a multiplayer game of parenting and civilization building
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Morti, thanks for taking the time a few weeks ago to talk to me in San-Cal and demonstrate your amazing pork taco production line!
Can we talk about this for a minute? Why is limestone used for making tacos?
I live a walking distance from the largest limestone quarry in the world. It's called limestone because of the way water that flows through it becomes lime green, it has nothing to do with actual limes! And it's certainly not used in making masa dough!
...
Wait a minute... https://en.wikipedia.org/wiki/Masa
Field corn grain is dried and then treated by soaking and cooking the mature, hard grain in a diluted solution of slaked lime (calcium hydroxide) or wood ash.
... slaked lime links to https://en.wikipedia.org/wiki/Calcium_hydroxide
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Limestone... https://en.wikipedia.org/wiki/Limestone
Limestone has numerous uses: as a building material, an essential component of concrete (Portland cement), as aggregate for the base of roads, as white pigment or filler in products such as toothpaste or paints, as a chemical feedstock for the production of lime, as a soil conditioner, or as a popular decorative addition to rock gardens.
...as a chemical feedstock for the production of lime,
Lime links to https://en.wikipedia.org/wiki/Lime_(material)
The rocks and minerals from which these materials are derived, typically limestone or chalk, are composed primarily of calcium carbonate. They may be cut, crushed, or pulverized and chemically altered. Burning (calcination) converts them into the highly caustic material quicklime (calcium oxide) and, through subsequent addition of water, into the less caustic (but still strongly alkaline) slaked lime or hydrated lime (calcium hydroxide, Ca(OH)2), the process of which is called slaking of lime. Lime kilns are the kilns used for lime burning and slaking.
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OK then, nevermind.
I stand corrected.
Interesting.
Here I thought Jason just didn't want to add limes to the game.
And in the process I've learned that it's the basic chemical property of calcium hydroxide that breaks down the cellulose of the corn, and not the acidity of lime juice. Lime juice isn't even used in making masa dough, calcium hydroxide is.
Interesting.
Okay.
Good to know.
Hope you appreciate me sharing that little discovery.
Have a nice day.
Probably my favorite one: https://onetech.info/577-Shorn-Domestic-Sheep
Because you get to see Jason actually making it: https://youtu.be/WbQsZ5rQ2gg?t=3035
and hear him laughing afterwards.

... What do you think about it, Morti?
I don't think the <30 minute thing is a very reliable exploit. It's more of a coincidence. It's not the kind of thing you can count on to be reborn to the same place. The odds go up if there are a lot of fertile girls in the town, and there aren't a ton of people playing the game, even post steam, so, it's not as if there are hundreds of villages or Eves at once.
I don't really mind what way the rebirth works, so long as it does.
I don't mind being an Eve but the second to tenth generations are probably the most enjoyable.
If I recall, there was a time when an Eve that had managed to live to old age had an increased chance of being reborn into her family line. Apparently Jason thought this was better, for some reason. Much as I would love to be the child of my daughter or grad daughter after having lived a full life in a place, it's okay with me that I have to play another 2-3 hours to even have a chance of seeing the home I picked, again. I generally put a good amount of effort into finding a suitable home, and often lose many children along the way, but not because I abandon them, but because, I think they either see me running with nothing and don't want to wait or just want to be born at a later stage.
Much as I wish more people played the way I do and had more patience, I can't force people to want to stay with me, or any Eve. Best I can do is reassure you that I will do everything I can to insure we have a reasonable home while still affording myself a little time to settle in and give birth to kids while we're in the place I've decided upon.
I will say I think it's a shame when people give up on their town just because their lineage cannot continue. I've found so many little camps, villages and large towns as an Eve or, the child of an Eve, out looking for iron, rabbits or just scouting the land. I'd like to encourage all of you to never give up on your towns and try to leave the place in as good as shape as you can with the idea that an Eve or anyone else may find it and revitalize it. With the way we are all learning that how the Eve spiral works, thanks to thundersen and everyone else looking into it, I hope you all can see from data what I've known from experience; that there is a chance we will see our old homes again.
Sure would be interesting of we could work the spirals back to some of those places we lived 6-9 months ago, but those are quite a ways away now. Besides, who knows if they still even exist after two apocalypses and the jungle patch? No, better homes still exist out there and it's okay that the spirals work their way out to them. Better that we get the chance to do things right with a fresh start. It's not as much about the land or the towns anyway, it's about us; our experiences with each other, learning to recognize problems before they crop up and doing what needs to be done so that our family and town manages without us.
