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a multiplayer game of parenting and civilization building

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#51 Re: Main Forum » 10,000 years of human civilisation and we're all still mostly naked » 2018-03-07 17:53:55

I envision a central location where ALL females of breeding age hang out, holding babies and chatting.  This central location is surrounded by specialized villages -- at least one of which is a farm.  The farm regularly sends carts full of food, to the Capitol/Cradle.  The Birth Mothers hold their child the entire time, to conserve food.  (It does not seem to be common knowledge that holding a baby doesn't use any extra food, but keeps the baby's hunger meter full constantly.  It's PICKING UP a baby that uses the mother's hunger pips, so having a single mother who switches between multiple babies is actually the WORST possible setup -- yet it's the most common situation, with one female nursing all the babies.)

When female babies come of age, they are first tasked with supporting the Birth Mothers, maybe by bringing baskets of food to them from the carts outside -- or even feeding them.  Young girls could grab carrots or berries or whatnot, and feed the Birth Mothers so they don't have to put their baby down to eat (and incur the cost of picking them back up.)

Once females are of breeding age, they hang out in the nursery, nursing children and chatting.  Once they are Elder Matriarchs, they are free to roam about the world (inspecting the other villages to see how things are going, reporting back to Capitol / Cradle, or hanging out working on more advanced projects as technology advances, etc.)

Male children are raised by the Birth Mothers, taught the basics (if necessary) and then when they are of age, they are send out from the Capitol / Cradle to one of the outlying villages, depending on need and interest of the player.

#52 Re: Main Forum » 10,000 years of human civilisation and we're all still mostly naked » 2018-03-07 17:46:33

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.

Then, once they're past the age where they spawn babies near them, they can move on to other tasks.

Every female would be "stuck" having to be a mother for a while... but that's basically just hanging out in a chat room, discussing things, and teaching.  And the reward is that after you've done your duty being a mother, you move on to be an Elder Matriarch who runs society.

#53 Re: Main Forum » 10,000 years of human civilisation and we're all still mostly naked » 2018-03-07 14:20:25

Tebe I was thinking NOT (particularly) near any other kind of settlement, so as to give those other settlements sufficient room to grow large and establish their own identity.  Food carts would be brought to the Capitol / Cradle on a regular basis, to provide food.  And then baskets of food brought directly to the Birth Mothers, by helpers.

Also, if we REALLY want to conserve food while raising children, we just need the Birth Mothers to hold the children through adolescence.  It only takes food to pick up a child, not to hold them -- but holding them keeps the child's food meter full, while not draining anything from the mother.

#54 Re: Main Forum » 10,000 years of human civilisation and we're all still mostly naked » 2018-03-07 06:13:06

evan.woods, I think the child-rearing class IS the administrative class.  They stay in one place, nursing children (and more importantly -- controlling the spawn point for new babies) but also that's ideal for talking to each other.  They'd be centralized (in virtue of that's where everybody starts off) and they'll already need the worker/wanderer class to bring them supplies like food and wood for fire and nice new clothes for themselves and the babies, etc.  Sound like a ruling class, to me.  Just one that has to never leave the Palace (until they're old.)

#55 Re: Main Forum » 10,000 years of human civilisation and we're all still mostly naked » 2018-03-07 05:37:56

evan.woods wrote:

Exactly. There are lots of abandoned settlements. Once you have your community's farm set up, send someone to an abandoned settlement with four empty baskets in a hand cart to retrieve some soil; do this multiple times, if needed.

I'm not a fan of far-flung villages; too much time and resources are spent getting back and forth. Move the soil someplace closer with access to water and a steady supply of your carrots/rabbits/whatever folks are eating these days. Send one person to be responsible for upkeep, and have someone move back and forth with a handcart, collecting stalks, strings, or rope, and exchanging carrots in return.

The hardest part, of course, is getting folks on board with the plan. It's not terribly sexy. And no one really wants to stand around tending milkweed and making sure folks don't pick it at the wrong time. But it has the potential to move us all forward.

The problem with the small settlement model is that it is not going to lift us out of the muck and clothe and feed any substantial number of us. We must do better.

