a multiplayer game of parenting and civilization building
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Nice triple-post @jcwilk. In all seriousness, this forum badly needs multi-quote functionality, and a number of other QoL features that makes replying to multiple posts or points within one reply a hell of a lot easier. Excluding the graphics, you'd think this board was put up in 1995.
Hah, sorry... I get a bit lazy with things when posting from my phone, and yeah agreed. Trying to do anything fancy at all from a phone on these forums feels like doing surgery left handed.
jcwilk wrote:...
Tbf the "PVP" system had a lot of improvements and its much less easy to kill now than before, still not enough though since sometimes when i target some people will just stand there until they get stabbed/shot.
The "GASP" + shock face still feels a little underwhelming imo, you are supposed to fear for your life after all and not be like "oh i'm shocked someone is trying to murder me".
Agree it's better than it used to be.
Yeah I get what you're saying about the gasp thing but it does serve the utility it's supposed to be serving though, at least, even if it's not quite as punchy as it could be. The murder mouth thing feels about right though.
Can you describe what you feel the gasp should better exude? I'm kind of blanking aside from like a throbbing heartbeat or some cheesy horror movie noise (pls no)
Re-reading this thread makes me realize that the recent update really should change so you automatically follow your MOTHER, not your mother's leader.
It would work thematically (your interactions are with your mother and you can't pick a different leader until you are an adult) and it provides a real in-game reason for mothers to care about their own children more than other people's kids. By treating your kids properly and proving that you can be trusted, they might continue to follow you as an adult. If your daughters follow you, then their children will become your subordinates as well, raising your rank. If your daughters hate you, you will not rise up the hierarchy, because they will follow themselves or choose someone else when they get older.
It also helps to spread out the hierarchy so it doesn't get too "flat" with everyone under the same leader and naturally elevates the village elders into a position of authority over time, as more children are born in the village. It creates a natural matriarchy, with the oldest women rising toward the top of the hierarchy. But only if they have been successful mothers who raised other players to also be good mothers. A woman who has no children would gain no automatic followers. A bad mother would lose the respect of her children and they would quickly leave her following. A low ranked old woman was either infertile ... or a really shitty mom. Men would naturally rank lower than women. No surprise - this is an OHOL village, after all. Reproductive power is the strongest force.
However, a man (or infertile woman) could rise up the ranks by gathering his own following or proving his worth through good deeds. It would be harder to achieve a high rank for a man, because you wouldn't get any "free" followers just by popping out sky babies. But you also have more time to focus on productive work and political campaigns. In fact, if you focus your efforts on getting young WOMEN to follow you, then you will gain the benefit of their reproductive status AND a vested interest in their reproductive success. Their children become your subordinates too.
I think this would be a small but powerful change. Everyone should automatically follow their MOTHER. Not their mother's leader. The first leader is the Eve.
I strongly agree with this and think that the consequence of happenstance countesses is an empty concern. I played a few lives since this new feature and the only time I ever saw badges is when i nagged people to try it, and then there would be a bit of momentum after that but if everyone was in trees automatically it would be way different.
Let's give him the benefit of the doubt that he'll be more open to this when it flops without it I guess
jasonrohrer wrote:ORDER, PLEASE REPORT TO TOWN CENTER
Would send a DING message to your immediate followers (if you were a King, it would go to your Dukes). They would see:
DING
AN ORDER FROM YOUR KING SAM THATCHER:
PLEASE REPORT TO TOWN CENTERYou could also communicate to the entire tree, like so:
ORDER ALL, WE'RE OUT OF WATER AND NEED TO MIGRATE
This would send a DING message to your entire follower tree.
DING
AN ORDER FROM YOUR KING SAM THATCHER:
WE'RE OUT OF WATER AND NEED TO MIGRATEI tried using the order command and was confused on how it worked.
Is it typed out just like how it is written above and do you have to be a certain rank in the leadership to be able to use this command?
I think it doesn't notify you at all when it works, which is annoying. The chat bubble should be colored like how cursing is colored, maybe I'll make a separate suggestion thread for this cause i think it's important and should apply to giving property permission and joining also (and any other chat commands I'm blanking on)
So yeah no rank required but if you have no one beneath you then no one will receive it. Typing just as it is in the post makes it work, yes, I'm not sure if the comma is required or not but I noticed it function correctly when it was included just as in the example.