However, I don't want us to just keep things going, I want us to go above and beyond what we've done before.
So much is still possible, even if there was never another patch, we could manage some really amazing towns with lots of horses and cars and resources, stored across the map. I've had so many dreams about this game, so many... never mind that though.
I'd rather just play and not get too caught up in mechanics of the game. Code isn't my thing, but I'm glad it's someones, or we wouldn't be here.
Sorry to the mothers that may have gotten attached to me if I was working hard from 3-28 and happen to die without warning.
I'm especially sorry if I am not reborn to your family and in the time that I am gone, things fall apart as the consumers outpace the producers.
As long as lessons are learned, and we persevere, the whole game's community gets stronger; greater cities, on each day's horizon.
Pretty sure it's up to thirty minutes.
If you die before having spent thirty minutes in a family, there is a chance you can be reborn to that family if one of the women is next in line for kids.
I've used this to my advantage many times to get larger projects done, it's risky, as there is no guarentee you will be reborn to the same family, but the payoff is nice. You can easily spend age 3-28 working on a project, die at 28-29, then be reborn to your mother, aunt or a sister or possibly even a daughter, and continue working on that same project from 3-60.
It means a lot to me, be able to do this, as I don't talk very much, I just like to work, on anything and everything, and seeing a village grow through more time is satisfying.
However, if I do die before 30 and am not immediately reborn to the same family, I will accept that and do the same with the next family I am born to. Often times it's not entirely intentional but it just seems that I get really into a project at around age 25-28, and almost... unconsciously wind up starving to death.
You can work multiple projects in multiple families this way.
Also, once that thirty minutes is up there is a 3 hour timer that starts, at least, I'm pretty sure it's 3 hours, that will give you a chance to be reborn again to the same family, where you can basically do the 60+ to <90 minute thing over again.
From a different perspective, I'd hate if my kids used this <30 minute exploit and I happened to be living a full life. I really want to see them in that last moment, as I do sometimes get attached to different people for different reasons. Especially those of you who work the hardest and can always find something productive to be doing.
We should make a bingo card...

Jason is the 'utopiastone'
The game is already utopia, we are it's undoing.
The lesson here is to make the best of what we have before it's gone. We've been given a whole world, in reality, we've been given the whole universe, now what are we going to do with it?
Jason was the start.
Nosaj is the end.
If he could, he might make the game play in reverse, right back to the moment he sat down and started coding it, and these years would just bounce back and forth, through this window of time, like a perfectly perpendicular match of pong.
But the end is always gaining distance from the beginning; the end is always getting closer to the present.
For the desert towns, the vast graveyards and all the times we've murdered each other, over foolish things:
Ennio Morricone - Ectasy of Gold
For the jungle towns, with lush farms, perfect temps, and the mosquitoes pushed to the brink:
And just for the season, here's one that reminds me of the ice crystals, creeping across my window panes, the crunch of my boots in the snow and the haunting serenity of winter nights, when the snow is falling, the evergreens are covered in snow and the only sounds around are the gentle static of the snowflakes landing, and my heart, pumping blood past my ear drums:
Aphex Twin, Brian Eno and Gavin Bryars - Raising the Titanic
Had a lot of fun with you folks this year, here's to the next one, and all the great homes we'll build, together.
Due to the limit of time, how much work, it takes to make most things, and random chance of ever coming back. You can throw planning the city out the window.
mrslax, with all due respect, we have been planning and building towns for a long time, and the more we plan outside the game, the better we get at constructing them in the game. Not only that, but just playing with people who have been around for quite some time, you pick up on a lot of good habits from their experience as well. Eventually you will learn to recognize them and distinguish them from people who have only recently started playing. Layouts are the key to successful towns; the way that towns are shaped by the first, by the environment, and secondly by the experienced players, who know what they want, because they want it to work.
I've devoted several days to OHOL almost entirely, playing for over 12 hours a day is not unusual for me (some of us on this Earth have no obligations but what we choose to do from day-to-day) and I've had some periods where I have been awake for more than 36 hours and played for what has felt like at least 24 of them. In 12 hours of playing you can easily see the same town 3 or 4 times, if it's a good one. The four "towns" that come to mind first, in terms of the number of times I have played in them, have been stretched well over a hundred meters (a meter being a step, or a tile, in game) in length and have been populated for days on end.
