a multiplayer game of parenting and civilization building
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I have been thinking about how to reduce the number of baskets needed, as well. Having the farms next to ponds means you only need one water carrying device, and producing excess carrots is kinda the whole point so clearly you'll need plenty of baskets for that... but seeds?
With a seven-plot farm ("three to seed, four to feed") you can eliminate the need to store excess seeds (even temporarily) by timing your planting right. It takes roughly 3 plant/water/harvest cycles for carrots to seed. So offset the cycle for each of the three seed plots. When you encounter a ready-to-go farm (all plots seeded but not yet watered) you should water all four feed plots but only the first seed plot. When you harvest the first crop of feed carrots, you water the second seed plot. (Here I will assume you do have four extra seeds to re-plant the feed plots.. but that's just for bootstrapping and won't be necessary in future cycles.) The when you harvest the second crop of feed carrots, you water the third seed plot. Now the three seed plots are all offset by one cycle, and so only one of them should start seeding each cycle. You take those five seeds and re-plant the four feed plots, plus the seed plot you just picked. From that point on, you will always have exactly enough seeds flowering as you have plots that need replanting.
ned, Goateelord, I'm not talking about transgender people. I'm talking about intersex. By some estimates, that's about 1.7% of the population. I don't think that warrants largescale changes to the game, but given that roughly 1 in 60 births IRL are for individuals who are NOT biologically male or female, it's probably on par with wanting to represent disabilities or birth defects in the game. In the real world, there ARE people who (in most regards) appear to be male, but who have a fully functional uterus and vagina (sometimes with a penis as well, sometimes they just appear male in terms of secondary characteristics.) That could easily be represented in the game by a male avatar who nonetheless spawns babies. Similarly, XXY females (or other kinds of intersex) may appear female but are generally sterile.
It may not ADD much to the game, but it also shouldn't really DETRACT much either. And wouldn't involve massive changes. I don't actually feel that strongly about this issue personally, but I know people who do and am just mentioning the issue.
I can't tell you how disheartening this rule catching on has been for me as a player! Being born male is the only time I feel I get a ton done... Because of course! I'm unburdened by the constant children falling out of me so I can focus and get work done so the moms around have plenty of carrots. I've literally died and come back to the same ppl I was feeding just letting me die for having the misfortune of being reborn male. Like, how did this become a thing? PPL still don't know how to not waste food and the best solution we've come up with is to kill all the boys?
Okay, I apologize for my role in perpetuating the "let boy babies starve" meme. I was focused too much on optimizing for game mechanics, and not considering the roleplaying angle or how other people may value that in their own gameplay.
Part of me wanted to reply that you're just as free to get things done as a female -- just ignore any babies that spawn near you. There's nothing actually "freeing" about being a male, from a game mechanics perspective. But roleplaying, there definitely is. So again, sorry for that.
This anti-male issue has been discussed in other threads here as well, and I will repeat the conclusion I have come to: Males should be allowed to live, but should maybe be kicked out of the village when they're of age. I do think division of labor in terms of wandering/exploring and "holding down the fort" makes sense, and that division makes the most sense along gender lines (since nobody wants babies spawning when you're off in the wilderness searching for things.)
Is there ANY use for wetland trees? I have been wondering if I should just chop them down whenever I have nothing better to do.. I spend a lot of time in wetlands building tiny farms next to ponds, and the trees are annoying and get in the way of my wandering.
A dead baby counter seems like too much of a challenge to griefers, to me. We don't want 4chan-style "10000 GET" nonsense with people trying to kill as many babies as possible.
That said, my day job is as a data scientist. I am a data junkie. I would be more than happy to run any kind of large-scale report on (sanitized/anonymized) server data, to generate some reports. I have access to hadoop clusters at my work, and my employer is (usually) fine with me running hobby data through them, since 9/10 times any tools I end up developing to facilitate that kind of stuff will prove useful for my actual job as well.
I had thought about this some as well, and having movement controlled via keyboard might make things awkward with chatting.
Not to make this too political, but I was thinking along similar lines with regards to biological sex... like, there's a not-insignificant portion of the population that is intersex. Perpetuating gender binaries is not only politically incorrect, but biologically incorrect. Maybe a simple game mechanic in which a player's "actual" gender does not match their image? So they look like a male, but can spawn babies (though maybe not nurse) or they look like a female but are sterile? Not sure how to make that clear to players what's going on, but it would add an interesting twist to things...