Probably gonna make some enemies by saying this but I don't think it's difficult to understand griefing... Cooperative play is enriching in its own way, but when one mind faces off against another in a zero-sum kind of way things become much more exciting. When one person (or many people) dial up their agency and aim it on bringing you down while you dial up your own agency towards both keeping yourself breathing and also towards further agitation and recruitment into the "village vs griefer" metagame then it has a rich flavor that's difficult to find in other games, especially at such a balance between fast pace and sometimes deep village and social complexity.
When I do it it's for that reason... How are they going to resist? How will I subvert that resistance? How will they resist that subversion? What's the method that's the least destructive to the village and using the smallest number of tools (as in, mechanisms not as in tool slots) to deny the survival instincts of other human (ie, contrasted against environmental or npc adversaries) players?
I don't really get griefer types who break random things in the village though and hide tools when no one's looking, or opening fire on zoning out noobs... I tried that briefly but it's not satisfying at all because the property mechanisms are mostly worthless and no one uses them. If there were better property mechanics and theft actually encountered resistance or the bow wasn't a goddamn sniper rifle then it could be very stimulating, but currently it does not and is not so I imagine those players are new or just too lazy to be more creative with it maybe... There's no mind vs mind happening there it's just mind vs absence of mind.
But yeah it shouldn't be quite so easy to kill people, I'm really not a fan of the one hit kill dynamic at all but it's what Jason went with... Hopefully someone can talk him out of it eventually to add more depth and skill to combat rather than it just being about who's zerging harder or ganking harder. There is some interesting dynamic deep in there but IMO with more complexities closer to the surface it would be more compelling for both the offenders and the defenders.
And re: "this game isn't about that" - you're kidding yourself if you think that combat is the only solution Jason could think of vs griefers. Play the castle doctrine and tell me Jason doesn't like blood. If he wants to outlaw griefing and start banning people who aren't strictly roleplaying neurotypical family members that would be well within his power, but he doesn't, and he never will, because that approach to player management is boring af.
I very much enjoy the non-griefing aspects of the game, but sometimes, particularly until a meaningful trading dynamic emerges, a gameplay style with a little more simulation can be a breath of fresh air.
kebe15 wrote:Hi! My idea would be to have more war tools in the game, like shields, spears, combining them with horses and tactics with them, say phalanx. With this, perhaps wars would not be just a "who can shift + click faster ". Sorry the gramatik but i've learned English for 5 mounth.
With the current game mechanics it wouldn't be possible to use two items at once.
hypothetically a shield could be worn like an item of clothing in a new clothing slot (forearm) and maybe it prevents you from holding large items at the same time
schmloo wrote:Pride? Killing off an unstable town with fewer weapons to fight back with takes very little skill, whereas either helping that town thrive or killing off said griefer before they can do any damage is much harder. Why people want to grief a game about looking after your family is beyond me though.
You are a shameless griefer so any matter of pride, guilt or any higher reasoning is out of the question here, try again.

This thread has been a pretty wild ride though. I'm not sure I've ever seen an idea come from a player, get highlighted by a/the dev, have it go through rigorous hole-poking from much of the active forum community, and get released in a pretty tidily designed form only 7 calendar days after the initial idea post.
spoony - To be clear, people were saying you should just link to dead threads rather than reply to them... not reply to the dead thread with a link to the live thread.
Wuatduhf wrote:DestinyCall wrote:I'd much rather automatically follow someone I have actually met and interacted with for three minutes of my life, instead of being required to follow someone I have never seen.
Boy, I'm sure the 3rd estate would've loved that!
Next update ... guillotines!
Ugh god my sad excuse of a social life would end wholesale if Jason ever adds guillotines... *drool*
jcwilk wrote:Or be able to turn them into clothing.
Fluffy disturbing the smith?...
Why'd you do it Fluffy?
On the porch...
Fetch papa's knife, Fluffy... Good dog, time to sleep
Wonder who necroed this thread from 8 months ago, surprise surprise
MCzerotacos wrote:How do you name a person as your heir? Does the one with the most followers become the heir or is the first born daughter/son become the heir by right?
Probably already answered but I dont wanna scroll thrught all the meassges to find the answer. I'm lazy.
IIRC you have to follow your chosen heir and then on death it transfers all your followers to your leader
Which means if you don't choose an heir then all the lieutenants beneath the king become separate kings (maybe not kings exactly but top of their respective and newly separate trees)
How do you name a person as your heir? Does the one with the most followers become the heir or is the first born daughter/son become the heir by right?