Now, this is not the same game it was nine months ago, there are no gigantic adobe castles with courtyard you could get lost inside, they were so big. They were so big they had rooms within rooms, as if two or three adobe castles had been connected into one, gigantic one. It's not that game. There are no coordinates used by the game, at least, not to my knowledge, and so, people do not find their way back to the great castles, or at least, cannot work their way inward to the 0,0 origin of the x,y axis that each servers original spiral of Eves generate.
Jason is periodically adjusting the algorithm that determines where Eve's spawn, so, as far as cities staying alive, we can't always count on finding our way back that way. But I have made many roads; of wood, hard rock and flat rock, that have lead to towns that have been populated time and time again by new families and it is still important, if a town is to be found or repopulated, that there is a clear sign of player activity around it, that will draw people towards it.
It is still quite important that towns are spread out, if they are to stand the test of time, as well as if the families inside them, are to do the same.
anything spread out will kill the town. larger the town faster it dies. I saw a few small towns around a big town once, there must have been a war at some point.
I suspect what you are calling a town, was just a new players desire to strike off on their own. This should also be encouraged, as new players should know how to make basic tools as well as setup their own smithies, bakeries and farms, but a dozen items around a forge is not a farm. There have also not been wars in this game that it has the potential for. There may have been disputes between families that have lasted for a day, in town chains that have lasted for nearly a week, but if anything, that is testament to the success of the large towns. After people began making castles out of stones a quarter the size of the great adobe walled bailey designs, they simply ran out of other things to do. This is another very important reason for spreading out, not just of the town(s), but of the family itself.
The game can still be completed by a civilization in 6-9 hours, in that time, some of us have been to those same towns, and lived full lives, 2, 3 or even 4 times. Heck, if you do it right you can live for as much as 90 minutes in a town every 3 hours. That's if you happen to die before spending 30 minutes there and then are reborn and live a full 60 minute life. There is a 3 hour timer between "lives" spent in a town, but I've not seen it made clear if that timer starts at the time of your birth or the time of your death. It has seemed to me that I have lived lives where I was born to a civilization where I had previous spent a full life there, less than 3 hours ago, but I have not busted out a timer, watched a clock or added up all the time I lived lives between those in the same location. It may be a full 3 hours after death, before you can be reborn, and that time has been so good for me that it has just flown by.
I've also had days where my 12 hours spent was between many repeats of many towns. Where maybe there were 2 or 3 great sized towns that day and I spent 2 or 3 long lives between each of them, with maybe only 1 or 2 lives that day spent with a younger civilization, or, as an Eve starting my own town. Some days I've been an Eve for more than half of the usual 9-12 hours I might play.
Point is, I have a lot, if not the most, experience of any player, when it comes to just time spent playing the game. At least, by any metric I've ever seen.
The Best towns I have seen that last the longest has been big enough to have everything but small enough where everyone can watch, and keep an eye on each other. just been able to see what others are up to helps so much, it keeps murders down and helps teach people how to do stuff, Plus pickup slack on a missing job. Other than roads and wood floors everything else is too time-consuming or dangerous to make. doors, closing chests, walls is just a potential killing tool, wast of time and resources.
Really just sounds like you are having trouble with people who are bored or frustrated.
People who are happy working, are not people who are killing each other or, making traps for people just for luls. This is yet another reason why it is important to spread out. 30 people living in a small town leads to more frustration between players, spread those same 30 people out in an area 3 times the size and you have only 10 or so clustered in the same space. Meanwhile, with any number of people, there are likely to be players out in the woods around towns, gathering, working, or having children and moving back towards home. The more spread out they are, the less likely one person is to pick off the important ones, or to pull a few pins and bring the whole civilization down.
Why civilizations die is often up to the players, not always, but often. It's not why they die that concerns me so much, it's how they live, how we, manage to live with each other, that is important to me. And even with all the stackable objects added over the last few months, we still need more space for our things. There are just more of them now, and there will continue to be, until the final update drops.
