pass on your belongings to your apprentices or your family or a random baby. you tell your apprentices to teach the next generation how to hunt rabbits and you die.
but in doing this you've created the job opening by taking on the role of the mentor. you've transferred your goals to the next generation and ensured a CONSTANT supply chain. by picking two apprentices you've ensured that at least one will survive.
this kind of "role-assignment" doesnt require a completely reworked system from jason, its something we can do on our own. we just need a change in culture that emphasizes less on finishing individual projects and finding someone to continue them.
i recently continued a house-building project after my mentor's death and someone had completed it 100% when i respawned in that town. i wouldn't have known about the purpose of the house or known that the builder had died if i didnt have a mentor who assigned me tasks to complete the house.
heres the system we should try to follow:
in a place without a set mentor-pupil system in place:
ages 6-40: do that one job you've picked, whether it be farming, hunting, blacksmithing, or conducting
ages 40+: find a pupil to pass on your knowledge to and tell them of your goals
in a place with a mentor-pupil system in place:
ages 6-10: find a mentor in a job you want to work in
ages 11-40: work in that job
ages 40+: find a pupil to pass on your knowledge to
its about rationing out the time thats been given to extend your knowledge to people beyond your immediate family. we NEED consistency to survive, but we also need a goal for the future that is shared by those inheriting our jobs. its up to the players to create this experience
SKIP TO THINGS HIGHLIGHTED WITH BLUE FOR SPECIFIC TOPICS
things that i think jason could change start in red, the rest are player culture shifts
apologies for the long ass post, ive gotten too used to writing essays and its the only way i can express thoughts now. these are my thoughts on the entire situation of OHOL and what can/should be improved regarding the interface of the game itself, and the culture of the players. feel free to disagree or expand
***Murder and Griefing:
MURDER: the forums have been up in arms abour murder and griefing for a while now. we turn to jason to provide us the solution. we want bans, we want censorship, we want to pick and choose the lives we live and we want jason to punish the evildoers. but he's made it clear that he wants the players to decide on a solution and to work with what we've got, and we've done that for a while. there were towns with guards and towns where everyone was given weapons and towns that hid all the weapons in a neat, locked chest.
and yet that never works. a lot of that has to do with the fact that no matter what, we always end up at the point where all the other weapons are in the hands of a murderer (or a few more, in case of families that kill together) or we've dwindled to only a few living females.
a lot of that has to do with the interface. we have to put down a knife in order to pick up another item, and in the meanwhile someone can snatch up the knife and go on a killing spree. while that can be a chance to kill someone, it can also be a chance to be robbed or killed. we have two hands, yet we can only hold one berry, one knife, one leaf. if we at least could make a belt or fanny pack to store these additional items like we do for aprons, we could have a more secure and efficient way to swap and use items.
additionally, going through a backpack is honestly a huge pain. a lot of players i've seen actually put down their bags to rifle through them. i made a thread on how i watched a girl get her bag of knives stolen while doing this. it'd be understandable if it was a bag with multiple zippers, but its a small bag that can only hold 4 items. we should be able to swap out items like we do with baskets while its on our backs. or hey, maybe we can hold the bag in front of us with one hand, and go through it with another. i know i do that in real life.
jason should also make sure items dont disappear when people die on bushes so we dont lose any more keys
heres more on what i think about murder:
https://onehouronelife.com/forums/viewtopic.php?id=2465
the tldr of it is: murder is an essential component of human society. we always have crime and we always have murder. we shouldn't expect jason to hand out bans for killing, having a society that dies due to murder is not entirely bad. HOWEVER, we should have a better system for murder so we can actually keep systems in place.
