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#126 Re: Main Forum » Coming soon: Character skills (tools) » 2019-10-25 19:32:05

miskas wrote:

In general, I avoid to believe in stuff, I prefer to study, discover how things work compare findings and then I just share my knowledge.
So no I don't believe that the average male IQ is higher than the average female IQ.

https://quoteinvestigator.com/2013/04/06/fish-climb/

No offend to women btw, animals with sexual dimorphism have limited skill slots so men and women had to choose different skills to survive together.

If you look closely at the studies showing men and women with same IQ, they are usually measuring middle-schoolers between ages 11-13, when girls have already started puberty and boys have yet to start puberty (girls at an advantage). 

Once boys finish puberty they usually score higher.  This is because men have more grey-matter, women have more white-matter. = men better at working with abstract things, women better at working with people/concrete things.
"men have approximately 6.5 times the amount of gray matter related to general intelligence than women, and women have nearly 10 times the amount of white matter"

Yeah it would be nice if men got a buff for something, because right now woman is just buffed man. (can do everything men can just as good + more)

Women being able to birth children and breast feed is the only non-controversial sex difference in the current culture sadly. Any other difference will stir controversy due to current political climate.

#127 Re: Main Forum » Coming soon: Character skills (tools) » 2019-10-25 18:54:24

This update will help give direction.. often when told "You can do whatever you want" people go into "analysis-paralysis" and cannot choose, or they just sit around the berry patches.

But when you're constrained to a handful of 'needed' things, it becomes a much easier/engaging choice.

Something that would make the update better, I think, is if there was asymmetric cost between lives. Some things could cost less than other depending on difficulty to learn. And some people could be born with certain affinities. Even something as simple as:

'This life your character has a knack for shearing, shears cost one less point than normal. This life your character is inept at woodcutting, axe costs one more point than normal."

You don't have to learn shears, but if the only shearer is old, why not?  If you really wanted to cut lumber, you still can, but you might be better off leaving it to someone else.


I am really looking forward to this change, thanks Jason!

#128 Re: Main Forum » What about changing the grid a bit? » 2019-10-19 19:26:49

DestinyCall wrote:

    Different towns would have easy access to certain non-essential building supplies and the ready availability of these resources would drive town development and uniqueness.   

Towns would naturally become more visually distinct as players were inspired to build up the towns in different ways, depending on which resources were more plentiful.


+1 to more clustering. The map has always felt like there is no resource that is spawned really far away. No one will go through hassle of trade if everything is at arms length, and all skills are low barrier to entry (only need to look at recipes, items produced by master and apprentice are identical).

I think in order for trade to be less of a hassle than getting it yourself, you would need the resource to be half a life of horse riding away or more.

Why go through the hassle of trying to trade when I can find it rather easily, risk free, within a few hundred tiles?

Also, would be nice if there were no  'essential resources', everything having a viable alternative. Even if it was just a re-skin of the same resource, or a different extraction method.

For example clay could be broken up into earthenware, stoneware, and kaolin.  Each has unique uses but could all be used to make some basic clay things. Notably, kaolin is used to make porcelain.

#129 Re: Main Forum » Nothing lasts forever ... let it all decay. » 2019-10-17 16:43:27

Mutton is too OP... theoretically, you should be able to feed 10x the number of people by feeding them what would be fed to livestock.

Meaning, mutton should only be worth the food of : 6 Berry+Carrot*0.1(because 90% of energy is lost when moving up tropic level) / 4 (divided by # of pieces of meat)

#130 Re: Main Forum » Rabbits will no longer respawn, ponds will no longer refill » 2019-10-17 16:15:23

Better add this to the list of content you'll miss out on if you don't play during the first day or two of the rift:
-Bananas
-wild onion
-burdock
-tule reeds
-ponds
-wild milkweed
-Hunting wolf
-Wolf hat
-Hunting turkey
-Hunting seal
-Sealskin coat
-Hunting rabbit
-fur clothing

Honestly, one of my biggest gripes with OHOL has been that what would be considered 'sustainable living' in real life(i.e living off of the land without tech, hunter gatherer style) is more unsustainable than using the most modern tech(like engines and fossil fuels)

This kind of update takes the game further away from allowing a hunter gatherer/nomad play-style and pushes you towards using the content requiring the most amount of steps; in this case we are being pushed into using an inferior clothing item and having rabbit fur closed off as an option.