The only planning is how to set up the bakery, sheep pen, carrots/wheat compost, and smithing all next to each other without overlapping
This is why I can't take your post seriously. This is the problem. You leave everything else out, and as such, everything else becomes clutter. This is what I want to stop. Not only does this type of view leave out the rest of the products of our civilizations, but it also, invariably leads to stagnation, repetition; of the fewest possible things, and boredom. One of the things that I love about this game is making past realizations fit into present situations. It's a little like Tetris, but it reminds me more of a game I used to love playing, called Rampart. Which was a fort building game with Tetris-like pieces, it's like that x1000. There are 1000 pieces and 1000 landscape arrangements in which to place them and for someone who likes to not only try and perfect function, but form, every life presents me with a new and intriguing problem.
In the long run this game is not about speed, or even function, so much as it is about beauty, direction and allure. People need to be happy with where they are born if our towns are ever to last again for a week or more. When they look attractive, they feel attractive, and attractive towns generate stories, and, in their own unique way, they generate culture. The kind of feel and culture people aim to simulate in future homes, and, in so doing, generate new and unique stories, for new lives, in new lands. I think if you were to ask the top ten players with the most played time what some of their most vivid memories of the game have been so far, they could paint for you recreations of the landscapes around the towns where those events happened. We have these ways of making mental maps of our surroundings, and each story is embedded into one of those maps. We do not shy away from scale. We do not hesitate to move out into the landscape around us when we know that that is what needs to be done. We've done it to gather resources and we've done it to plant the seeds of the most valuable things of all; our families, our labors, our homes.
Even if that home just turned out to be a couple planted berry bushes, a forge, and a dozen dishes and tools, for others to see, and wonder; who were we?
the jungle heat is 2-3 times more optimal than desert edges
Optimal temp is optimal temp.
Whether it's;
on the tile of a roaring fire with two tiles of grassland, swamp, prairie or badlands around,
on a desert edge tile with 3 desert tiles in the 3x3 box around it and 5 desert tiles in the 5x5 box around that,

or you are half clothed on a jungle tile with all other tiles in the 5x5 box around you jungle as well.
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I agree with the rest of what you say, especially about spreading out.
Spread our towns out more, people.
We need more free space in between working areas. Clutter causes confusion and frustration. It should not be arguable whether a plate was near the oven or near the forge. Try to leave at least 3 plates, 3 bowls and 3 flat rocks for the kiln/forge to work with, at all times. If you want to make pies, get clay for more plates first. If you want to give your mother's grave a headstone, get the flat rock from somewhere besides the forge, preferably not from the lines of them set out for roads.
I know how when you decide you want to do something, it's very important in that moment, but always be considerate of the rest of your family; the work that the rest of us can do, and have setup for others to be able to do, more conveniently.
We need space.
If home markers and bells can be things that change the interface, displaying the arrow in the bottom, then maybe checkpoints could be added.
A simple way to make them would be to use the skewer and stone combo that already exists, or, to add something like mallet and skewer. The person in the lead, or, the one who has scouted out a path to a new location, can hammer a skewers in order and then the next person who comes along following their path simply has to touch them as they go. Each marker interacted with, bring up an arrow to the next.
If this were used, all that would be required would be a sharp stone and, let's say, mallet, and then the saplings would need to be found along the journey with excess carried to traverse areas without grasslands.
Another option would be to make a kit of some sort that had a number of uses.
Let's say, you add a blank paper to a skewer to get blank marker kit. You then stack the kits to some number, let's say, up to six. Use a charcoal pencil on the stack of kits and you get that many numbers of markers that come out in order of use. 1 leads the way to 2, 2 to 3, etc..
I could see other things being added to the game with similar functions to the skewer or bell tower, something like a compass, sextant or astrolabe. Though it's less likely that items make it into game if they don't convey some aspect of their real world counterparts. But if magnets and compasses were added, all members of a party could hold compasses but once, and the other hold a magnet. The magnet would make them, essentially, a moving home marker, for anyone carrying the compass.
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Other than that, you could use milkweed seeds or clay pulled from a pit to make arrows and try to stick to those courses as best you can.
If you are ever lost, also keep in mind, that rabbits and cacti give a visual indication that someone has passed through the area. Cacti are not as reliable as rabbits, as they do go through 1/4 of their life cycle without fruit or flowers, but if the rabbits are already out of their holes, it's a good indication someone has passed through the area. If they are popping out as you approach them, than you are the first person they've seen, generally, and if you were following someone, that's a pretty good indication that you should turn back and look in another direction.
If you ever feel completely lost, find the nearest grassland, sharp stone the sapling, stone the skewer, and use that arrow to help guide you around.
The more you play, the more you get a feel for your location and get good at making maps in your head. Time spent traveling in directions become things you remind yourself of periodically, as well as landmarks.