maybe it could take some time to kill someone, instead of it being instantaneous. lets say that in this new system, to kill someone it takes two seconds. but in those 2 seconds the victim can fight back by clicking on the murderer (i'm thinking in the case of knives), if the victim outclicks the murderer they should be unharmed and be able to escape. we've had many threads on weapons to incapacitate people and it would be useful here. regardless, this system makes it that death is avoidable for people who are attentive. but babies and children and elderly shouldn't be able to fight back. also, make it so that murder victims who have knives in bags or front pockets of aprons can whip those out and stab their killers. this kind of system makes murder risky instead of an instantaneous act. look at the thread i linked before for additional thoughts on injuries
GRIEFING: this is the most annoying act imo.
first off, i think the players should be responsible for making sure there aren't any griefers. we've had many threads about guards and the like, which seemed to have worked pretty well.
this only becomes a real problem in smaller towns. i was recently born into a small camp that had someone making lassos and bows despite the fact we didnt even have any metal tools yet. it should really be up to the mothers to realize their babies are actually demons. leave behind the ones that jump out of the mother's arms and those who are unresponsive. in bigger towns we've had cullers who wiped out the additional babies for the sake of populations stability. we have solutions, we just dont have players that implement them. this is a part of developing the culture of the games. you need to teach other players about population growth and kill or banish those who dont mind the population (and also those who seem to be griefers). it seems harsh but thats whats required to keep the civ healthy. i've suggested birth control to keep this from needing to get murdery.
this is why murder shouldn't have the full minute stun, we need to be able to cull out the bad seeds from our populations. i've seen some people mention that people who are murdered should be banned from the lineage and i agree. the three hour lineage ban should be in effect for those who died of murder. yes, it may include victims but if thats what needs to be done in exchange for a griefer-free life then so be it.
always ask where someones going with tools and make sure you pay attention to where theyre going and doing in order to prevent griefing.
the pace of the characters often have to do with how easily they can get away with shit. i propose a new system where walking (which is slightly slower than current speed) consumes less food. this will give players motivation to walk in cities, and then we can have the regular running (maybe by right clicking or double clicking where we want to go) which consumes the normal amount of hunger until we've run for over a minute, which then starts costing more hunger than normal.
***trade and expansion:
EXPANSION: there are many people who write off cities as being useless, and that's important. we need people to start satellite towns that have their own internal systems in order to create nearby trade routes. lets say a family branches out from a big city and they have excess crops. they can bring that into the big city and get extra metal hoes and tools in exchange.
there was a post a while back about a shroom dealer who would take payments in form of clothes. this is actually the closest we've been to currency in this game. clothes are valuable because it extends your hunger and it can be bartered for. and if someone is killed with clothes they can die on a berry patch and take it with them, making it essential to take them willingly. the shrooms were a rare commodity, unlike food, and so the players had a reason to give something up for it.
what we can understand from this exchange is that there is a possibility of trade, as long as there is something as rare in return. that means that we have the cornerstones required for building a society that relies on each other.
heres a post i wrote about branching off from your original city and im sure there are many others
https://onehouronelife.com/forums/viewtopic.php?id=2192
trade requires a stable system that can be maintained. that means APPRENTICES that keep lines functioning.
i've taken some and i've been some. the idea of apprentices has been more frequent with the specialization of the doctor. we need this to be the case for all jobs. there was a post about having teachers for children but that could not possibly cover the entirety of what people need to know to do their jobs well. having a well-formed culture requires having well-educated generations. it should be up to the individual bakers, blacksmiths, and farmers to teach the next generation on the back and forth required for a good city.
farming should be maintained by a group of 3-4 people so that there's someone to run the water in case the wells are dry. at least two of these people should be apprentices, id suggest girls so you have a group of females that are staying near the home, but noob boys are also fine to farm.
blacksmiths should be a constant job, instead of one created when a tool is needed. you should either be constantly producing, or out to get more materials to forge with, otherwise you will end up with a backup caused by a need for that one hoe.
bakers are reliant on the shepards and hunters and farmers. those three are an entire cycle that needs to be facilitated by the CONDUCTOR. thats what im calling the person who runs around with the cart, bringing materials needed from place to place. the conductor should make sure that baskets of carrots and bowls of berries go to the shepard, and that the mutton goes to the baker. the pies from the baker should be distributed evenly to the farmers and the shepards, and to other institutions. the hunters should always bring their catches near the baker, but if not, the conductor should make sure they are brought where they are needed.