This sort of update will contribute to all lives feeling the same, as people will just rush loom and sheep as soon as possible and you'll have to play really early on if you want to make things with rabbit fur.

This sort of change is very reminiscent of a term used often in DnD; rail-roading

rail-roading is defined as:

"forcing the characters into the pre-written story that the master created. It's generally frowned upon, because it disrupts the free-will oriented nature of roleplaying."

The pre-written story in this case is charging up the tech tree as fast as possible, because what you would intuitively assign in your mind as the most sustainable practices are, in reality, the least sustainable practices.

If I want to live as a hunter gatherer who lives off of gathering wild food and hunting animals, I am soon left with only berries, cactus fruit, and rabbits in my diet. With this update it will be only berries and cactus fruit.

If I want to live as a farmer who only uses pre-steel technology, I am limited in the amount of time I can live this lifestyle because water is a non-renewable resource. Even less sustainable than the hunter-gatherer example.

The master has already decided that I will be living in a town moving towards mechanization/industrialization. Not out of convenience, but as a necessity to staying alive. I am not coaxed into it with promises of faster production,  or cheaper goods, or higher quality goods, or a higher standard of living; no, I am told

'industrialize, die, or spend your whole life naked jumping from berry-bush to berry-bush. Your choice.'

Not much of a choice, is it?

#131 Re: Main Forum » Naming your kids » 2019-10-01 20:50:34

jasonrohrer wrote:

BTW, I could change it so that when your mother says, "YOU ARE PENIS", and then you find your name is PENELOPE by mousing over yourself..... I could auto-process her naming phrases before it is spoken to say YOU ARE PENELOPE.  That would improve immersion a bit....

wouldn't this lead to things like

YOU ARE GOING TO DIE

being changed to..

YOU ARE GOKU

#132 Re: Main Forum » Posse implementation » 2019-09-29 21:24:33

Jason,

I personally think that rather than making groups faster it would be better to give player natural speed variation.

Think of the case of 3 elders chasing a twenty-something griefer... it makes sense that they can't catch him.

Instead, make speed vary among adults the way adults are faster than babies/toddlers.



Think about it; what are the odds that a griefer will be closer to their physical speed peak than all of the people in the posse?

If theres 3 people in the posse and they all have an equal chance to be the fastest the griefer only has a 25% chance of being the fastest.

Meaning, the group of 3 would catch the griefer 75% of the time.

Speed Capacities

#133 Re: Main Forum » Is 63 hours long enough for you? » 2019-09-27 19:36:19

A bit of a tangent, but right before the Tree family died out(about 10 mins before die out), I was born to a Tree woman on horse cart who just sped away from me.

So, all family die outs are basically down to player agency; it's just that it sometimes comes down to the choices of a few individuals online during off hours.

I do not know whether the Tree woman on horse cart deliberately ended the Tree line, maybe she had no idea she was the last Tree female, but yeah she chose to travel and not settle down to raise kids.

#134 Re: Main Forum » Arc population graph » 2019-09-20 20:58:55

I'd be interested to see these population graphs but excluding males and women 40+

don't know if that is possible.

It doesn't give the whole picture, as a family composed of only 3 young girls would be better off than one made up of 1 young girl + a bunch of men.