Let's say you are going to look for iron. You travel 30 seconds north through grassland, prairie and tundra. Then you travel another 30 seconds east through a swamp and desert and find badlands, where you fill a basket with iron. If you have not set your home marker before that journey, you can either go back the way you came, or, travel southwest 40 - 45 seconds, or for about the time and a half that you traveled on either leg of the trip. When you get about 40 seconds into your trip southwest, you should start to see signs of your home biomes, if you don't, keep an eye out for them or the other ones you saw along the way. But if you travel more than a minute and don't see anything, I would go back the way you came, back northeast, favoring the northern direction to increase the odds of seeing some familiar landmark.
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While thinking about several of my experiences in situations like this, I've come up with a few other ideas that could perhaps be implemented into the game.
Things that would alter the home marker; flags, smoke signals, signal fires or, soon techwise; flares or rockets.
Things that would alter the landscape, leaving a visual indication; something like using a branch on the ground that would leave a mark, that when placed on a piece of ground adjacent to it would combine to create an arrow. Since item uses have been given more variability with different actions used for left and right clicks, using a branch on bare ground with one would drop it, and with the other, leave a mark on the ground. Marking the ground with a stick could also help people to plan out areas for development.
Let's say you are holding a stick and you click to move five tiles away, a temporary line could be drawn in the dirt as you travel from the point you are in to that point. Maybe it fades away after 5 seconds or 5 minutes, it can be something that only exists in the area while people are near. Then, when everything else stops moving because no one has been in the area for x amount of time, it vanishes. I don't know if that happens immediately after the last person is gone or how it works, but 5 seconds equates to about a months time, doesn't seem like that would be an unreasonable amount of time for a mark on the ground to last.
As for multiperson transport, I think getting people's connections to sync up while moving in a game like this is going to be tricky. I just get that feeling that something is just not ready for it, but, if we do, it'd be nice to have horse drawn carriages. Maybe a larger version of the cart and two tame horses harnessed together.
On the bright side.
Pile of two shafts are able to be carried!
This will ease the Eve process, slightly, but significantly.

But no labels, backwards or forwards, and they aren't evil black iron.
(Hope you guys have seen Time Bandits. "Don't touch it, it's evil!" "Pure, concentrated, evil." I recommend watching it if this bug isn't fixed in the next two hours.)
Basket labels appear okay.

No problems here.
Yeap, stack of iron bugs out too.
Label is totally backwards.

We need immediate label fix, STAT!
I have a bug to report:
Two thirds of these labels are backwards!

No, but for real; plates, bowls, flat rocks, kindling...
once stacked, bug into these evil black iron piles with the category label above them.
Not tried actually iron, but i assume it bugs too.
Stacks that don't bug; furs and stones.
When soil is coming from distant lands instead of compost heaps, wouldn't it be better to spend the iron and save the soil by tilling twice? One trip to find iron buys a lot of tilling; one trip to find soil buys a mere row and a half, or three if you spend the extra till.
Iron is too rare atm to exhaust that rapidly for the sake of soil.
However, if we can achieve the state of civilization where the number of tamed horses exceeds the number of players in an area, maybe we'll reach a state where soil or water are more valuable than iron...
No, I don't see that happening.
We may have periodic moments where new veins are tapped an iron abundance seems to dwarf soil abundance, but that state is unsustainable. Whereas wells refill, and soil can be made from compost.
Maybe when we have bulldozers, dump trucks and can make our own grand canyons, that'll change.
![]()
This planet is composed of far more iron, than all the other elements necessary for life, in their respective quantities.

However, the crust is another matter.

And life, a unique matter, on top of that, of which we are good examples of overall composition.

Iron and silicon are the skin, bones and, most of the organs, of the future.
I'd like to imagine that we will be the brains and the hearts, but we may just find ourselves, all organic life included, microscopic organisms along for the ride, as the machine behemoths consume the planets, stars, and everything else we can get in our maw before the expansion of the universe casts it beyond our grasp and we're left to work with all we could gather, as we slowly succumb to heat death.
In that final situation, life like us, will be as significant to the great machine, as a molecule of a neurotransmitter, is to us.
If we make it that far.
I love diverse villages. I'm afraid I don't really understand why it makes a world of difference if multiple villages are connected to each other instead of one megacity... I suppose it lessens the likelihood of everyone dying at once but thats the only advantage I can think of.