the conductor is an ESSENTIAL part of a good large town. people may think that a person with the cart of pies is useless, but they provide for the locations, making sure that people dont need to leave their spots to get what they need, which also lets them keep track of the tools around them to prevent griefers. the conductor's role can be combined with the guard's and they could be given additional knife bags to keep safe. the job of the conductor should work like the apprenticeship and the knife should ONLY be given when the child reaches adulthood and is known to be trustworthy.
this all keeps the city healthy enough to expand and afford trade. if all goes well we could have additional traders who go from town to town and bring goods in exchange for food or buckets of water. mothers could do this job well if we can put babies in carts. if we have children we know the routes from babyhood, that increases likelyhood of success.
***warfare and leadership
like i mentioned in the first thread i linked, i think war is useful. war can be a way to establish real institutions of power as well as use up excess population. i dont believe we will ever have a true irl-style monarch because that requires a single line supported by multiple individuals with weapons. in reality monarchs were established through means of power, and then through the idea of "divine right to rule", one generated by the gods and supported by an "unbroken" line. however, the fact most people in a city are related makes this irrelevant, as we are all children of the same eve. BUT this would make the eve the closest thing to the "divine ruler" as we would get. if we manage to get leadership that lasts through the one appointed by eve and then so forth, that could be the closest to "divine right" as we could get. this is quite unlikely and would last a single generation, or two if lucky.
what's more likely is that we could have several "generals" who act as mentors for other "soldiers". this requires a sustained relationship between the blacksmith and the generals to equip the soldiers. generals should pick their soldiers based on trust. this would be most effective in already big colonies and have the same effect as guards that were in previous towns. what happens with war and the like should be up to these individuals and i hesitate to propose a system for them because i know they will not follow guidelines. they are the surplus of men in the town and i suggest they be used to pick battles OR ensure proper facilitation. again, these could be merged with the CONDUCTOR (see trade and expansion for more on that role) to give the other townspeople assurance that they have a purpose in the society
***Future:
for the future i envision ohol's societies to be built up of massive towns surrounded by satellite colonies. ive also seen people start offshoot farms that provided massive amounts of carrots and other foods for the town in times of famine and we've had giant towns surrounded by walls and im sure they can be built again if we are given the proper moderating tools to keep our colonies progressive. these tools include a coherent idea of the layout of the towns - which needs proper leadership - and facilitation of trade internally and externally.
I’m finding the game is already depressingly murdery. Enough weapons.
murder is an important aspect of this game. the purpose is that we're building a civilization. in a civilization there is unrest and crimes. its natural, its human, its where excess time goes into. what im saying isnt "give players more murder tools". what im saying is "give players a way to direct their murders to outside the towns", allowing for a natural population growth that can be regulated
I dont think this games needs more pvp imo XD i like the blowgun idea tho.
the userbase is always split about killing and personally i dont like murder, but i feel like its a necessary component of a society. griefers and murderers attack their own civs because they enjoy the act itself, but if we could concentrate it into other civilizations we would decrease the chance of bored murderers. the point i was making about the use of war in previous civs is that restless murder is actually a normal part of human nature. we have so much crime when we are in times of peace, and a lot less when we are at war because we have a source that we can expend our energy into. as long as this game doesnt have another method of excess resources, like gambling, drinking, or inventing machines, we will always reach a breaking point in the civ where everyone dies out because its become boring and routine.
its like money, we cant just keep printing it because then our economy becomes inflated and it no longer has any meaning, we need to spend the excess in order to promote a healthy civilization.