#135 Re: Bug Discussion » Yum and hungry work interaction? » 2019-09-15 15:29:49

I had the same issue. Had enough yum + hunger be > food cost +5 pip safety. Here's my thread on the issue https://onehouronelife.com/forums/viewtopic.php?id=7824

Since then, I have experienced this an additional time. I think that while the game will take from your yum bonus first, before that it looks at your hunger bar and sees  < 15, so it doesn't let you chop.

Not really a bug, more of an oversight.

#136 Re: Main Forum » [Story] Jim Terranova, the Gu siblings and the she-devil! » 2019-09-14 21:33:14

Oh, I was mother of the she-devil! I wasn't even aware she was a killer... I must have been preoccupied by something else, as I died only one year before her.

#137 Bug Discussion » Hungry-work might not check yum before allowing completion of task » 2019-09-04 09:16:08

Keyin
Replies: 0

So, I was a ~45-55yr old man trying to cut down a tree.

I had a hunger bar of 14 and a yum bonus of 7, so I'm pretty sure this should have been enough to cut the tree and leave the required buffer?

Not sure, but I'm posting this here just in case

So I am thinking it is possible that the game is looking at just my food bar and telling me I don't have enough hunger pips, when the yum bonus should be enough to cover the cost and leave me with the required hunger

#138 Re: Main Forum » Starting » 2019-08-31 21:31:27

Catmattington the 3rd wrote:

Where do I download the game

Here is download link for windows: download2.onehouronelife.com/downloads/OneLife_v65_Windows.exe


Lol, everyone just ignored that if you buy the game through the site instead of steam, the download link can be hard to find...

OP is not asking 'what strategy do I use to play the game?' they are asking 'where is the download link so I can start playing the game?'

#139 Re: Main Forum » Maybe why we'll always get down to one family (tipping scales) » 2019-08-27 10:25:11

jasonrohrer wrote:

This is also interesting... because I always assumed it was new Eve families and lineage/area bans causing families to die out.  But families are still dying out just fine even WITHOUT those factors.  It's kinda crazy, really.

Even with 99% chance of surviving each generation, after 70 generations 0.99^70=49.48%

So, even if a family had only a 1% chance of dying out each generation, after 70 generations we would expect the family to have died out 50.52% of the time.

If each generation is about 30 minutes average, we would then expect to lose half of the families every 35 hours.


Obviously, this is not realistic. I think 99% survival is too generous plus the survival rate will start much lower and will increase with each competing family eliminated.

I think in order to get a good survival rate like 99.9% you would need each family to have at least a couple dozen fertile relatives at all times.

To get 99.99% you'd probably need closer to a hundred, maybe even more.


As a side note, I think the suggestiom of making 'stressed' mothers having a sex ratio tilted towards girls is a good suggestion. Females with high yum and warmth can be tilted towards having more males and vice versa.

This would help families that aren't well off survive, and is surprisingly realistic.

Much more females are born than males during war. (bad times)

After the end of a war, a very high ratio of males to females tends to be born. (good times)

Heres a link to an article about it: https://academic.oup.com/humrep/article/19/1/218/690115

#140 Re: Main Forum » Maybe why we'll always get down to one family (tipping scales) » 2019-08-27 08:26:55

BladeWoods wrote:

Keyin, but age distribution is *very* uneven. Someone should be able to get the exact distribution with the life log data if someone wanted to. But because of people dying, the distribution is gonna be skewered towards the lower end. Also there's 26 years of fertility afaik.

Yeah, an over simplification, but even if we assume that everyone dies at 40, that's still only 26/40/2=36% of pop is fertile female... not too much better.  36% of 30 people is still only about 10 fertile females shared by all families.  With numbers that small genetic drift WILL happen, the probability of an even sex ratio with only 30 people is very unlikely. Very easy to get an edge just from getting lucky with the # of girls.