Exactly... also.  smile

This is why I've been suggesting we centralize births by gathering females of mothering age in one location.  It stops people spawning in those far-out locations (except new Eves) and provides a natural center for a more urban society.  Newborns could be provided with clothes and a nursemaid and somebody to both teach them and direct them out into the larger world when they are old enough.  "The farmers have need of a man like you, go along the Western road and see the local steward" type stuff.  Or "Take this cart full of seed and soil and tools and revive an old village near the end of the Southern Pass."

#56 Re: Main Forum » Assholes ... » 2018-03-07 04:30:54

It wasn't so much sparing their life as removing the danger factor of having everybody carry weapons all the time.  I have no problem with killing a criminal afterwards, but if regular (non-guard) villagers could subdue somebody with a non-lethal weapon (to remove the accident factor) that might be an improvement over the current situation.

What got me thinking about the Carrot Eater scenario was that people mentioned wanting to be able to stop griefers who would simply consume entire crops.  Another mechanic I had been playing around with in my head was preventing (certain kinds) of murder when there were "too many" other people around (for some definition of "too many" ... and "around" for that matter) on the theory that bystanders would potentially step in to protect you or that it simply modeled the natural deterrence factor present in the real world without having to get into the actual mechanisms (to simplify things.)  But that kind of "cannot kill people when there are witnesses" rule would prevent ANY kind of killing in-town, even for (say) breaking some law.

#57 Re: Main Forum » Assholes ... » 2018-03-07 04:05:08

Lonewarior811 maybe the group aspect isn't actually necessary.. if there were some kind of 'murder scream' (so people would know what's up -- this is realistic) and if it were possible to use a rope (or some rope-based tech) to tie somebody up, that may be enough to even the odds in a realistic way.  I had been thinking that to "subdue" somebody maybe two different people needed to click on the same target within X seconds of each other, but that may be too complicated.  Simply being able to tie up an attacker (or Seed Carrot Eater, or other miscreant) and deal with them accordingly -- while not having to carry around a weapon yourself -- might be enough to balance things in a tech-level-appropriate way, while still encouraging the development of societal mechanisms to protect people.

#58 Re: Main Forum » Assholes ... » 2018-03-07 03:44:46

Hmm.. so you're saying that we may just be entering a particularly violent era in our civilization's development and need to deal with it?  Everybody should craft a bow first thing?  Until we progress to a point where most people are born in advanced towns that have better technological defenses and/or dedicated guards?  I'd still hope for there to be some kind of group-defense mechanism.. or maybe a non-lethal "subdue" since that would solve other nuisance issues (like the Eaters of Corn) where people are breaking rules but you don't necessarily want to kill them.  If two or more people could "subdue" another person... maybe with rope?  They would remain tied up until somebody else clicks to untie them?

#59 Re: Main Forum » Assholes ... » 2018-03-07 03:35:00

ned, your point about technology is interesting.. maybe the balance needs to be adjusted all along the technological scale.  Right now, towns generally don't have the technology to build pit traps and such, and most don't even have guards of any sort.  Heck, from what I've seen even knives are somewhat rare.  (Now I wonder if I'm just on a backwater server... smile

Before people had armor, before they could build walls and defenses, they could at least still defend each other with their own hands and bodies, subduing would-be mass-murderers.  A single maniac with a knife can easily wipe out an entire village, the way things are currently.  That's not realistic.  Allowing people to cry out, adding some kind of (non-lethal) "subdue" mechanism, making it so everybody isn't 1-hitpoint at all times... SOMETHING might need to be done, to balance things at the subsistence-farmer level, since that's where so many players are at.

#60 Re: Main Forum » Assholes ... » 2018-03-07 03:20:52

Again, I agree with you for the most part Lonewarior811 in terms of pushing society to evolve.. but to take it to an extreme, people shouldn't have a "wipe the entire server" button they can press when they want to screw with everybody.  There has to be balance SOMEWHERE in terms of how much damage a single person can do.  Maybe the current situation makes it too difficult to defend against such attacks, since it's often all over before anybody has realized what's going on.  A single village guard is reasonable -- personal bodyguards are not... but that's practically what it would take, to defend against griefer murder sprees.  Even just adding some audio clues such as a blood-curdling scream could alert everybody to be on their guard.