Excellent point Phate, and whenever I see an empty pond I make it my top priority to find some water and bring it back to life.
HOWEVER -- it's also important to note that fully draining a pond with a goose will kill the goose. Even if you immediately refill the pond, the goose will not come back.
I agree with large carrot farms being unweildy to get started and to maintain.
I have been focusing on creating small (seven plots: three to seed, four to feed) farms directly next to ponds. Four ponds can sustain a seven-plot farm.
I think if we can get to a place where most of the wetlands are full of these small farms, then any new Eve will be able to get started almost immediately upon spawning, and live a full life and raise children.
So far I have mostly seen settlements where people build something in the forest (because the green grass is pretty, I guess) and then have to send people to collect water from wetlands, trap rabbits in grasslands, search for milkweed, etc. Rather than doing that (and leaving those precious -- fragile -- resources unwatched most of the time, vulnerable to newbies) I think we should build tiny farms directly next to the ponds, trapping/clothing outposts directly next to rabbit areas, etc. Protect the vulnerable resources by having the people who care about them actually right there. We should travel to interact and trade, not travel to get water for farms or bring rabbits back to a central campfire.
So actually.. there's probably no good reason to make that farm fully sustainable, indefinitely. It's not intended as the nucleus of a massive city. It's a lifeline for a wandering new Eve and her baby. It should have enough going to sustain that Eve through her life, and allow her to raise several children -- who leave to start their own tiny farms when they're old enough.
I bet we could design a smaller setup that uses just two ponds (or ideally one, though that may be unattainable) and maybe three plots of soil? One for seed, two for food? The seven plot system seems to produce a steady surplus with just an Eve and a child or two, so something smaller might be just enough?
It'd be okay if the water in the pond(s) got lower and lower over time so long as they didn't run dry before the Eve died. Then they can refill as the farm lays idle for a while, until the next wandering Eve needs it.
What's the problem with just letting the males do work?
When they do, that's great. But many -- especially newbies -- do not. They're just an extra mouth to feed. At least with a female, you still have new babies spawning.
Rethinking it (and putting my roleplaying cap back on) maybe I'm being too harsh. Maybe older boys just get kicked out of the village at a certain age, to explore on their own and maybe revive (or relocate) an abandoned settlement or find a road they can follow (or extend.) That's more in line with what I'd expect to happen if all the Eves gathered in one place anyway. It would reduce the time you had an extra mouth to feed, but would give the males at least a sporting chance... at least as much as a new Eve would.
I should clarify that I only support a "let male babies starve" strategy given the current state of civilization. Elsewhere, I have proposed that all the Eves gather in one place so they can centralize and control the spawn point for new babies. If we got to that point, then we'd need males to go out into the surrounding area and establish and expand farms, textile plants, logging, etc. We aren't there yet though, and females are currently more useful -- even if for just that one thing, because sometimes that one thing is exactly what your farm needs -- so sorry for the baby boys.
Men can already carry more because they don't have to carry babies.
There is literally only one thing that females can do in game that males can't, and that thing can be as much a burden as a benefit. The idea that males are useless is ridiculous, unless you think that the only useful thing to do in game is sit around and pop out babies and nothing else. The game shouldn't be made unbalanced because some people have gotten this weird idea in their heads.
Okay, I'm joking a bit with the "useless" part. It's more that if we need to control for population anyway (because we are a tiny carrot farm on the brink of starvation trying not to eat the seed carrots) then letting half the population of babies starve and respawn as (hopefully) somebody else's problem, is a viable strategy. More than once I have seen a viable farm perish because only males are left, or the only females are too old -- which was itself sometimes the result of a sudden "no more babies!" rule imposed by a panicked farmer. Since culling male babies both cuts the birth rate effectively in half AND tends to favor always having young/fertile females around, it kills two birds with one stone.
For eve. Yes?
What good are men?
You forget that if your scheme works, and everyone is born in the same place, then the troll is born there too.
I don't forget that, I just don't know that that makes anything worse. I suppose you have a point though, in that by centralizing everything we create a more inviting target for the trolls. But that's an argument against centralizing rather than an argument against controlling births. Controlling births in the manner I describe will indeed result in centralization... but ANYTHING that centralizes things will have vulnerability to trolls. That's something worth figuring out...
I just led a life of a new Eve, and managed to stumble across the ruins of a carrot farm, not far from some prime wetlands. I moved the soil to be between four ponds. Seven plots of soil: Three for seed, four for food. I used a sharp stone to cut reeds and make baskets. I filled the baskets with carrots and seed, and kept a water pouch I found close by.