Even with big numbers(only a few hundred is still small compared to real life populations) due to randomness and player preference the number of families will still converge to just 1 eventually.

example:

if there are 5 fertile females and I have 20% chance to be born to each, it would not be uncommon to get something like 5 babies being born to

Mom1, Mom2, Mom3, Mom1, Mom3

assuming a 2 min gap between babies, or even just 1 minute it is possible Mom 4 and Mom 5 get none of the 5 babies, and after the 5th one Mom 1&2 are already off of cool down ready to compete with Mom 4&5.

Add to this the 50% chance of getting a boy, and the probability of your daughter dying before she becomes fertile, and the probability that all of her surviving kids are boys, etc.

Now imagine compounding that over generations...  I'd say a low population has  a 20% chance of dying out every generation... so 80% chance of surviving one generation;

0.8^2= 64% chance of surviving 2 generations

0.8^3=51.2% chance of surviving 3 generations

at 4 generations, a family is more likely to be dead than alive.


Even if a family has a 95% chance of surviving each generation, after 15 generations 0.95^15= 46% chance of survival

#141 Re: Main Forum » Maybe why we'll always get down to one family (tipping scales) » 2019-08-27 05:54:00

Given enough time, the likely becomes precidented, the possible becomes likely, the improbable becomes probable, etc.


Given the population, if we assume an even distribution of gender and age that leaves 25(years fertile)/60 /2(sexes) ~20% fertile female.  Then in order to support 3 fertile females the minimum population should be 0.2x=3 -> 15 players needed for three families to have average of 1 fertile female. 

This means when server population drops to around 30, each of the three families will have on average 2 fertile females which is pretty vulnerable.

For example,  the odds of having 4 boys in a row is 1/16 , and if there is only 30 people, assuming 1 death/birth every 2 minutes, each of the 3 females would get a baby every 6 minutes, fertility only last for 25 mins so that is 4 babies. Very easy to skew if one person has 3 girls 1 boy or 3 boys 1 girl, etc.

This also does not account for that fact that players who die more often make up  a disproportionate amount of the offspring.

If I die once every 20 minutes average, I am 3x as likely to be your child as someone who dies once every 60 minutes.

If I die every 10 minutes, I will be your child 6x!!! as often as someone who dies every 60 minutes.


This doesn't even account for yum/warmth and you can already see why hope would be dismal for maintaining more than 1 family long term.


If you look at asexually reproducing simulations of genetic drift, you will see that even if you had 50 fertile females split evenly between 5 families and a stable population of 50 fertile females, you'd very quickly be down to only 1-3 families.

OHOL doesn't have stable populations; when there is a population boom in the evening some families are more prepared to deal with it than others.

When there is a baby drought due to everyone going to sleep ~3am EST  the families that benefited from the baby boom's advantage is leveraged.

In order to have multiple familes survive long terms, I think you would need somewhere close to around 300 young females during the slowest time.

Again, even if all females are equally likely to have a baby that reaches adulthood and has children of their own, pure randomness makes the unlikely chance of having no daughters that raise a daughter of her own goes from unlikely to certain given enough time.

ALSO again, I do not think people are factoring in the fact that players who die before having kids will make up a disproportionate amount of the babies born. (If I die every 10 mins, I am a new baby 6x as often as someone who dies at 60)

#142 Re: Main Forum » Naming your kids what you REALLY want » 2019-06-20 19:57:29

I know someone named Adolfo who is only 18 years old. His nickname was Hitler when we were in middle school, lol. Adolfo doesn't have the stigma Adolf does.

#143 Main Forum » I was framed! » 2019-06-12 17:02:25

Keyin
Replies: 3

So, something that I would find really funny just happened to me. That is, if this happened to anyone but myself I would think this is hillarious... so I am deciding to share.


I was born into the Stark village. My mom was busy and kept walking away after I popped out. No big deal, I went to the fire and was raised by a second cousin.

I decide that I am going to try to live separate from the village and create my own separate area outside of town. I am mostly clothed but still need a backpack so I go west/north into the large rabbit biome and do some hunting/ milkweed finding for string/rope.