It has to do with the limited resources available in the area. Iron and water are the big ones, but also natural, renewable food sources, the ground upon which our towns are built which reduce food consumption rates, and natural soil deposits which are just easier to draw from than producing compost, so people are drawn to them more often.
Setting up a sheep pen and making compost increases the rate that water is consumed, drastically, as those sheep become consumers of 6 goosberries + 1 carrot. More if they are regularly being used to produce wool instead of just dung, mutton and a single sheepskin or fleece.
The battles every town faces are; keeping people fed, keeping people working and keeping people happy with their lives.
A good town layout goes a long way towards all these things, but when people stay, eat, and work for a life, they contribute to the exhaustion of resources. There is no way to escape that in this game.
Luckily in real life, the vast majority of mass is recycled on the surface of this planet. But incorporating that feature of reality into games is something programmers haven't quite got the knack for yet. We just don't have the computing power available to every home gamer, nor do programmers have the ambition, to make the sort of simulations that NASA, NOAA or any other global resource or event tracking services pays the big bucks for. And if they do have that talent or ambition, they are working for such organizations, raking in a lot of dough and prestige for their service to humanity.
I'm sorry, bit of a tangent.
It's all about density and distribution.
If you want these civilizations, you need two things; roads, and horses.
Technically the horses aren't necessary, but they will greatly, greatly, ease the process of making roads.
We need good road makers, and we need wranglers and corral builders to provide our civs with an abundance of fast, heavy, transportation.
If you want to be a good road maker, don't waste the flat stones on bends, don't make a bunch steps or loops around town; make straight roads out of an intersection near the center of your town. The only steps you should be making are one steps, to get the road around a cactus, berry bush (yes, step around berry bushes, do not remove them, trust me), rabbit hole, snow bank, unremovable tree (which should not exist) or any other permanent obstruction, like an ice hole or a hot spring.
Nothing should be unremovable in this game, except maybe a hot spring, since it's more of a deep underground feature that only appears on the surface and is a continuous release of pressure from what lies deep beneath the ground.
Don't step your road for a tree, don't step it for a 'big hard rock' and don't step it just because you want it to go to that one water hole five meters off the road. You make T junctions for those later. The important thing is to get the road going out of town so that gatherers and lost children can find it as soon as possible, to get in, and out, saving as much time as we can afford them.
When you have horses with carts, or maybe carts with rubber wheels, I'd suggest extensive scouting in the four cardinal and four intermediate directions; N, S, E, W, NE, NW, SE, SW, or, if you are the type of gatherer who is willing to run five biomes out to find another grassland for milkweed, and happen upon a location with the conditions for a settlement (soil, clay, water, natural warmth, etc.) then when you get back home, you work on a road in that general direction, sticking to the most direct cardinal direction, until you reach the point where the road to the new location will be perpendicular to your main road, and goes off in the next cardinal direction.
In the long run, sticking to these types of road networks will make it easy for gatherers to mentally divide the surroundings of any towns into quadrants and their job of gathering resources will be that much easier.
Don't make grids of fast, flat stone roads, in town.
Try not to step a road network through your town.
As the first road maker, it is important that you do your job correctly so that the flow of goods in and out of town happens quickly and efficiently.
Stop whining about roads to nowhere when you are taking your babies on tours. You clearly do not understand the point of roads given the situation we are presented with in this game. We are to spread out, to collect resources from our surroundings, and to return them to the nucleus of civilization. There is a point when the time spent going out to gather resources and bring them back to our origin, makes the travel time more valuable than the goods we are returning. At that point it is worth considering settling in a new home, closer to the resources found in that direction. That is how the greatest of networked towns, the greatest civilizations, have been formed.
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As for horse wranglers and horse corrals, we have yet to see the great civilizations for the future given our current tech and abilities. The horse and cart is our ticket to that future.
No wait, scratch that analogy. The ticket, is the milkweed farm.
I want to see fields of milkweed as large, and as permanent, as our current fields of goose berries.
Eight milkweed it takes to make a lasso. That's sixteen soil tilling piles of two. A basket or backpack holds three piles. That's three trips to the soil patch with two to spare, with both. If you are using a cart with four baskets, that's two trips of twelve. Include your backpack and one trip yields fifteen, just one shy of the soil necessary. Make it two trips of fifteen, and you're doing your part as a good citizen, in the war against hunger.
