a multiplayer game of parenting and civilization building
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Jungle family has the best early to mid game advantage, with lots of food types available, infinite bananas providing a backup food supply and access to one of the components to rubber. Gingers have a good late game advantage, as running out of kerosene is a concern for the other groups if they mannage to make it past the midgame. Desert family has it the hardest with nether good sources of food or trade goods to offer others. You can't trade horses since you need to ride something to get back to your village, and with only 4 bowls of sulfur to offer other families you're going to have a hard time getting anything useful. I was in a desert family village where I had to build the newcomen bore to upgrade our well, but someone had cut all the rubber pully belts into timing belts, wasting tons of rubber. I reincarnated into the jungle family to see the person I had sent off to go find rubber trying to trade, but nobody would give him latex.
Also, half the desert family was standing around worshiping fish and arguing about shirt color.
Become leader by following foreign leader
Is this a bug? Shouldn't you become a subordinate by following someone?
I got my gene score up into the top 50s, maybe higher. I was pretty consistently getting assigned leader when the old leader died, but the villages were so far apart that it was usually while I was well into adulthood. Anyway, some old geezer in the arctic village followed me randomly and gave me the lead while I was 12! So I grabbed a horse as soon as I could and skedadled on over to find some trade. LONG VOYAGE. We had paved roads but it didn't nearly cover the distance between the villages. I'm thinking the eve spawn shape is a little too short because all the villages are basically in a straight line from east to west. I finally find a waymarker and get to the white people village only to find it's really underpopulated. Two adult women and 3 children were all I saw, and I followed their leader after grabbing some sulfur.
That gave me the "baron" title. I'm a little confused though because baron should be above lady/lord, right? Are there no longer lady/lord roles now? If I followed her shouldn't that have made her the baroness and granted her governance over my people? Hopefully the two families will be able to preserve the title and keep passing it on, however the heck that works.
And yeah, the only reason it was even possible is because they are able to communicate. So the game mechanics are basically rigged to put the white family on top of the hierarchy, otherwise I probably would have followed some random peasant and the title wouldn't advance.
HARP DEED cursed me for no reason. Currently their ingame name is newana hyrne if you want to help
Isn't Jason an ancap?
NoTruePunk wrote:Spent some dozen or so minutes collecting a ton of kindling for the ovens and smithy, only to come back from a trip to see the piles I had made were spread out and on fire. Watch out for that one
There is a small chance they were making a lot of soup or stew, but I haven't seen fields of stew in-game since the yum updates.
They definitely weren't. They just wanted to burn it.
Jason: "I want rich and robust trade networks"
Also Jason: Locks communication behind an obtuse game mechanic, stifling negotiations between players
Jason: "Complex leadership structures will be the backbone of ohol societies"
Also Jason: Limits births to a local area, preventing social propagation
In the before times we could just split the town and send people off to go settle another area. If I wanted to trade sulfur for fish I could just type "Have sulfur, need fish". If there's some part of the puzzle we're not seeing here I think it would help to clarify that in update notes, but as it is these mechanics just don't work together.
Spent some dozen or so minutes collecting a ton of kindling for the ovens and smithy, only to come back from a trip to see the piles I had made were spread out and on fire. Watch out for that one
I hear WA is accepting climate refugees. Just don't drain our rivers and lakes pls
Jason says no more permanent towns also we're in the future
How did we go from no resets to constant resets? What in the world
This game takes place in the future.
okay
but then we'd be playing factorio
You just can't have civilization without power hierarchy.
https://en.wikipedia.org/wiki/Spanish_R … on_of_1936
https://en.wikipedia.org/wiki/Rebel_Zap … cipalities
https://en.wikipedia.org/wiki/List_of_a … ommunities
NoTruePunk wrote:Nobody's going to want to play a game where someone threatens you with the violence of starvation or imprisonment to make you work for them.
You mean like every communist regime ever, including the modern ones still operating?
Where all the evil capitalist "regimes" are the only places in the world where anyone has ever been truly free from the black boot of oppression?
Where we literally use "miracle" to describe what happened in places like Taiwan when they broke free from communism, and where we use backwards euphemisms like "The Great Leap Forward" to describe some of the greatest atrocities of the 20th century in China under communism.
The problem with communism is that it depends on FORCING people to cooperate even if they don't want to. And you can't FORCE someone to do something they don't want to do without a violence.
Meanwhile, voluntary exchange is magically... voluntary! If I don't want to eat at McDonalds or work at McDonalds, I just don't.
You might make the argument that all this "freedom" papers over involuntary oppression---a web of voluntary catch-22s.
But before you make that argument, you better count the dead bodies that piled up in during the 20th century.
Four legs good, two legs baaaadddd.
state socialism ≠ communism
individualism ≠ autonomy
cooperation ≠ coercion
Group decision making is the basis of democracy, and it is only one solution on how that's done. You've gone off the deep end with propaganda dude. You can't get through life basing all of your decisions on abstract ideological opinion articles, at some point you're going to have to form actual experiences. Go to a consensus meeting or two and let me know how coerced you feel compared to the fear you feel of being evicted or incarcerated by the state.
