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#51 Re: Main Forum » Yum Station Design Proposal » 2020-05-14 22:52:04

voy178 wrote:

What do you guys use to simulate and build scenarios?

pein helped me out. I'm going to pay him back when I have some time to build out the image library.

voy178 wrote:

On topic, it's bold to assume that things will stay this organised on such a small designated area.

I strongly agree. This is the greatest weakness of this design. It's the most efficient for consuming the foods as fast as possible, but it also gets disorganized very quickly if people don't put things back. I think I'll release a new version with some design/security in place.

@ Gomez, like all the ideas. I'll try to incorporate into v2. I was trying to keep 3 sisters stew somewhere else because I don't consider that a yum food, more of a base hunger food. Could be done though.

#52 Re: Main Forum » Lord Family Griefed » 2020-05-14 21:59:39

Brans wrote:

This just doesn't work. Most people (especially the new ones, but even some vets) don't pay attention to the hierarchy thing. It's confusing for new players, and I'm just too busy doing something to keep the town alive to roleplay kings and queens. I've actually been the leader before and didn't even realize it. Griefers are killing indiscriminately in towns like the old days... EXCEPT, now, no one can fight back.

People don't know how to unfollow, or are too young, or are trying to mind their own business and stay out of the "drama." So, now it takes just two people to wall off wells and oil and kill everyone. I tried to warn the Berg family, but I was exiled and an order went out to kill me for griefing. I cursed the queen and fled to the Gay family and warned them, but apparently, the same thing happened there. The griefers grow up within the family, so it's hard to rally a rebellion against them, especially when it takes 3 secs for them to kill you.

This is how I feel exactly. I've only been playing for a couple of months, but I know enough to know how the core game works. The new parts that aren't documented well are super arcane for me and I don't really care to know them. Role play isn't why I play the game. The whole well/mine/homeland thing is very unintuitive. As for killing, I don't know why we can't have a simple kill mechanic where you don't have to have played the game for years to understand it. At least have a guide on how it works and detailed documentation on it!

How killing should work to keep it simple: You can only kill someone through 'eye for eye' death. They die, but you die too. That way towns can only be griefed through killing if all the fertile females are killed. This is much harder to do than the current system. You'd need a whole team of griefers or an almost dead town already to kill it. Also, it allows griefers who are jailing people and stealing stuff to be dealt with by people who feel strongly enough about it. Also, carrying engines makes you slow, and breaking an engine freezes you for 30 secs or something.

#53 Re: Main Forum » Central highway? » 2020-05-14 21:47:10

I have spent my fair share of time road building. I prefer to use a rubber tire hand cart to the horse cart. The horse running away all the time is pretty annoying. I guess 1 life for collecting flat rocks and placing them and another life to lay the road would work, but I haven't tried that yet.

I really wish we could get a road system up and running, but the towns aren't living long enough for that to matter, like you said. That's one of the reasons why I suggested the central highway... it would be a permanently useful road and thus possibly warrant its building.

#54 Main Forum » I'm on to you Moni Eve... » 2020-05-14 21:44:33

tocal
Replies: 2

Yesterday there was a black Moni family. The brown Moni family from a week ago was the longest lived family since the server update. The Brown Monis were unique in that they were a thriving town that was very far away from the cluster of towns that comprised the other families. I wanted to see how the black Monis were positioned relative to the other families and old Monis.

Sure enough, the Black Monis are another outlier, and right next to the old brown Moni town!
Moni Map

The Orange arrow points to the old brown Moni town location (already a positional outlier) while the black Monis are denoted by the turquoise arrow. Not only is the new Moni town next to the old one, someone connected the two towns with a road! This can't be a coincidence. The black Moni town is also super far away from the other families.

Whoever eve-d the black Monis, I'm on to you... smile

#56 Main Forum » Yum Station Design Proposal » 2020-05-14 07:23:19

tocal
Replies: 10

The thinking behind town layouts needs to be revisited. all towns seem to have a grid area for farms, a building for bakery next to nursery, and separate areas for forging, holding animals, etc. With the new focus on yum (and the need to not have to walk across town multiple times to do something productive), I think a new layout philosophy should be considered.