The alternative to hauling soil to the water, is hauling the water, to the soil.
When the patches of soil in your neighboring home grassland, are running low, leave them for those who have yet to know the thrill of the wind, rushing into their lungs, on the back of a steed. If the journey is far enough, you may instead opt for setting a hit in a nearby grassland, and working the land there for the sole purpose of farming milkweed, with the blacksmith's cooperation. Bonus if that smith is also you. But do not take the iron and steel already available in your town. That would defeat the purpose, of this whole endeavor. Instead, bring a fresh cart of surface iron, or at the very least, a basket's worth that you find while you are out scouting the lands. Use that iron to make yourself your own shovel and hoe or two. Use the shovel to dig up empty soil pits for the second round, and trust me, if you do it right that life, one hoe will not be enough.
Bring a bowl and split the piles of three into piles of two. Don't waste 1/3 of the resources for a few minutes of one life's time.
Leave spaces in the fields of tilled soil for buckets later. For every patch of soil, you get 10x2 loads of 3 soil. 10 baskets becomes 15 patches, that's 30 patches of tilled soil. A bonus 3 worms and 1 clay, if you really care about the future. Leave the worms and the clay in the fields for someone to gather later and that is 35 spaces. One right in the middle for your bucket, if just one. 3 full buckets of water will take care of your entire field.
That's 30 milkweed.
15 thread; 7 ropes, 3 lassos.
You've done your part citizen.
Get those lassos home to the children, and enjoy your last meal with your family.
Also, I'm a horrible typist, and almost never proofread. XD
If you've ever read my post, or played with me in game, you'd probably know that.
Youa re Mercury
Youa re Venus
Look familiar?
In that moment, especially as Eve, the last thing I want to do is stand around, fixing a typo, but I'll do it, because ily.
Dunno why it always comes out as "Banas". Every single time....
It's a binary condition.
Did you an once, or twice?
If you stop to think about it too long, you might just die of starvation.
That's why if I catch myself, and I'm old enough, I'll say nanners.
There is nothing ambiguous, about nanners.
Maybe, with this baby talk simulator, even that should be reduces to nanas or, anas.
XD
I've had a lot of fun lives in my time, but this was one of the longest, most adventurous, most interesting ones.
http://lineage.onehouronelife.com/serve … id=2075917
It wasn't just my mother's lineage either, I think there were one or two other Eve's children along for the run.
Started north in a jungle, told mom we couldn't stay there, then we ran south five biomes to a giant grassland, was perfect in every way, except there were no swamps around it except the one we passed coming from the north, and it was no where near jungle or desert. So we proceeded south about ten more biomes. Sadly, Eve Nina died just before we reached a mess of jungles with a small grassland and a swamp with four ponds.
Stayed there and I ran back north to the giant grassland to get ropes and make tools; hatchet, firebow drill, snare. Had my first kid in the process, Venus and hauled her along with the basket of tools back south.
Dropped her off with the twins; that I think were Eves, not sure. Those twins; two ginger girls, ran south with us from the start. They had their own families as well.
By the time I returned with Venus, we had forge up and needed clay, ran off for that, had a second kid, Terra, while getting clay four biomes ESE of home. Had Luna shortly after the start of the trip and someone was nice enough to carry the basket of clay back home.
While giving Luna a tour and scouting out the west for the first time, we found a string of villages west of the four pond jungle peninsula settlement, with the grassland to the west and prairie to the east. I call them villages, they were mostly just forges, an oven, and a farm, all spread out by fifty meters or so. Told people back at home and we went back and raided it of it's tools. rope, iron and clay.
Lot of running around, running back and forth and forging steel later and I had a hammer made, which was farther than any of the other settlements managed to get. Ended life running a basket of banas back to my grand children.
Good times.
Have fun, Jungle Jumpers, and thank you Eve Nina, for the start of that wild ride.
I just wish you could have seen us finally reach that home.
Keep in mind, IRL, nothing is wasted, it's just transformed.
Closest thing to waste we have is the radiation of heat out into space. Second to that might be the radiation of lighter elements out of the solar system by solar winds, which blow the lighter elements off the upper layers of Earth's atmosphere. But that same star producing the heat pushing those lighter elements away, is also pulling the heavier ones in, so we get a continuous rain of iron and silicon which was blasted out into space by the death of the star which previously existed in this region of mass orbiting the galaxy.