In general it should be easy to form stable economic systems. Then uncommon hardship inducing events like disease, disaster, famine and war should be what actually serves to destroy those stable systems. Other unccomon events can make things interesting without hardship too though
So I just caught up on development news and I have some thoughts.
The premise of the game is to develop civilization from a basic state over several generations into a full fledged society, right? But there's a small issue with this premise when the developer has little to no understanding of anthropology
First of all the concept of "society" and what he intends to turn this game into is extremely biased in favor of western imperialism. There seems to be an impasse encountered with the current state of the game, a conflict: How can the development of society in the game progress linearly the way society today progresses?
There's a huge problem with even that question though, and that's because society doesn't progress in a linear fashion, it is cyclical. For centuries nomadic people went through their social processes in a cyclical fashion, they would move into a new area, forage and hunt and build shelter, then move onto new areas when resources become scarce or conditions change. Leaving nothing behind but their footprints, the depleted areas would slowly recuperate from human influence and even be benefited by it, much in the same way beavers change their landscape by building dams, then leave behind lush clearings in forests after their ponds are drained. Humans often literally went in circles over years, returning to their previous settlements to re-use the packed earth foundations for their structures and generational knowledge of the local geography. Far northern first nation people would literally go back and forth with the seasonal melting and thawing of ice. This cyclical social time represents the bulk of human history.
Real pre-agrarian nomadic societies developed agriculture by generational knowledge of edible foraged plants, and eventually began to seed these plants themselves while remaining nomadic. When they found their waste in the form of discarded seeds and pits had grown into new perennial plants they started to do this on purpose.
Those cyclical processes were extremely stable both ecologically and socially. When agriculture was developed the cyclical nature of society remained, but was lengthened. Instead of moving from site to site on a seasonal basis villages remained stationary. Those villages maintained the seasonal nature of their economic functions with planting, harvesting and storage corresponding to seasonal conditions, while changing their social processes to adapt to a long term sedentary lifestyle. These more durable long standing social relations paved the way for technical advancements like pottery and history, but also added instability due to isolating conditions and resource depletion. Villages lost the adaptability of their nomadic ancestors and became vulnerable to famine and disease. That instability isn't some inherent property of survival or human nature, it's created by the social conditions those people lived in.
The more durable and less adaptable social conditions of agrarian villages also created the conditions necessary for feudalism to take root, and eventually capitalism. Much in the way agriculture added instability and lengthened the cyclical nature of social time, feudalism and capitalism each in turn added more instability and extended social time to appear linear. Social time isn't linear. There is no forward technical or economic progress that will not eventually be reversed. Even under capitalism, with our calendar marked by unceasingly incrementing numbers and our economy requiring unceasing expansion, those calendar numbers will eventually stop, and unfortunately that may very well be the moment when there are no more people around to add to them.
Feudalism and capitalism are important to talk about because we haven't even figured out basic agrarian society. Simply putting coins or swords or property or cars into the game isn't going to simulate the social environment which leads to feudalism or capitalism or war or whatever because those things developed over a long period of time and social conditions influenced their development. Their development isn't purely technical, there are social requirements which they need in order to exist. Out of context from those social conditions the implementation of these things is tone deaf and arbitrary. There's no point in having a car in an agrarian village with no elder, no council, no social structure. Those social tools are just as important as the technical ones.
I'm going to write a suggestion and link it here separately:
capitalism bad
Nobody's going to want to play a game where someone threatens you with the violence of starvation or imprisonment to make you work for them.
The current state of the game is extremely communist, and that's a good thing.
"How many countless warlords, generals and tyrants have spilled blood and struggled against one another over some insignificant claim to this tiny speck of dust we call earth?"
Jason, get a real licence for your software. You can't just dump huge amounts of work into the public domain, forfeit claim and get pissed when the public does something you don't like with it.
Implied consent means you did in fact make those authorizations you claim to have not made. They didn't smear your name, they reused the product you explicitly said they could use.
You can issue a general, restricted licence for everyone to use, and then issue less restrictive licences by request if they're really needed. Advertise that service (you could even put it in the general licence!) and make it free. Problem solved.
This whole thing is childish. Your game is great but you've got the worldview of a 13 year old conspiracy theorist, my dude. People who set general licences on their free, open source software aren't somehow equivalent to litigious patent trolls, it's a super normal and OK thing to do.
For it's security to be expensive, not something you can simply acquire by dumping kids in biome borders.
It would help if that actually worked. Heat still kills you even if you do put in the work
Heat shock kills. I didn't know about it and went from 5 pips to 0 in under 3 seconds.
F this
Maybe clothing alone produces no temp benefit? (In other words, there's no body heat to hold in?) Maybe it only slows the loss of heat? Or in general, insulates you from moving closer to your surrounding temp. Like, maybe people in this game should be cold blooded.
That wouldn't work (Why am I cold? I have clothes!), but you could combine these mechanics into the current system to get a little of both. So you've got a core temp that slowly drops the longer you're away from a heat source, and clothes slow that rate but also increase the floor temp, so even if you're away for a really long time you won't be freezing as if you were naked.
Please add info on who summoned the bear people get killed by. Something like "killed by angry bear woken/disturbed/angered by [name]"