weapon ideas:
for animals:
- blowguns
- hand axe
- sling
- spear
for people:
- swords
- daggers
- shields
blowguns could be made with snake venom and used to kill small animals and incapacitate humans and bigger animals
slings could be used to catch geese and rabbits
spears could be used to take down predators instead of bow and arrows
for swords, daggers, and shields, im thinking more about warfare between two civilizations. as we advance and get things like currency going we could start seeing a use for warfare. and bows and arrows should be able to be used on horseback. we should be able to eat small foods like berries or carrots while still on the horse and we should be able to control the speed of our horses. perhaps doing these things would require training and theres a % chance of falling off the horse which lowers as you practice
personally, i think the current system where the victim has a chance of survival based on the people around them balances out murder griefing. by that i mean that i dont think we need the full minute slowdown because we already have a chance to be saved. if things like keys could be hung from a craftable object like fanny packs and belts that make using locks and keys more accessible, it would make griefing clean pads virtually impossible in an advanced civilization that knows what its doing. if we get rid of the murder cool downs we will be able to have chances of war between towns possible.
more suggestions on injury:
we should have a % of survival or instant death depending on where the murderer aims. if they aim for they head then it should be 80% chance of instant death, and if they aim for the body it should be 20% chance of instant death. i think the fact that people can survive any injury is kinda lame.
we should be able to have things like wild opium lettuce that has to be refined but can be given to an injury victim to extend their life in the injured state (in case we dont have any clean pads nearby), but can only be used once and only extends the life by another 20-30 seconds until healed completely
disease:
we should be able to use dirty pads to sop up blood at the cost of a high % chance of infection. there have already been many threads about what might happen to a diseased player but i like the idea that they move slower, perhaps at the speed of a baby, and their overall hunger % is reduced.
we could have a possibility of getting colds and such from walking through a snowy biome without clothes and only be able to recover by staying put in middle temperature for a certain amount of time, id say about a minute.
concluding thoughts:
i like warfare and i like murder. ive always been in the mindset that being murdered isnt too bad because it adds to your story. its only bad when theres absolutely no chance of surviving an attack. thats why i like the % chances of survival, it doesnt make death a routine thing u can put off just by suturing up an injury. griefing is a bigger issue than murder. griefing doesnt provide a story, its just some rando on the internet who wants to ruin a game experience
edit:
also, warfare has been used to expend youthful energy for a long long time. it was used by the rich to send off additional sons to do something with their lives and then used by recent civs to reduce the unemployed workforce. its important to have something that murderers can put their energy into instead of just murdering their own civs. thats why i like the idea of being able to kill each other easier and spawn closer together. this game shouldnt be all about sharing and caring, even though that is nice
thanks all
^
startafight wrote:YAHG wrote:Yo lil tip, if you go to the post date/time like "today 20:33:06" for yours, you can get the post ID and link to that directly so people don't gotta scroll.
no idea how to do that..... like go to the person's profile and then the post?
If you look at any post in the top left is the time stamp, that is a link to that individual post.
ooh cool. thanks yahg
Yo lil tip, if you go to the post date/time like "today 20:33:06" for yours, you can get the post ID and link to that directly so people don't gotta scroll.
no idea how to do that..... like go to the person's profile and then the post?
https://onehouronelife.com/forums/viewtopic.php?id=2367
check out morti's stuff on this thread
Sharp rock
Basket
3 ropes
Ponds in good spot
also generally one smart girl. eve camps with more than 2 kids tend to die out fast
i dont think theres an updated guide yet. usually one of the more dedicated forum members cook it up
or at least give us donkeys and mules that dont run
well feed them mutton and they wont chase you
we were only in gen 4 when the bears swarmed us. not really any time to make a knife or get some sheep
Still should be some way to kill the bear-cave, close it up etc.
we could probs put holes all around its den but that requires having a shovel before being swarmed by a million bears. glad to see some of my kids survived tho
http://lineage.onehouronelife.com/serve … _id=399430
we had a lovely lil village going. i was born gen 4 and eve was still kicking. then shortly after eve's death all hell broke loose and some whacko started waking all three bear dens. i ran around with my kids, trying to raise them to revive the village. i tasked my eldest boy to make a bow but he made a snare instead. i dont know why. i got bit by snake while leading the bears from our camp and basically all my kids died from the bear attack after i died. eves, please dont set up near bear dens. its a horrible, horrible idea.
its mostly cos the farms get set up before the pens by someone who doesnt have the pen designs in mind. if u ever start a farm + pen combo you should check out mortis designs
we should be able to build a battering ram that requires 3 people to hold to break down doors so we can access food n weapons but prevent solo griefers
It was amazing meeting you again! You’d actually fed me three times before I was reborn as Mary. The first time, I was a girl by the fire. You picked me up and told me I was loved. But then I died because I didn’t want to eat pies with such a small food meter.