#61 Re: Main Forum » Assholes ... » 2018-03-07 02:58:37

Lonewarior811 that is basically how I was looking at it, though I now realize there SHOULD be some notion of balance.  Phate, I meant not just PvP but also griefing -- I WANT the game to let people burn down villages or go on a murder spree.  But you're right that a single person shouldn't be able to have that much impact; there has to be balance.

(And to clarify why I think even "pure" griefing is a good thing to allow -- I actually find it fun to find myself spawning as a new Eve and stumble across a ghost town that is abandoned because everybody was murdered while it was at its peak, as opposed to finding one where everybody starved and drained everything.... the griefers do at least generate some "creative destruction" in terms of storytelling.)

#62 Re: Main Forum » Let's talk about "lag." » 2018-03-07 02:50:44

This has happened a few times to me as well (no familiarity with the logs but will now poke around) though one time I found that talking seemed to get me un-stuck.  But otherwise I was stuck in a loop repeating the same animation over and over, and couldn't otherwise interact.  If talking did indeed have an impact in that case (and wasn't just a coincidence of timing or wishful thinking on my part) then maybe that is a clue?  Shouldn't just be regular lag if that's it.. it really might be something getting "stuck" and replaying until interrupted, blocking other communications?  I believe all this code is C++ which I haven't looked at since college (mostly Java here, various scripting languages) and I haven't looked at it either.

#63 Re: Main Forum » Old Age music clips on the last note » 2018-03-07 02:17:20

I'm joking, Phate, and implying that this forum operates on something like the same principles as the game (i.e. that you age and gain new abilities)

smile

#64 Re: Main Forum » 10,000 years of human civilisation and we're all still mostly naked » 2018-03-07 01:11:58

That sounds like a good specialized settlement.  I think a structure that has spawning happen in a central location and then feeds out to specialized villages in various directions would work best for advancing civilization, and would make for interesting gameplay (I could be a carrot farmer amongst other experienced carrot farmers, and not spend half my lifetime yelling at people for going near the seed carrots.)

#65 Re: Main Forum » 10,000 years of human civilisation and we're all still mostly naked » 2018-03-07 00:52:27

If we want "bigger, more stable settlements" then I think taking control of the reproduction cycle is key:

https://onehouronelife.com/forums/viewtopic.php?id=256

If babies are (usually) being spawned in one contained area then it's easier to provide them with clothing right away.  I'm a carrot farmer usually, and have seen attempts at milkweed farming overburden the local water supply, so I'm wary of large scale diversion of resources like that.  But I'm all for clothing.  We should just do a better job of centralizing it and recycling it, and not scattering it all over the world in tiny abandoned villages.

#66 Re: Main Forum » Assholes ... » 2018-03-07 00:29:32

I will grant you that I have only been playing for about a week, and perhaps my opinion will change with more experience (and time put into building things) but I for one am HAPPY that the game doesn't prevent griefing.  I think dealing with anti-social types is an important aspect of building a civilization.  I would support something like a two-hitpoint system (to give victims a chance to get away and/or warn others, alert the guards, etc.) but would be unhappy to see the game neutered entirely.  I know that it's frustrating to have a lifetime's work destroyed by some malcontent... but that's life.

#67 Re: Main Forum » Old Age music clips on the last note » 2018-03-06 22:37:47

Phate you don't reach forum admin status until you're at least ten minutes (years) old.  Children members can only post to the Main forum.

#68 Re: Main Forum » V-Sync Issues » 2018-03-06 22:24:09

Oh sorry I apparently am not reading sufficiently well today smile

I would still just check the other settings.  If you can list them by modification time, that may help narrow down which one changed.  So far as I know, EVERYTHING is controlled by those .ini files, so one of them should fix it.

#69 Re: Main Forum » V-Sync Issues » 2018-03-06 21:49:13

In the "settings" folder there are a bunch of .ini files -- you can edit these with a regular text editor.  They have intuitive names.  I had to do this when I tried setting Fullscreen on, which broke my game.

