a multiplayer game of parenting and civilization building
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Funny I was just thinking about how odd it was Jason did not add a point system this morning before reading this post. An interesting way to score.. any reason for choosing 40 as the scoring age?
Does SID serve any purpose now that all deaths reset the cooldown? As I understood it the main reason for the /SID command was to reset the mother's birth cooldown.
I feel like SID should just be removed. Right now it's too easy to 'shop' for a life. If SID were to be removed you could still do it but it would be more annoying, which means people would do it less.
Yes, but then you'd get runner babies again, and the 30 seconds it takes for them to starve is usually more fertility gone than if they just /die
thundersen wrote:https://i.imgur.com/U0yZZGI.png
Doesn't look like SIDs are decreasing since the update. And I think they won't without another change, because there's literally no downside to doing it. You can shop for a life that fits you as long as you want.
EDIT: OK. BBCode works. Copied a broken Imgur link...
What's up with these spikes of old age meeting with dips of SIDs? Would love to know what happened there.
A bunch of old people die at once, decreasing the % share of deaths SIDs have. Also, the people who die of old age are getting reborn and use /die less than the average player.
I'm guilty of using /die a lot. I haven't played male since the /die update because the area ban it's gone now. Also trying to get into one of the smaller families can require cycling through the biggest families a few times. I'd say my own personal death pie chart is like 70%SIDS 26% hunger/wildlife 3% murder 1% old age.
LOL sausage town means it's only dudes left and no more kids, but people stay and do stuff anyway for some reason. It's very peaceful. But can feel a little hopeless.
Oh, I bring it down to #8 then. My favorite time to play is probably right before the first building gets built... I know they got buffed but I just really don't like them. Like, if the weather stayed the same year round IRL and I didn't have to deal with bugs, I wouldn't live in a building/use a building... haha.
-sausage town
-Town with sheep and no pump
-Town with pump and no engine
-Two towns find each other and build a road
-Multi-family peaceful town
-Multi-family murder town
-Town under attack
-Eve's kid or grand kid in the wild
-Eve in the wild
-Eve's kid or grand finds an abandon camp or town and builds it up again
-Eve finds an abandon camp or town and builds it up again
-Looting an abandon town to make a new one
-Raiding a populated town
-Eve's kid or grand near a town with people
-Eve near a town with people
-Town beyond repair and you must migrate
-psudo-Eve (runaway)
-psudo-Eve's kid
IDK what sausage town is, but it sounds delicious, so I put it first.
I don't know where to look to find recent births/deaths
but heres a list of the status of the servers. http://onehouronelife.com/reflector/ser … ion=report
As of this post there are 103 players on bigserver2. 103/15=6.86, so there should be at least 7right now, and if it gets to 105 it should go up to 8 if there aren't already 8.
Additionally motivations which he hadn't thought of beforehand? That doesn't make sense to me, since motivation precedes action.
Yes, humans are strange creatures. Once you perform an action, your brain will create a reason for doing it. Especially in cases involving reflexes/flight or flight. Your mind doesn't have time to create a reason until after you have already acted.
One doesn't become motivated to do something after you've done it. Motivation only can precede action, not succeed action.
When I said reason I meant it more as justification rather than motivation. But still, reasons for actions can come to your mind after you do something. I have done plenty of things without thinking before and come up with a justification of why afterward.
Perhaps the later sentences by Jason might be him trying to say that the update has good aspects and those are the aspects. But he says 'about', which suggests motivation.
Yes, he does say 'it is about rich and interesting dynamics' because caring about every other human equally isn't a rich or interesting dynamic to Jason. Caring about your family above others is a rich/interesting dynamic to Jason. Getting you to care about your lineage in order to create a more rich/interesting dynamic.
There should be 6-7 lines right now based on server populations. Town I was just in had to kill a couple of eve's because we're right on the border of creating a 7th line. remember that the vast majority of the fertile women will be in those three lines.
The other 3-4 may have 0-1 fertile females left, so your odds of being born to them are really slim and you may need to cycle through the main families with /die a few times before getting into an eve camp.
These quotes from Jason do not seem to contradict each other to me.
Sure, they express different reasons behind the language/war sword mechanic(preferring your lineage, creating rich dynamic, raising philosophical questions).
To me the lineage preference seems like the original reason for the implementation, and later quotes reflect additional reasons for the update he hadn't originally thought of.
"Taking over" towns by force esp if you send fertile women in to do it isn't very good for your lineage. You are putting the key people at risk. Having just one woman left is bad. Yeah you *can* bounce back but all it takes are a string of boys and a few /die babies and you're done.