Layout Goals:
* People should be able to yum as quickly as possible without having to search out or make arcane foods. All the yum foods need to be easily eaten all in one place.
* Reduce the distance traveled cost to do simple items such as farm, cook, and serve food.
* Reduce overfarming. There is a serious cost to overfarming. Water runs out fast and people eat crops instead of finished foods.
* Increase the ease of achieving food diversity. Instead of making 10 stew pots and frantically having a late stage town on the brink of starvation constantly, lets make it easy to make food and easy to teach new players how to make it.
* Reduce space footprint. Take as little space as possible while getting as big a bang for your buck as possible.
* Increase produced food quantity as well as diversity. Each type of yum food should be about 20 bites deep. That way, it's easy to restock before that unique food runs out.
* layout should be achievable in stages instead of all at once. That allows benefit to be derived from the yum station while it's being completed.

Ok, so here is what stage 1 looks like:
yum_station1
This is a 12! point yum station already. You get 1 yum for 3 liquids * 3 containers = 9 yum (broth, skim, whole milk * bowl, bottle, pouch) and 1 yum each for green beans, popcorn, and berry in bowl. The 3 foods on the table are there because they all can be eaten right from the bowl, making it easy to eat from the table. Also, all the foods here are pretty efficient if you eat them each only once. The one tricky part is making sure you harvest the green beans with a bowl before they dry out.

Stage 2 adds in bread and fried foods:
yum_station2
At first, it will be a +2 yum with bread and buttered bread. If you can get oil, it will quickly become +2 more with corn chips and french fries. If you can get ketchup and salsa going from a different farming area, then that's another +2, bringing this stage of the yum station up to +6. In total, the yum station provides 18 yum now.
Things to consider: I forgot to include shears for the chips. You'll need shears. The oven is here to bake bread. Keep it close to make it easier to make without having to carry bowls of wheat over to the main kitchen. You can also cook palm kernels here to make palm oil. The space under the wheat is to allow for easier threshing. You might have to hold off on making chips until you set up the mesa kitchen... if so, just fill all the tables with bread and buttered bread to start out. The tables are offset from the main thoroughfare because the foods on the tables can't be eaten from the bowl. They'd have to be taken off table and set on floor anyway before being eaten. For those who don't farm potatoes, to get potato tubers you have to take a raw potato and place it in a bowl of water. After it sprouts, take it out of the bowl and cut the sprouted potato with a knife or sharp flint. Now it can be planted. Don't forget to put the second dirt pile on the young potato plants.

Stage 3 adds in a mesa kitchen:
yum_station3
This will at first be a +2 yum improvement with bean tacos and burritos. If you have pigs already, you can get to +3 yum with pork tacos, bringing the total yum of this station up to 21.
Things to consider: The tables are offset for the same reason the fried foods are offset. For those who don't know, the forge and limestone are for the mesa dough. The stacks of bowls are to allow you to make a bunch of mesa doughs at once... it's very bowl intensive. The stacks of plates are for stacking corn and flour tortillas once they are cooked on the hot stone. Also for making beans. Before you put the hot stone on the coals, cook your soaked beans and possibly your carnitas. When the fire is just started, you can make popcorn from dried cob in bowl (not corn kernels!)

Stage 4 adds in the pig pen and carnitas tables:
yum_station3
The carnitas will add +1 yum, bringing the total yum of the yum station up to 22. If you eat fresh corn and baked potatoes (which I would advise against), it brings the yum station up to 24 points. That's more than most people get in a lifetime, and they haven't even eaten the easy foods yet! (I'm talking about crops and pies). The picture also includes some items I left out of previous pictures, like a shovel for the potatoes, a skewer to whip the cream into butter, a stone to make flour from wheat, and a sharp flint to cut crops, make the potato tubers, and turn dried corn in bowl into corn kernels in bowl.

The space under the pig pen could be used to increase the yum station even further, by just stacking food there. Whatever's available. I would suggest turkeys or boxes of pies. The crops (pepper, onion, carrot, tomato) should be put in backpacks for babies so they can carry some food around with them. The main kitchen would still cook the pies, mutton and turkeys. The bread oven could probably cook some turkeys too if nearby.

One of the great things about this setup is that only a few people could maintain the station because everything's close together and about 20 bites deep (except for the carnitas). The only input to the station would be water into the cistern, kindling, salsa/ketchup, and dirt. This area could do its own compost with a carrot patch and some sheep dung, but I'm sure someone could carry those items in for the rare occasions when a new soil pile is needed.

