a multiplayer game of parenting and civilization building
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Nope, plenty oil left, but griefers have successfully removed all iron and all diesel engines, so there's no means to get more.
Anyway, as far as requirements go, I still think you should go back to having just an initial Eve window and then end the arc when all families die out.
Yeah arc end requirements are too hard now. The world is essentially dead because there's no iron.
Can you put bonsai on it?
Huh? A couple of hours before your post I completed an engine in the central east town and mine a whole bunch of iron, then took two carts worth to the northeast corner town. Next life I used it to make a mining engine there. Are you saying it was already gone?
Also, what, exactly, you win if you win...
Cosmetic upgrades pls. Alternative character skins with just different hairstyles would be nice.
Yeah it doesn't make sense to have Eves in a depleted map. Bring back Eve window and just end the arc when all families die out.
One thing that would favor groups over lone wolves is easier healing.
Make it always possible to curse Eves, and make curses on them count double. It's a just a couple of players ruining everyone's game, and they really shouldn't be allowed to. If they do it as non-Eves, they at least have to wait a bit to be able to wield bows, whereas as Eves they can just respawn and get back to killing even if you kill them.
Fully agreed.
Make dogs fight bears. Something like three dogs to kill a bear, and two die in the process.
Played my first game on new map and I like it. It feels a lot better when there's an idea of where you should look for a specific biome rather than having to wander randomly.
But yeah, iron is still frustrating in this tiny rift map. We badly need tiers of iron mines. Pls add air pumps that let us get more ore from veins.
Yeah, unlike the noble capitalistic Manifest Destiny or Monroe Doctrine. Native Americans and South Americans really benefited from those.
Yeah, that latest map looks pretty livable to me.
Yeah but you're going for finite world right now, which could allow more powerful mapgen options that require info from other tiles. For example, the narrow bands could be improved by using a diamond-square generated heightmap, which lets you create plateus at all sorts of elevations rather than just having solid blobs at bottom and top.
Hm, true for unhospitableness. I edited my post, can you do that thing with using different progressions for individual "mountains" (identified by floodfill or something)? Still gives resource diversity without making any large area unhospitable, and there's less steps in progression so the bands don't need to be so narrow.
Meh, I wouldn't bother with equal distribution. I think size of biomes should be proportionate to their usefulness. I'd recommend reducing snow in favor of more grassland and badlands. And I still like the sine N-S variation, we need unequal distribution of terrain if you want to encourage trade. Or, if you can easily distinguish individual "mountains", use jungle/desert on one half of them and badlands/arctic on the other. It'd look reasonably realistic while also providing this unequal distribution. And then all the "lowlands" around these can use the same swamp/grass/prairie progression.
That looks better, but could you please try moving swamp to lowest elevation and grass to second lowest? I think it'd look a lot better. Just adjust the elevation thresholds to make those two a little bit bigger.
And yeah, snowy mountain tops being source of salt water is kinda weird.
I think you're talking about mandatory military service, which wasn't really a career but rather something you have to do in most European countries (yes, even the Western ones). In Yugoslavia at least, you could pick which trade school or uni you wanted to go to, as long as your previous school grades and you'd get in if you were in top however many people the school was accepting that year. Then when you finish you'd get a job according to your education. And you weren't physically forced to take a job, it's just that you needed to take one if you wanted to have money for food (same as in capitalism), the main difference being that vast majority of available jobs were in publicly rather than privately owned companies.
You do know that people could choose their profession in most communist countries? The only difference is whether you're working for the state or a corporation, and corporations are just as inherently evil as states, if not even more so. Truth is, no common man is truly free anywhere in the world, and hasn't been since Neolithic. You just can't have civilization without power hierarchy.
And let's not pretend capitalism is without it's death toll, either. For example, 45 000 people die in USA each year due to lack of medical insurance.
If you're going to have finite play area, you have more options for map generation. Ie latitude bands of biomes. The map example you gave might look better if there was fewer discrete levels of terrain, but the progression terrains varied depending on coordinates. Something like swamp<grass<snow<badlands up north, swamp<grass<prairie<badlands around the middle and swamp<grass<jungle<desert down south. South misses out on iron, but gets rubber. North is kinda iffy on resources, but I think it might be OK just for oil if your town is closer to the north than south. Might have some actual trade going on if there was discrepancy in resources like that. And all the latitude bands get swamp and grass, so they're all technically livable. Fewer discrete levels means less thin bands. And I think water would look nicer if it was the lowest level rather than rings.
It doesn't matter how amazing a game is if it gets a bad reputation, players simply won't give it a shot.
There are some disgustingly large clans on servers like Rustafiied EU Long (like 20 people), but yeah, for the most part you don't really see villages. And the main reason for that is that the playerbase is rightfully paranoid due to immense power of backstabbing, so I'd be careful about making griefing too viable in OHOL if you want actual villages to be the meta.
To be pedantic, people do buy items in player shops, mostly hard to acquire weapons and explosives so they can research them. And yeah, you might not meet many people if you're collecting nodes in the middle of nowhere, but if you actually want to get anywhere you need to get components in radtowns, and you're virtually guaranteed to run into people there even at fairly low server pop.
I've spent 10+ pipes drilling oil more than once.