After I make my fenced off area northwest of town, someone comes by and asks me "What is this" I reply "My house" She asks "Want a name?" because no one ever named me. I reply "Not really" "You are houseboi".

I checked my name. Houston Stark. I sighed, whatever. They left and I decided I would build a private farm inside my property fence. I already had a basket, and used it to bring some soil into my property. I then realized I need a bowl for watering/separating dirt.

I went into town, and decided rather than take a bowl I would make one myself. So I was walking around with a lump of clay, looking for the kiln/smithing area.

I then walk into a building with only two entrances, one at the north end of the building and one at the south end. Both ends have springy doors and oven bases in front of the doors.

For a second I think to myself "That's weird, someone is working on making two ovens in this future kitchen..."

I then attempt to leave the room, but I realize that the oven bases are blocking the doors from being opened.

I am trapped!

And, less than a second after I make this realization, a man comes up just behind the door to the building "GRIEFER!" he shouts at me. I simply reply with "?".

Then I realize: I am holding a lump of clay in my hand, looking for a place to make a bowl. But it looks like I am trying to building up these oven bases further. It looks like I am the one who made this trap!

So I think to myself I am screwed, there is no way this guy is gonna believe I was looking for the forge area so I could make a bowl and wasn't the one who blocked the building with oven bases.

He goes off, presumably to tell other people.

Then, a woman comes by and opens the door & comes in and I am able to get out. Rather than try to plead my innocence, I just start running away from town as fast as I can. Hopefully he did not look at my name/curse me. No way will I be able to convince them of my innocence. I wouldn't even believe myself, given the lump of clay in my hands.

So I ran as far as I could, I even ditched my clothing in hopes of making my corpse unrecognizable and let myself starve to death. Hopefully I didn't get cursed, but I have no way of knowing.

#144 Re: Main Forum » Do you like getting killed in OHOL? [Poll] » 2019-06-07 10:57:22

Yes especially when it is to draw us closer to apocalypse

#145 Re: Main Forum » Lineage/area ban? » 2019-06-07 08:04:33

If I remember correctly you get banned from a 200 tile radius of where you're born if you die after age 30 or if you're murdered/murder someone. Ban lasts 3 hours or 1.5 hours if you keep playing after that life.

#146 Re: Main Forum » Rethinking the player's role in the game » 2019-06-05 21:39:46

DestinyCall wrote:

Ehhh ... not sure how it works where you live, but I'm pretty sure that the proposed system is pretty far removed from reality on a number of levels.  We do not reproduce with wind-pollination and sky babies.

Wind pollination/sky babies is more realistic than everyone being an asexually reproducing single mom, to be fair. 

DestinyCall wrote:

If absolute proximity determines fatherhood, you will have a bunch of dudes stacking into the same tile as the last girl, hoping to get lucky.

Again, just like real life. An exaggeration of course, but you get what I mean. 

DestinyCall wrote:

That's not just stupid from a gameplay standpoint, but also pretty gross from a realism standpoint.

In what way is this spore/sky baby mechanic showing a lack of intelligence?  I think it is a fair simplification of real life, considering geographic location(proximity) is one of the greatest deciders in mate selection. Don't get me wrong, I am not advocating for this to be the chosen mechanic. I would much rather have a lover mechanic, but I think that you shouldn't dismiss it just because it's "gross". Humans commit blatantly unacceptable behavior all the time. I think people should have the option to be gross. And when they are, you reward them with a stab.

DestinyCall wrote:

And the rest of your "interesting" behaviors are just as unappealing to me.    Murder, murder, and more murder.   Just what the game needs - a few more reasons to slaughter everyone else.

Are there any real reasons to slaughter everyone in the game right now other than different lineage? Right now it is in your best interest to slaughter everyone not of your lineage because they are effectively a separate asexually reproducing species competing with your species for resources and babies.

Adding a way to blend lineages would solve this. I can't think of a legitimate reason in game to kill someone right now (other than non-lineage being too dangerous to trust and taking fertility from your lineage).