The only tech that is kinda high up there for the yum station is the glassware. Try to scavenge the bottles from other towns or if you're the blacks, make some bottles yourself. it's best to have 3 bottles, but you can get by with 1. it just takes a lot longer for someone to yum up.

I implemented stage 1 of the yum station at a town, and these were the challenges I faced:

* Noobs will try to take the pouches with liquid in them. New payers don't get the idea of yumming. Their instinct is to put any portable food into their backpack to stave off the early death they know is coming. Experienced players need to teach the younger ones how to do it.
* Due to the great food diversity provided here, many players won't even know some of the things here are food. When I put up the yum station, over 10 minutes only one person ate from the popcorn/green beans/berry bowl table.
* New players might not know how to eat the food. Again, it's up to experienced players to teach people about the foods and how to eat them.
* It's hard to get a dedicated amount of space for a large 16x14 project that will take a few lifetimes to complete without someone using that space for their own project. I suggest putting up the pine floors, tables, and fences first (for each stage). people usually won't take bowls and buckets that are at the cow pen or if they have food in them. Just be patient.

Subtle benefits:
* It should be easier to teach new players how to do the game if everything is close together and they can watch it all unfold. I think it would be more rewarding for older players to maintain this yum station because they could literally do it all in a single lifetime.
* If we can move some of the food out of the kitchen, it will make it a lot easier to work there. If the kitchen can be dedicated to pies, mutton, turkey, feast tables and the like, then there will be a lot more space in there to work.
* We can have smaller farming areas for the other crops now. A town will still need a berry/carrot area for compost, pies, sheep and rabbits. We'd still need beans, pumpkin, squash, corn for stew. We'd still need peppers, onions, tomatoes for salsa. Hopefully though, those areas can be reduced to more reasonable sizes. I hate working on a huge farm because it takes so long to run everywhere to get water, tools, etc. Also, it's a huge water sink.

Hopefully this yum station design proposal gets some traction and people start implementing it. If I missed something or the design can be improved, please let me know. At the very least, next time I start this yumming station at a town, hopefully someone will have read this post and therefore know not to take all the pouches smile.

#57 Re: Main Forum » New Iron System Boring; Old Iron System More Interesting » 2020-05-14 02:17:12

Yea, I liked the old system better too. I would argue that the new system makes iron more abundant, not less. I think we should have the old system with some randomly occurring deep iron mines. I also like the idea of iron mines randomly giving different ores... once the mine dries up, it only gives stones.

#58 Main Forum » Lord Family Griefed » 2020-05-13 20:53:05

tocal
Replies: 30

Lineage depth will probably end at 73. It was a great town with lots of yum, but two griefers killed everyone. we couldn't kill them because they had control of leadership hierarchy.

#59 Main Forum » Ignore, duplicate post. » 2020-05-13 20:53:01

tocal
Replies: 1

Ignore, duplicate post.

#60 Re: Main Forum » Central highway? » 2020-05-13 16:02:25

Those blacks were the Garden family. They have a bell tower. I was choosing to spawn into that town for a while to keep it going. They had a central location to all the families, but I think they died when the Gingers to the SW of the town died to griefing and there was nobody making oil on the map. I know the Gingers were griefed because I was there making tacos when it happened. The town survived the griefer but the pop plunged and they never recovered.

I was thinking of making that central highway road so I could go back in time scavenging resources to make critical town infrastructure. Namely, engines, bottles, rubber, and horse carriages. There are a lot of dead towns with tons of iron laying around, unpicked crops, and full cisterns. I could then hide engines and such in the wilderness and go get them when a new town started up. Like a new town starter kit. I could also put some furs there to make bp for new town. It would be a full time, multi life project... but doable with a road to cut down on travel time.

The key to starting up a dead town is the engine and oil. Get those, we could occupy towns indefinitely.

#61 Re: Main Forum » Central highway? » 2020-05-13 14:57:24

I think in a server reset. everything is deleted and generated again. In this trail of towns, the oldest death I saw was 2020 May 28.

#62 Main Forum » Central highway? » 2020-05-13 05:00:42

tocal
Replies: 10

fOuSW96.jpg

So this is a map of all the towns over the last few weeks. I think they're all the towns since the last server update?
My thought is this. Would there be a benefit for a server-wide east to west highway? The highway would go through the center of the eve spawn locations... which is roughly equal to the town distribution. This would help eves pick the best town locations along the center line, or far away from the center highway if they want more natural resources for the town.