Yeah, I mostly agree. 1 is bad, 2 is okay, 3 is pretty good. Ideally when you leave the one woman you also leave some a few 3-11 yr old girls with her. But, taking over a town >200 tiles away makes it so that when you die you get lineage banned from 50% of your family instead of 100%. So when you die, you have a chance of coming back to the same family.. only you'll spawn into the other town.
The truth is lots of players don't focus on lineage at all. They want to do projects, or talk and role play. Or grief. The first two things can help with a lineage the last one won't.
Yep, I don't focus on lineage at all either. Unless we have a 'cool' last name. Then I'll be a little sad when we inevitably go extinct.
so-called raids tend to kill both towns involved it's just one dies a bit later than the other. The key to keeping a lineage alive is to have lots of players and maybe a thriving satellite town as a back up.
I've only been on a couple raids. One went really bad and the other we didn't really gain anything, so you're probably right on that point.
But, on the point of a satellite town.. easier to take over another town then to build one from scratch... right?
But in this game lots of people want other people to be their kids and continue the work, but not as many will just do simple things like stack wood and keep the fire going. Now rather than just be disgusted with people we can ask why this is?
I think simple things like
-showing players some stats about how many living relatives they have after they die
-getting the family tree to work properly the lineage depth numbers are often not there or incorrect
-removing /die babies from the tree (or gray them out) so people can focus on how well their kids didMight help. But then the game isn't JUST "a parenting game" it's also a building and collaboration game, it's also a roleplaying game.
I agree with this for the most part... it is difficult to feel motivated to help a family you'll be completely cut off from and may never see again.
And yeah, many different people play the game for many different reasons. Mine is the short session combined with permadeath. In MMORPGs I could never catch up because I would spend too much time socializing and didn't have the hours/money to throw at the game that the pros did. OHOL doesn't have that problem, because your character only lasts an hour.
Letting the baby starve isn't parenting. So, if one is consistent one will say the game shouldn't be about parenting, or the parenting aspect has serious and new limitations since swords came to exist.
I agree, letting the baby starve isn't parenting. I will also agree that the sword has made parenting more difficult, because that new play style often does interfere with child rearing.
The mothers on horsecart potentially care about their families, since the family will need resources. There is no need for offensive wars or fighting in the wild like that.
Yes, offensive wars are usually not necessary. Defending yourself is usually good enough.
So, that's NOT women playing for their lineages, unlike women on a horsecart would could potentially be doing so.
Yes, those women on horsecart are probably gathering iron or some other resource for their family most of the time. However, I will argue that killing others could be considered playing for their lineage, because it decreases the other family's share of the players and has a reasonable chance of increasing yours. (they get reborn into your family)
Staying at home yumming is probably a better way to increase your family's share of they players, but war helps too(especially if you catch them off guard)
But yeah I do see your point, war in this game is usually not good because it is started by 'Roleplayers'/Trolls, and it is usually easy to instead just run up to carts/horses and steal them before anyone notices.
Women also should not realistically be a significant chunk of your army/gang like they currently are, but right now mechanically a pregnant woman is just as capable a warrior as any other adult.
Sure there will be children, but you only need one girl to carry on your lineage, and if you are able to wipe out an entire family, your share of the players will doubtlessly grow. Especially if you take over a second town 200+ tiles away.
You're not proposing something realistic.
I think this would work out well, you have a lot more soldiers if you use both sexes. Especially since women are usually the majority by far.
How can the women keep on fighting when babies pop out at any time during the battle?
Easy, just let the baby starve. After the baby dies your fertility comes back anyway(you become 9months pregnant after your baby dies)
The nurse system you propose only would work if the children all got born at the main fire where the nurse is. Walk back to your camp when a child gets birthed? I don't see that as feasible, it will just take too long.
I agree, those babies are out of luck. No big deal, I get born to mothers speeding away on their horse carts all the time. Just keep fighting and ignore any babies that pop out.
But, pregnant women (one could imagine that all fertile women are pregnant in the game at all times, just a lot miscarriages happen) doing the fighting in gangs? Evolution rules that out in general, or at least makes such highly unlikely.
I agree, right now there is no physical impediment to being pregnant/always being kind of pregnant. I would be all for implementation of a pregnancy mechanic that gives men more of an advantage.
The majority of soldiers in a gang doing the fighting as pregnant or quickly pregnant women? Nope. Things don't work that way. Expecting pregnant or quickly pregnant women to fight whether in an army (not serve in the army ... I mean literally *fight*) or in a gang in substantial numbers just isn't realistic.
Again, agree. Right now we have this Schrodinger cat of pregnancies where the woman is simultaneously always pregnant/never pregnant. Again right now a pregnant woman is as equally capable as a man in fighting. So one extra pregnant woman to help your fight is the same as another man.
Destiny made a joke about the mythological Amazons, but I read on Wikipedia that the myths seem to have something like no interaction with men, implying no fertility for the Amazons.