Soil, water and air, turn into food, thanks to the chemistry aided by the sun, but that matter isn't wasted, it's just transformed into other gases, other liquids, and into sweat, blood, bile, excrement and carcasses which are all recycled back into the biosphere.
As long as their are microbes to facilitate this process, there will never be wastelands. We are made of waste. Our waste is the sustenance of the micro-organic world which makes life on Earth possible.
That said, we do get giant deserts when the balance is upset. The Sahara was once teaming with life and pockmarked with inland seas, freshwater lakes, rivers and swamps. But things change on geologic time scales; ocean and atmospheric currents shift, tectonic plates rise and fall above sea level, and once benign organisms evolve into malignant termites that deforest continents and populate the with grasses and herd animals which cannot preserver over the same timescales.
The area around our towns do become wastelands. Though they should become farms and homes, connected by country roads.
It's really ridiculous that soil is what it is in this game, when you compare it to reality.
Open Google Earth and zoom into any random location on the landmasses of this planet, and odds are pretty damn good you zoom in on a farm. 10% - 40%, depending on how tight or lose you are on the definition. Then there are the boreal, temperate and tropical forests, which cover another 20-40%. Both of these surface environments are covered in "soil". The savannas make up 15 - 25% and can also be arable to an extent.
Problem is we need biomass that traps freshwater that evaporates off the oceans, and for that we need litter, massive amounts of leaf litter and similar material, that is continuously being replenished as it's breaking down or being washed away. We just cut down trees faster than they grow, we don't let their carcasses return to the land which gave rise to them. We burn them, reduce them to ash and carbon dioxide, and now the oceans are taking up the slack.
Dead, rotten, crumbling wood is the sponge that holds the rain and keeps the humidity high enough in the soil and air around it, for life to flourish, and we are scouring it away from those regions, replacing it's absorbent properties with with irrigation systems.
People literally die NEXT TO FOOD.
I almost always die next to food, well, except now with the yellow fever to mentally calculate, but in the last week, it's mostly been, about, 40% Yellow fever and 40% starvation, with maybe 20% being a combination of both along with other factors.
I'm always trying to be as efficient as possible.
I am always calculating temperature vs food.
As much as I want 100% food from every bite, to reduce the amount of food wasted, in turn reducing soil, water and iron wasted, I don't always calculate temp and the food meter's drop rate right.
Almost every time I starve, it comes down to split second timing, and I'm just on the wrong side of the split.
To get a saddle, you need sheep and shears.
You don't need shears for saddle. You need sheep skin for saddle, not wool, and for that you're going to need knife.
If there is to be another change, I recommend a new metal.
I want my copper.
I want copper, tin, bronze, iron, steel, silver, gold and platinum.
For tools I want wood, stone, copper, iron, bronze and steel.
Give me platinum and tungsten carbide tools while you are at it.
Of course we're not going to be forging tungsten carbide, but you may as well add it while you're in the editor. Throw some cobalt around the map too.
You know what, we already have alum, give me a aluminum tools as well.
--
Sometimes I feel bad for Iceland; getting taken advantage of for having all that excess energy, to make the world's aluminum, then getting fucked over by the banks and corporations to the point of economic collapse, and as a country, they were 'bailed out' by the IMF. It was a real mess. But then I'm reminded of times when aluminum was more valuable than gold, even though it makes up 8% of the Earth's crust, only surpassed in weight by the oxygen (~50%) and silicon(~30%). Then there is iron at a measly 5%.
We need to get this right. IRL, of course, maybe the message from the game, to the world, can be one that echoes these sentiments, but that ultimately lights the way, for aluminum's, aluminium's, future.
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I really want glass, and a chemistry set/station, to liberate elements from their molecular prisons.
Speaking of which, how about scattering some rubies and sapphires across some biomes so we can get aluminum from them when we surpass present day technology?
--
It saddens me that no game has yet to get the reality of matter, of the composition of every cubic meter of space in the universe, correct yet. Let me dissolve the Earth. Let me dissolve the Solar system, the galaxy. But first, let me do it, one cubic meter at a time, on the surface of the Earth. I want a machine, a factory, where I toss in, anything, and it's broken down into it's percentage of chemical elements. Then other machines recombine them, taking or giving over the energy required for the, endo and exo, thermic reactions in the process.
Sure, ultimately the game would end with the heat death of the universe, but isn't that the greatest lesson of all?
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I'm sorry? You guys were talking about iron?