As I neared the end of my life, not having had a girl child of my own (leaving male children to starve) I planned for the future by planting seed but NOT watering it, so that it would be ready for the next person. Luckily, another Eve stumbled across my farm just as I was about to die, and I passed it down to her.
Four ponds. Seven plots of land -- three for seed, four for food. This is sustainable. Plant the farm near water, so you don't have to worry about gathering and transporting it. One water pouch is sufficient. DO NOT GROW THE FARM LARGER. Start another seven-plot farm near four other ponds.
If we all move the food to these locations and set up ready-to-go farms like this, then we will improve the bootstrapping phase tremendously.

Also note that MANY people are mistaken about which stage is the fruiting stage. I've seen plenty of people pick the milkweed when it is FLOWERING, not FRUITING. So often, even people who think they're doing it correctly are not. (Not implying that's the case with anybody here, just pointing out that it's an issue.)
Here comes one troll, wipes entire server pop in 3 minutes. Has anyone created TNT yet ?
...except that the guards stop them! With only one central location to protect for births, guarding is easier than ever.
Matok wrote:Don't eliminate trolling, just make sure it takes just as much effort to be a troll as it takes to do anything else.
I think this is a really great way to say it.
I second this. I had been talking elsewhere about "balance" and I think this way of putting it captures that point quite well.
xoomorg wrote:I think the fact that the Cradle would be an excellent place to chat would make it appealing.
Exactly. I also wouldn't mind stopping to go raise a baby, especially if there were a custom tailored place for it. I think that's the key though, is you have to make it appealing enough that you don't have to "make" people come there, they just know that they'll have a much easier time raising their baby if they go to the Cradle.
So in addition to chat, features of the Cradle would include:
* Food provided to you. Possibly even fed to you directly (so you don't have to put down your baby and pick it back up) by young girls.
* Free clothes, of the highest quality.
* Protection from bears, outsiders, etc.
Most importantly:
* Granted status as Elder Matriarch when you reach the right age. This basically makes you the Ruling Class.
Boys are useless mouths to feed, on average. Some experienced players will be more help than a drain, but one useless male can destroy a village by eating too much and not contributing. Females can breed, and continue the village. I usually support letting male babies starve, since they'll just respawn anyway. Sometimes if I'm born a male, I'll just run off into the woods myself and save my mother the decision.
xoomorg wrote:Secondchild, if females of breeding age all gather in one location -- the nursery -- then there's no need for shuttling. If people bring them food (in carts from a healthy farm not far away) then they don't need to waste time / hunger picking up babies and putting them down over and over. They can just stand there, holding their baby (which doesn't drain any additional food, once picked up) and talking to them. And each other.
Yeah, that's a much more economical use of resources, it just creates short gap from when a girl is able to interact with things to when she starts having babies. Not really enough time to do anything major. Oh, maybe they're the ones teaching the demos and running the nursery, so they're close at hand when they start having kids of their own?
Part of my rationale for runners to fetch babies was to deal with the fact that some women will want to go do extended projects and not hang around in a nursery. But maybe letting those ones go would be a check on population growth.
Yeah absolutely, the point isn't to imprison mothers, it's to control the spawn point for new babies. There will always be Wild Eves as well, spawning outside (though likely near) the Cradle. If they're experienced players and support the plan, they would make a beeline for the Cradle upon spawning as a new Wild Eve.
I think the fact that the Cradle would be an excellent place to chat would make it appealing. Several times, when I've had a baby I've stopped all other work (letting my older children carry on) and just carried the baby (to conserve food) around the village and shown her where everything is, explained what resources we were looking for currently, etc. So I know that I personally wouldn't mind spending 1/2 my life (or so) focusing on chatting with other Birth Mothers and/or explaining things to the babies. Having them all in one place would also mean you have a larger audience for explaining things..
Putting in the time to raise babies would also justify the right of an Elder Matriarch to do basically whatever she wants in her old age, which seems a fair payoff for dedicating yourself to raising children for a time.
I am planning to relocate all farms to be next to the water. Not "near" the water -- directly next to it. Farms grow just fine in wetlands. Having the ponds within eyesight elimates the need to store/transport water pouches or clay bowls in volume. It also allows the farmers to monitor water usage more directly, preventing them from being drained or misdirected.