So yes- I would rather be killed for a legitimate reason than just get killed by a troll for no reason.

#147 Re: Main Forum » Rethinking the player's role in the game » 2019-06-05 17:35:20

DestinyCall wrote:

I chose 300 at random, just as a placeholder.   My feeling is that if male contribution is randomized, every guy in the village should get a shot at it.

You might find stalkers fun, but I'm willing to bet that most people would not.   Especially since our options for "dealing" with annoying people right now are essentially limited to "murder or don't murder".

Sure, it may be annoying. But if we can get people to act more like they do in real life, isn't it worth it? Males are R selected and females are K selected. Women can only get pregnant once every 9 months, but men can reproduce with many women. I think I saw an article a while back that it would take something like only 28 men to reproduce with the whole world?

But yeah, if it is a far distance, then you would get 'sneaker' males. Esentially, males travelling to other villages and using zoom to stay out of sight but close enough to pass their genes on. I will admit it would be funny to see the reactions of people when a ginger boy gets born to a village that is 100% black men & women, with the sneaker just lurking around the corner.

Currently there is no real male competition. Most males are basically just drones there to serve the women. I remember when property fences came out I thought to myself, 'I want to claim a nice plot, build up a bunch of useful stuff and then use it to woo the village girls'. But then I realized, that doesn't really make much sense. No real benefit to me. I am a genetic dead end. Oh well, it was a nice thought.

Another interesting behavior that happens in real life that doesn't in ohol, is often groups of men will come in and kill all the men and keep the women as forced brides. This doesn't make sense to do in ohol because you can't pass your genes to the women's children. In ohol, you should prioritize killing all the fertile women and girls so that you can replace them with your women.

Another interesting behavior I think could become common is young men killing younger boys in order to secure their position as alpha male, and brothers teaming up(since they share nearly 100% of each others genes) against say their cousin's sons.

#148 Re: Main Forum » Rethinking the player's role in the game » 2019-06-05 14:49:08

DestinyCall wrote:

The genetic idea is interesting   Personally, I like the idea that we are all just souls, reincarnating over and over.   As a new player, you are a young soul - everything is new and fresh.  Eventually, you gain more experience and become more jaded.  Veteran players are "old souls" both figuratively and literally.    But adding a genetic inheritance that can be passed from mother to child could add an interesting twist on the current rebirth mechanic.

jasonrohrer wrote:

The way this might work is thus:


1.  If you have no genes left in the game, a mother is chosen for you and given your gene.

2.  When you get born, all fertile mothers who have your gene are possibilities (using the normal fertility weighting, perhaps).

3.  When you are born to a mother, your gene is removed from her, unless she is the last fertile woman on the server with your gene (in that case, she keeps it).  This means that your forthcoming brothers and sisters won't have your gene (though elder brothers and sisters will)

4.  Whenever a mother has a baby, the baby gets all the mother's carried genes, plus the genes carried by the nearest adult male character (with some distance cut-off).


This is a little half-baked, but I'm just trying to sketch out an idea of how this might work.

There's a conflict between 1. and 3.

Re-read them. I was confused at first too.
IF have fertile female with YOUR GENE = TRUE, get born to her, remove gene
IF have fertile female with YOUR GENE = FALSE, get born to random_female + add YOUR GENE to random_female

So if your mom already had your gene, before you were born she was passing it on. removing it when you're born is to 'use it up'. You will never be born to this mom again if you /DIE

In the case that no one has your gene, you're born to whoever, and you can't /DIE away from this mom, because she is the only one with your gene. I'm not sure what happens if you die after she's infertile and the only girls with your gene are girls too young for kids?

DestinyCall wrote:

As for 4, I'm not a big fan of random fatherhood.

But random mating is good, diversity,polygamy, male competition,etc! Having a lover system>marriage, give me infidelity, half brothers and half cousins!