Probably already answered but I dont wanna scroll thrught all the meassges to find the answer. I'm lazy.
IIRC you have to follow your chosen heir and then on death it transfers all your followers to your leader
DestinyCall wrote:jcwilk wrote:I wonder if having kids automatically follow their mom rather than follow their mom's leader would make sense... Every benefit of having them follow their mom's leader would still function but the mom would also be able to use orders on her children, like real life, and it would prevent hierarchies from being really flat and boring
I think this is an excellent suggestion!
Jason already addressed this when he initially conceptualized Hierarchies and doesn't 'want moms instantly becoming countesses' or something along those lines.
I see... I guess that makes sense, but it seems like the new order functionality which was added since then is more important than the completely functionless rank name. Oh well, guess it's better to see how it pans out first anyways
jcwilk wrote:Kinrany wrote:I guess we also have ~0 veteran players with management skills right now.
This made me lol... Adjusting for inflation, correcting for past YTD averages, adding a buffer for shrinkage, approximately... 0
Its not that people wouldn't have the skills, but the game as it is now just doesnt support it. Its constant dance on hunger (either you or the pupil), you cant write long senteces as a kid and stuff is pretty complicated and the vocabulary is vast.
Usually you get twice as much done by just doing it yourself than trying to recruit people on your cause.
If the hierarchy orders shit works half as well as it seems it might then we might have at least an interim solution
I guess we also have ~0 veteran players with management skills right now.
This made me lol... Adjusting for inflation, correcting for past YTD averages, adding a buffer for shrinkage, approximately... 0
jasonrohrer wrote:Kinrany, I do currently have the message being passed down... otherwise, what's the point? B/c they only pass when you are near someone, it wouldn't make sense for them to ONLY go to your direct followers and stop there. B/c they would only go to your direct followers when they were near you, and then you might as well tell them directly, right?
I mean, at least the direct follower hears the order first and can follow up with his own order.
But yeah, this doesn't solve the problem of splitting tasks very well anyway.
I think there's a risk of making hierarchies very flat. As if middle leaders were just proxies or an implementation detail, and only the king really mattered.
Ideally all rules would work as if you could only interact with your direct leaders and followers. Right now I think it's mostly true. For example, you could say that every character has a private "exiled" list, a private "redeemed" list, and a public, dynamically calculated "exiled" list based on the private lists and the leader's public list. Similarly, the list of allies is the leader's list of allies plus all of the followers.
This could be just a purposeless sense of purity though.
I wonder if having kids automatically follow their mom rather than follow their mom's leader would make sense... Every benefit of having them follow their mom's leader would still function but the mom would also be able to use orders on her children, like real life, and it would prevent hierarchies from being really flat and boring
antking:]# wrote:What if leaders got a ding, if a direct follower is threatened, or killed? doesn't tell the leader where it's happing but notifies that their followers are in danger.
This with the order system could create a strong anti grieving system as leaders could tell followers to be on guard because of murders in the area, this would also make leaders have more of a protective role over their citizens
Too much info being given to the top, that should be gathered by them as a default. Good leaders have to be made, not born into a system that gives them everything. We're still 10 days away from being able to start properly evaluating Hierarchy, so don't take anything currently happening ingame as the be-all end-all experience of leaders.
Plus there's no way to block people from following you yet so that could get spammy if the leader doesn't necessarily give a shit about whoever is following them
Shouldn't have named him Linus if you didn't want him to have open source stud power
I seem to not be seeing people on my genetics scores who ought to show up there. My last life, most of my kids show up, but I have two sons (not SIDs babies) who don't. The life before that, my mother didn't ever show up, and she's supposed to, right? Is something funky going on with the gene score tallying? Or has it changed?
Not sure about the sons but i think your mother won't show up if she died after you did, that was a fix for people who just kept killing themselves as children to net bonuses from their upstream family
That /ORDER command isn't in place currently... maybe in a future update. Will people want to review orders?
Yes please
If you're not following anyone, and then you join, you will hear the latest order, assuming that you haven't heard it yet. Each order has a serial number, and you only hear one if it is newer than the previous one that you heard (or issued).
Could you clear out the last heard serial whenever someone follows a new person? That way you'll get an old but still standing order when you change your position in the hierarchy which can be a kind of way of exploring the hierarchy, like... "i wonder what order is active in this branch, oh that person issued a new order i wonder what the last one was from their leader... etc"
Edit: also if someone is being spammy with orders you might want to just go over their head and follow their leader, in which case you'd want to know what the last order was before all the spam
Edit edit: i guess this could also be solved by the /order command
Got this working.