First I'll describe the problem, then how the highway might help fix some of the issues.

Problem: The game currently has a number of critical flaws that make everything super fragile.

One, the game has gotten pretty unintuitive and complex as far as eves starting towns goes. There's well placement, getting iron deposits, dry spring gradients, homelands, sprouting iron by placing stones in a circle so you can make a shovel so you can dig your first well... it's all super arcane and unless you're one of the 5% of players that understands it all... You're going to use pond water until it runs out then your lineage dies.

Two, in order for a town to survive, there needs to be a black, brown, and ginger family on the map to enable continuous water supply. If one of the races die off, all the other towns are at risk of dying off too unless that racial family can quickly re-establish themselves. If all the towns are old, the gingers are the weak link.

Three with the new yum changes, property gates/locks, leadership/posse, difficulty in getting oil... it has become pretty easy for a group of griefers to kill towns. The fragile balance usually just needs a town to have the griefers understand the arcane rules better than the normal players. If that happens, the town will die.


Now, the solution and how a highway might help this.

An eve's best chance at restarting a racial family is to find an already established town and restart it. The best way of doing this is to find a town, go close to the well to establish a new well she can draw water from to claim the homeland, then just walk back to the established town. If they need water, they can walk to the homeland well a bit and carry water back from there until they get an engine up and running on their well again. The problem with all of this is finding an existing town in the first place. A central highway might make it easier for eves to find old towns. A walk through the wilderness is better if you can walk south, find a road, then follow that to the next best town.

All towns could link up via the central highway. Most towns don't ever actually finish a road between two different towns. If all towns had to do to link up was point their road north or south out of their town, it would make road building have much less risk of creating a road to nowhere.

A fast road back in time (aka east) would help people carry resources from dead towns up to new towns. Some resources are permanent and very helpful for towns, such as horse carts, glassware, tools, and permanent clothes. If these items could be looted all the way back in time it would give towns a better chance at survival.

How to implement

The highway could be mapped out with pine needles at first to make it easy, then paved over with stone if people were feeling there was value to it besides anchoring. The towns located off forks in the highway could be labeled with waystones. This would work kinda like street signs. The edges of eve spawn range could possibly also be marked with pine needles, to give an even better idea of the normal town distribution bounds. There should be fence posts regularly spaced along the central highway, to allow people to anchor horses without having to jump back on every 7 secs.

#63 Re: Main Forum » Dry natural well sites and eve » 2020-05-13 03:12:42

Hey, thanks Wondible. Helped me restart blacks with Eve family "Free". Actually looked up this post after navigating the wilderness with wondible map. We were trying to go from resource depleted wilderness to an abandoned town. Actually made it with a caravan of descendants.

#64 Re: Main Forum » Dry natural well sites and eve » 2020-05-12 21:36:21

How do you claim abandoned wells as eve?

#65 Re: Main Forum » How do your lifes feel in the leadership update? » 2020-05-12 16:20:52

If there's a system of towns connected by roads, can't we just repopulate the old town with the new eve family? That town had a lot of sweet infrastructure, including the best stocked forge I've ever seen.

#66 Re: Main Forum » New station plans » 2020-05-12 15:48:30

@Pein Sheep need more space than ducks, I would take from the duck pen and give to the sheep pen. Also, milking is easier if the two tables are next to each other. Easy to get 3 buckets of milk if the distance between table clicks is smaller.

If possible, I'd have the sheep pen have access to a loom area. Shepherd could pass the wool into a box, which would be picked up by the other side to turn into yarn and eventually fabric at the loom.

Also, I'd maximize wheat/fertilizer/berrie&carrots/sheep/kitchen in a way that reduces the distance between the 5 areas.

Otherwise, looks really good.

#67 Re: Main Forum » Newcomen tower cars » 2020-05-12 10:34:03

My issue with railroads is they require a lot of iron and the cars on them don't move fast enough for the immense work required to set them up. Also, people can't ride the cars.

#68 Re: Main Forum » New station plans » 2020-05-12 10:31:30

Gomez wrote:

Honestly I started learning hot foods to deal with the bowls that you formerly couldn't remove stuff from other than completing the action, lmao.  So basically just to wash the dishes and reclaim the damn clay bowl.

This is why I started mass bread production in Garden town. I had made so much skim milk that I was hogging about 10 bowls filled with cream/butter. Had to empty out some of those bowls.