The second and third time, you saved me again. But I said “F” too late as I was distracted and I died surrounded by berries. I kept respawning in the town, most times you’d find me, other times I’d be stabbed or starved. Over and over, I was a baby reborn to Blade, and over and over, she abandoned me in the dirt. I was finally content when you raised me to toddlerhood.
thats incredible coincidence!! i knew you were saying "three times" as a baby but i didnt realize you were all three babies. im glad you finally managed to grow up finally and that the town recovered. it seems like the lineage died out though. but it was still a good run. hope we run into each other again!
i was sam and i was born again! when i saw waylon's mother's grave and knew i was home. but alas, my mother abandoned me and i grew hungry. but a few kind strangers helped me grow.

i started working to pay back the village as soon as i could. i worked part-time on the farm and helped a man build a hospital. a girl was running around, tearing up the floors. i just thought she was going to build a cart and didnt have boards so i left her alone. i know, bad logic. however, as people started talking about griefers, i figured out she was the one. and as i worked on the farm i found a bunch of nieces and nephews scattered around. all unnamed. all alone. i made the connection and figured the griefer was my sister so i tried caring for as many as i could. i picked up every unnamed, lonely baby, telling them, "even if you were abandoned you are loved"
one particular baby caught my eye. she was a small thing, in a cousin's arms. i took her from him and said she was mine. she just happened to be my niece.
i set her down in the farms and started feeding her. i told her that i feared her mother, my sister, was a griefer. id seen her digging up floors and roads and knew she had been hiding things. the local elder, clive, was tracking her down.
she was a sweet child, calling me "dad". when she grew i named her marybell and gave her a sheepskin. she tried to pass it back saying "for you" and i told her "keep yourself warm for me"
clive was still chasing down the griefer in the meanwhile. we had a few casualties. many babies between him and the blade. but i knew he was a good man and i fed him through all that. we all did. clive was our best hope, a master griefer, he called himself. fight fire with fire right?
and so he was. he caught my sister, blade, off-guard. slaughtering her. she spouted slurs from her foul lips while we cheered her demise. clive was a hero. we buried him beside his home, as he asked.
after her mother's death, marybell came to me, saying "i have something to show you". she led me to the graves of waylon and his mother. and i knew. as she pointed to the mother's grave i shouted, "waylon!" and she recognized me instantly, saying "sam!!" we cheered and celebrated our reunion. i really had become the teacher this time.

mary-waylon would bring me her children now and then, introducing me as "grandpa". she even named a few after us. she grew up, and i grew old. but we were both content.
however, the griefer had caused much damage to the town. we were missing supplies, wagons, even fire bows. and another girl was trying to lead a bear to camp! i wandered about the wilds trying to find milkweed, but the area had been scraped bare.
instead of risking dying alone in the wilds, i came home to say my goodbyes. a cousin came to see me off, and i passed my clothes to mary-waylon. as i waited to die by our graves i told her, "goodbye mary-waylon" and she replied, "goodbye dad-sam"
https://onehouronelife.com/forums/viewtopic.php?id=2234
http://lineage.onehouronelife.com/serve … _id=382300
http://lineage.onehouronelife.com/serve … _id=382300
sorry im running on 2 hours of sleep but r u saying that using number keys, ppl should be able to make sounds to communicate? b/c what difference would that be from just baby talk? why would anyone choose to do that?
saw a stack of logs. hot.