Interesting wrinkle is what happens when you're exiled. You are blocked from receiving the message yourself, but it is still passed down to your followers, who hear it as long as they aren't exiled themselves. These followers are seen as dubious.
So you can exile a mid-tier leader without ruining the chain of command. The lower-downs will still get the King's messages, and hopefully jump ship so they can stop being dubious.
I also realized this could be used to bypass the language barrier. I'm making sure that it doesn't work that way. You leader's orders will arrive in that leader's language.
It seems really weird to me that exiling excludes orders but doesn't block them from following and the orders somehow propagate past them. This means that the exiled can keep poisoning his followers with misinformation as they're receiving information from the king and can overwrite the kings proclamations by just being spammy even though the exiled can't see the orders themselves. Also the exiled can get information about the orders from their followers.
It's just a lot of rules and complications that doesn't seem categorically better than any of the following options:
1 - exiling blocks the exile from following the exiler or any of the exiler's downstreams. The exiled and all of their followers are severed from the exiler's tree until the exiled's downstreams jump ship and follow someone else. Basically it's the king saying to all of the duke's villagers "he's out, if you want to keep following him then you're out too". Maybe he'll even broadcast this right before exiling. Downside is he can't broadcast it afterwards, but that seems like the single and only downside which seems small. Another bonus is this gives people opt-out control from being followed which means that strategic secrets can be shared via the order system. Because they won't be able to see themselves as exiled in this case, there should be a top corner notification that they were exiled by so-and-so. This won't be spam, it can only happen once since they will no longer be in the hierarchy afterwards and can't rejoin it. Maybe there will be a notification if they try and fail to rejoin also.
2 - make orders unaffected by exile. This has the strength of simplicity. If you're following someone you get orders from someone, no exceptions to keep in mind and teach noobs.
3 - make the exiled unable to issue orders until they unfollow so that they can't overwrite upstream orders, perhaps with a notification. Still weird and unintuitive but slight improvement at least.
I'm more of a fan of 1, it seems very strange to me that exiling someone doesn't remove them from your political hierarchy, isn't that literally what exiling means? It seems like there should be another word used if someone is still part of a political hierarchy after being exiled from it. The argument against this was, iirc, that the follower should be able to find and argue their case but how does staying in the hierarchy enable this? They can just as easily do this from outside the hierarchy.
Distance can be whatever makes sense. Maybe 10 tiles, which is a screen wide in vanilla.
I run vanilla for the challenge but in a town with more than a building or two orders would get lost for sure if you limited it to screen distance. What's the benefit of that? Just do whistling distance. Time is way sped up so it still thematically works, the process of running around in a circle like a chicken to all the houses just happened so quickly we didn't see it
Yeah, you're right about hacking this for 2-way radio by switching leaders back and forth. Thanks for noticing that.
And long-distance communication of any kind doesn't make sense either. I do want radio to be an out-of-reach someday tech for communicating with outposts.
Regarding being unable to escape from your mother's leader's messages as a baby, why did your mother have that leader if he was so annoying? Unless he was waiting to unleash his lunacy on YOU, the moment you were born. But yeah, I guess there would have to be some kind of baby unfollow if messages were unlimited.
Okay, so what about a more word-of-mouthy system?
Forget two types of orders. Say there's only one, and it gets passed down the tree whenever possible, but ONLY passed to direct followers.
King issues ORDER, ALL FARMERS REPORT TO TOWN CENTER
Whatever Dukes are near the King get this order and see it right away. Then they hold the order in their order slot, server-side. When they run into one of THEIR follows, that follower gets the order, holds it, and passes it on to their own followers.
Maybe it will piggy-back speech, so you have to run into someone and talk to them, or maybe just being within some distance of them will trigger it. You follow them? Do they have a pending order? Do you have that order? If not, then take the order, display it, and hold it for your followers.
For this to work in a sensible way, there can be only one order in each person's holding-slot at a time. It either came down from above, or you issued it yourself. And issuing your own order would override the order from above for whichever followers haven't heard it yet.
Now, if you're a baby with a bad leader who is mouthy, you could potentially distance yourself from them so as not to hear the gibberish. Or there really needs to be an unfollow command for babies.
Edit: misread the earlier messages, yeah its broken with at least 4 very carefully coordinated people.
Okay well how about at least having the person to person jump be bigger than the screen, like say 100m or whatever whistling distance is