DestinyCall wrote:

Alternatively, if it must be a random genetic sample, it should not be based entirely on proximity.    It should be more broad.   Like a randomly chosen male within 300 squares of the woman, instead of the closest male player within 300 squares.    That way, you won't have a bunch of creepy stalkers following around the only fertile woman in the village.   The father will be some random dude who is in the general vicinity and standing right on top of the woman won't be necessary or encouraged by game mechanics.

300 tiles is kind of big. That's more than the area ban. I like the idea of 'creepy stalkers' becoming a thing and having to be dealt with by the other men / the women in town. More true to life. I would say the general vicinity should be more like 30-50 tiles rather than 300.

#149 Re: Main Forum » Rethinking the player's role in the game » 2019-06-05 00:05:07

jasonrohrer wrote:

1.  If you have no genes left in the game, a mother is chosen for you and given your gene.

2.  When you get born, all fertile mothers who have your gene are possibilities (using the normal fertility weighting, perhaps).

3.  When you are born to a mother, your gene is removed from her, unless she is the last fertile woman on the server with your gene (in that case, she keeps it).  This means that your forthcoming brothers and sisters won't have your gene (though elder brothers and sisters will)

4.  Whenever a mother has a baby, the baby gets all the mother's carried genes, plus the genes carried by the nearest adult male character (with some distance cut-off).


This is a little half-baked, but I'm just trying to sketch out an idea of how this might work.


My question for this is, how would twins/triplets/quads work? I presume the game would try to find a mother with all or as close to all as possible, and would just settle if there was none.

Also, this could disproportionately hurt Eve/early familes. It is easy for me to imagine a city where many people have all of the most common genes/players linked to them. Isolated low gen families would be limited to people who have no genes alive, so mostly just people who haven't played in a few days/new players/ people who spam DIE.

Established lines living in the metropolis would have access to all of the players eve/new families do AND active players, which would compound their yum/temp advantage.

Also, what if your gene gets pretty much fixed into the males on the server? You /DIE through all of the fertile females, but there's still old women and men of all ages with your gene? You might not be able to /DIE out of a family because a man with your genes keeps giving the women around your gene.

#150 Re: Main Forum » Problem with Funcles, Duncles, and Frothers » 2019-06-04 21:39:03

jasonrohrer wrote:

People have been clamoring for fatherhood for a long time.  But as you've seen, the only elder men around are your uncles.

One big problem:  in an isolated village, where do these fathers come from?  Won't they all be funcles?  Or even worse (or better??), frothers?

Yes, Futurebird talked about migrating between villages to find marriage partners... but what if this doesn't happen?  Or even if it will happen eventually, how do you bootstrap before that?

Inbreeding will be pretty high with only 100 people regardless. Especially since the gender ratio in many towns is like 20%men and 80% women. Polygamy would need to be a thing if you want everyone to reproduce.

But about inbreeding...I've been 'married' to my first cousin plenty of times in game, no big deal. Many non-western cultures actively encourage first cousin marriage to keep property in the family. It only becomes a problem if some sort of genes are added.

jasonrohrer wrote:

Players are waiting to join the game, and pregnancy just has to happen no matter what.

I am not sure what you mean by this, but I think what your saying is that with a system where sexual reproduction is required rather than asexual reproduction, a lot fewer babies will be born because there will be single women?

If that is the case, lines that fail to have kids will quickly die out and the problem will solve itself in one generation.

What to do with the overflow of players? If the # of baby slots gets too low, rather than make a new Eve like now, how about adding an Adam? If Adam is added and could reproduce, I think it could be a lot of fun to come to the genetic rescue of the village...



As for the relation tags which could be an issue, you could just create a hierarchy so that certain relationships show. So, if someone is my brother/dad, it would make sense to simply show them as my dad. I actually have a cousin who is also my uncle, but I have always though of him as my cousin because his siblings are just my cousins.

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