Yeah, from what I remember Amazons just recruit women to their group
I mean if the Mafia can't even realistically expect that of women under conditions of pregnancy or seeking pregnancy or breastfeeding, how can even gang violence come as compatible with a game supposed to be about parenting?
I am still struggling to understand your point. There is no pregnancy in the game. Seeking pregnancy/children is a desire that can be postponed until after the gang accomplishes their mission. Breastfeeding is a chore that can be delegated to any fertile female.
Games can have both gang violence and parenting. Many people's lives involve both. Why can't this game have both?
Winning a war is not the same as *building* upon a war. I think Sweden will work fine as an example.
Heres a list of every war Sweden has been involved in. https://en.wikipedia.org/wiki/List_of_w … ing_Sweden
there are eledgidly more before the 1000's during the viking age, but there are no verified written records. I'd say those crusades into Finland built onto their culture.
Sure doesn't sound very realistic. Additionally, children can get fed for at least 4 years, I think, with picking them and putting them back down. It's NOT a short period for a woman feeding children most of her fertile years, since there exist 26 in game fertile years.
I was talking about it being a much shorter period in real life. Yes, women can breastfeed 1-4yr old from the age of 14-40.
Which is exactly why you can delegate the task to one female(preferably the youngest) and get the rest to join you in battle. Just leave one female with all the babies by a fire with adequate number of pies and firewood.
We don't have war in this game because we don't have nations. What we have is mass killings.
well... we don't really have the tools for that to happen. much more organization than what is currently feasible would need to be put into place.
In the same way, we don't REALLY have civilization, because "social and cultural development and organization" doesn't really happen, especially the cultural and organization aspects.
No, war isn't about building civilizations. It's about destroying or hampering other civilizations.
I also asked about *women* breastfeeding children, nothing about infants getting breastfed.
And finally, NO, not all of the questions assume that every woman is trying to have children. The 2nd and 3rd questions I have intentded to ask about *any* woman pregnant or breastfeeding.
And you didn't answer any of the questions.
Jason has said he wants 'real play' not 'role play'. But how can one 'real play' something if it simply seems inconceivable in reality?
I argue that war does build civilization, and I challenge you to present an example of a civilization that was not built on war and not isolated.
Now that I re-read your post, I see where I made my mistake 'women breast feeding children' I thought you were talking about the children as the subject. my mistake.
At the moment pregnancy does not exist in the game, you can consider any fertile female as 'possibly' pregnant.
I will answer 1 and 3,since pregnancy does not exist in game. Men who have been trying to have a child have been drafted into a war so it is only fair the same happens with female(#1). As for 3, unlike in real life where there is a small period where a woman can typically breastfeed for only a short period of time(rare case some can breast feed for years after). Any women can easily breastfeed a large number of children. As long as you leave one woman to breastfeed, the rest can join your army.
Also, unlike real life there exists no difference in how fit a man/woman are for war. They can lift the same amount, run just as long and as fast, etc.
When was the last time you expected women trying to get pregnant to sign up voluntarily for *active combat duty* in the army?
When was the last time you expected women actually pregnant in the present to sign up for active combat duty in the army?
When was the last time you expected women breastfeeding children to sign up for active combat duty in the army?
If you've never expected that of any woman and those questions sound extremely preposterous, how could war be compatible with a game that is supposed to be about parenting, including pmotherhood or preparing for motherhood?
These are loaded questions. Females in this game will have children whether or not they want to. These questions rely on the assumption that every woman is trying to have kids. There exists no form of birth control in the game.
Also, asking breastfeeding children in the game to join an army is a lot different because unlike real-life infants, there is a teen/adult behind the screen capable of understanding what you mean.
While parent is one of the things the game is sold on, civilization building is another. And just like breastfeeding is a part of parenting, war is a part of civilization building.
I am not sure how exactly it works but here is a quote from Jason on it
"
Don't have time for that kind of research.
So for now, I did the target of 15 per family line, where we spawn a new Eve if the average gets higher than that.
"
So, based on that.. I think once it became > 15 per line, an eve would spawn so... probably Yes, player 16 would be Eve
So if there are 29 people on the server. Player number 30 will be an Eve?
if there is 29 people and only 1 lineage/family, yes.
I agree mass production/ mass transport of goods in kind of needed, otherwise it is extremely difficult for someone to produce something with a decent profit margin.
Once there is less than 1lineage/15 players next person born becomes eve or if there are no fertile women off birth cooldown.
Birth cool down now goes away if the baby dies for any reason, so women will be on cool down a lot less.
So that when you go to war and kill someone in the war, the fallen warrior does not curse the one who kills them.
Why is this an issue?
Yeah just tested it with large slow fire in it, was the same temp as outside