#69 Re: Main Forum » Wow, people are getting better » 2020-05-12 10:27:50

@Alterior Thanks for the info. I try to steer clear of the griefers and drama... if one's hitting a town and I'm a woman I'll just roam the wilderness for a bit then come back and repopulate the city. I also like to set up remote workshops so I can work without people taking my firebrand/kindling/etc.

@Gomez yea, the stew production in Garden family town is amazing. It definitely has kept the town going through multiple food diversity famines.

#70 Re: Main Forum » Wow, people are getting better » 2020-05-12 03:58:24

Who is Bobo? I take it he killed the Moni Family. Did the Brazil family take the old Moni town?

#71 Re: Main Forum » Newcomen tower cars » 2020-05-12 03:50:50

I don't think irl a Newcomen car was ever created. They had gas, electric, steam, but no Newcomen. Newcomen was used primarily for pumping for mining and whatnot if I recall correctly.

#72 Re: Main Forum » Wow, people are getting better » 2020-05-12 01:02:48

I've been focusing on the garden family. I started yesterday by making the glass/paper factory to the north west of town at the end of the road. Took 3 lives but I made 4+ bottles with the equipment for many more. Today when I came back someone took all the glasswort though.. .hopefully it's providing glass for another town and not sitting behind a tree in the wilderness.

When I joined garden family's town today they were almost dead. Had run out fo food and wood and had just been attacked by bear. I spent first life making babies, kindling, and set up a 6 point milk station. Second life, I made lots of buttered bread, 7/8 of the pies (no carrot), getting wheat from the wilderness x2, restocked milk yum station 3 times, and got some skewers going. Thanks to the guy that actually hunted rabbits... you made the pies possible. I think town is in good shape for a few more generations of neglect now. If I had time, I would set up a mesa kitchen there because they haven't had one for generations and also fix up the glass/paper factory. The glass factory was everything scavenged and from wilderness too (except blow pipe and file). Didn't want to hurt town by taking resources.

#73 Re: Main Forum » Late Game Town Yum Survival List » 2020-05-11 22:39:18

On tortilla chips: I just started chaining my lives together in the same town to try to do larger projects. My first project was mesa kitchen foods. I used nearly broken shears on 8 tortillas to make chips. They didn't break. I think it's possible I just got very lucky, but it's more likely that cutting chips actually doesn't consume any iron. This is probably a 'feature.' If it did, it would be way more costly to make chips because then there would be an iron cost.

The problem with chips imo is the amount of time and bowls required to get it going. yea, you get 40 bites per 2 water and 1 corn (1 limestone), but the issue is tech and time. I think chips are best as a late game town food, whereas burritos could actually be made pretty early on. The best way to do chips is at scale in an established town where all the tools and resources are at hand already.

#74 Re: Main Forum » Town Jobs, Professional Standards, guilds? » 2020-05-11 15:16:42

I think there are at least 4 cooks for late game towns:

baker: Stays in the kitchen and cooks at the oven. Makes sure a variety of pies are made, not just mutton. Ensures the turkey is cooked last, not first on a fresh oven. Organizes cooked food on shelves. Tries to make a feast plate but someone eats one slice of pumpkin pie ruining everything every time.

stew cook: this person farms, prepares, and cooks stew. Full time job. Make as much stew as possible. Also does turkey bones.

hot coals/flat rock cook: basically makes the mesa kitchen foods.

#75 Re: Main Forum » Late Game Town Yum Survival List » 2020-05-11 15:08:42

@pein
I find late game towns need at least 3 types of cooks. They need an oven cook, a hot rock cook, and a stew cook. The one that is least leveraged is the hot rock cook. Without that cook, you are cut of from these foods:

bean taco
pork taco
burrito
chip
chip with salsa
ommelette

The mesa kitchen foods, after the table and mesa dough 4 -> 8 change, are now some of the most efficient foods.

I think the stew cooks usually don't use the coals for variety cooking before cooking stew/broth, thus they miss out on these foods:
fench fries
french fries with ketchup
goose
fish
shrip
rabbit
carnitas
cooked beans
ice cream
pumpkin pie

As the name of the game for late game towns is food variety, I usually fill the role of hot coals/rock cook. My ultimate goal is to make a complete yumming room for a late game town. I've seen other people talk about it, but I haven't seen a town with it implemented yet. It requires a lot of time, but I think if it ever gets fully implemented people will see how helpful it is and sustain it.

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