#70 Re: Main Forum » PROCREATING SYSTEM » 2018-03-06 18:06:29

There is another procreation-related discussion here:  https://onehouronelife.com/forums/viewtopic.php?id=256

I like the idea of taking control of procreation more directly, rather than letting it be left to the whims of chance -- but I think we can do that within the existing game mechanics, by having females gather in a central location (and structuring society around supporting that)

#71 Re: Main Forum » The player temperature mechanic is a bit weird » 2018-03-06 17:41:29

It sounds like whatever event loop is tracking mouse action, blocks updates to temperature.  I don't think it's a performance thing, just how event listeners often work.  Mouse actions need to be tracked quickly, particularly for movement.  Fixing this would likely result in movement becoming jittery, as it drops out of the event loop repeatedly to update other things.  Just a guess though... haven't examined the code.

#72 Re: Main Forum » Gathering Women? » 2018-03-06 16:49:29

Norgg I agree it's super creepy if you think about it in real-world terms.  So I'm trying not to do that.  Basically, just in terms of game mechanics, we have a situation where new players (usually) spawn near other players of "Type X" and so if we want to control where spawning happens, we should control the location of Type X players.  That centralizes spawning and allows for more controlled introduction of new players into the world.

Phate, I'm thinking Bigger Picture here.  This would be a massive restructuring of society, from the current collection of disconnected villages and/or random wanderers, many (most?) babies starving before they're even a year old, many players toiling away trying to rebuild whatever abandoned farm they happened to spawn near, desperately hoping for female children so they can carry on, etc -- to one where there is a central "heart" to the civilization, with growth spreading out from there.

Remember -- increasing average lifespan (by reducing child deaths) should significantly reduce the birth rate.  Every birth is a player.. it's not unlimited.

The entire point of society would be to provide resources (food, wood for fire, quality clothing) to the Birth Mothers, who would gather together in one location and dedicate themselves to nursing spawned children -- and educating them, deciding where they should send them after childhood (if male) or teaching them how to be a Birth Mother (if female) and (eventually) working on longer-term projects to help civilization advance and grow.  Once they're past breeding age and become Elder Matriarchs, females could venture out into the world and observe how things are going (so they can report back to the Birth Mothers about which jobs need new players) or plan for the future.  The Birthing Mothers would not just spend time explaining The Laws / Tenets to children but could also discuss amongst themselves plans for the future, the state of the world, reports back from wandering Elder Matriarchs, etc.

Structurally, I envision some central location (doesn't matter where.. no resources are produced there except new humans... badlands would even be fine) where all the Birth Mothers gather, raise children, and then send the males out into the world either North, South, East or West to outlying villages, each dedicated to some kind of work (e.g. farming, hunting, clothing, etc.)  The villages send resources back to the Birth Mothers, so they never have to do anything other than raise the young.

Also bear in mind that the Birth Mothers would essentially control reproduction, and could (by choosing which babies to let starve) control the ratio of male-to-female.  It's also FAR more efficient for mothers to simply nurse their children (even after they can feed themselves) since they only lose food when picking up a baby (holding a baby keeps the child's food meter full, with no additional loss to the mother) which is a lot better than constantly putting the baby down and picking it back up (or worse -- shuffling between multiple babies) so that the mother can also try to be a farmer (or some other job) at the same time.

If properly implemented, I DON'T think this would lead to starvation.  Quite the opposite.  I think by taking control of the reproductive/spawning process instead of letting it be essentially random, civilization can organize itself better, reduce child mortality, and put a stop to (most) players having to wander the wilderness looking for abandoned villages to (often futilely) attempt to revive.

#73 Main Forum » Gathering Women? » 2018-03-06 04:17:30

xoomorg
Replies: 14

Real-world political implications aside, I'm wondering if (within the context of game mechanics) it might make sense to gather all females of breeding age in the same location.  Sure there'd still be the occasional Wild Eve, but once births are (mostly) centralized it should be easier to manage large-scale support and educational systems -- and to perpetuate the cycle by training all female children to be "birth mothers" for some duration.  Once past breeding age (the babies DO stop spawning around me, don't they?!) these Elder Matriarchs can participate in the larger-scale projects to advance civilization, since they'd be living in the very heart of it.  So it'd be fun to play both sexes, exploring and building and farming and such (as a male) or spreading the flame of knowledge to a new generation and acting as the village memory and de facto government (as a female.)

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