a multiplayer game of parenting and civilization building
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If you die when tripping.... that's kind of an interesting bug....
Aldous Huxley knows.
We definitely need shamans now.
"Come chosen child, eat of the sacred fungus and journey through the swamp to the distant desert. Come back and tell of your visions. Those before you have told of the bowlquins and the root-elves and the white phantoms. You are chosen to find the fabled meatweed. The plant spirits say it will bring treasures to our people. Now put these cactus fruits on your feet and run, child!"
From Jason's notes:
"Long term food sustainability has been made much harder. Getting up to 30+ generations in one spot should be a pretty substantial challenge, and you won't be able to do it on carrots alone. The top has been hardened."
Does anyone know yet what exactly this change is?
Oh my god that is incredible.
And thus begins the myth of the sacred meatbush...
There is ALWAYS a chief incentive, and a very difficult one at that, at the heart of this game. And that's sustainable civilization. And more than ever now, that means long lineage. So far the longest family line is 31 generations. Obviously you're not likely to play 10 hours straight to see this through, the only way you can top this "high score" is to organize, to contribute toward long-term sustainability in whatever way you can best do. You may just end up living a crucial, fluorishing lifetime in the most successful family tribe in OHOL history. It's not about the tech tree. Things are far from done when the wells are built and the horse-drawn carts are in use.
What use are they if they're part of a doomed and poorly-operated settlement?
The game is long-term - the challenge is long-term. It's about figuring out what works best, and your legacy really matters in a long-lived tribe. Jason is constantly adjusting the game, and meanwhile the community is constantly adjusting how to create and organize the most sustainable civ.
If you're looking for a challenge in the game's world, look beyond the top of the tech tree.
Ack, that's really too bad. It has been a while since I've booted this up, a combo of being so busy and the uptick in trolling. But I have to say that my favorite part of this game's experience is the learning-teaching thread. Learning new techniques from other people, and then teaching them to other players. And further to that, once you've learned, you can really help - working together to forge steel, or bake pies, or build fences for the sheep once you've learned the techniques and wisdom. I wouldn't give up on it, because it's an incredibly rich experience for a game - Like nothing I've ever played before. You have had bad luck so far - make sure you're very clear that you're new, as soon as you're old enough to express it - and I'm sure you'll find some other players eager to teach the ways!
Yeah, it's gotten now to where a plot of un-watered carrot seeds is an incredibly valuable thing. If a farmer tending the crop isn't watering seeds, don't take it on to do this for him - ESPECIALLY if there are lots of carrots in baskets. You're doing no favors! The harvest has become a delicate dance that needs constant vigilance. Definitely, if you're the last person in a settlement, one of the best things you can do is seed the farm without watering it, so that future generations may come across it and have a huge leg-up in their brief lifetime.
I want to mention something about old age. When you reach the elderly stage, old and hunched and wrinkled, with a tiny dwindling childlike hunger meter, it might seem so sad, you might feel useless, and it might make sense to help tend the local duties with the children.
But there is a power that only the elderly have in this game, and it is crucial beyond measure. It's the ability to write long sentences. The job of the elderly is to teach. If you're in a dense village, and you're in your final years, the best way you can use your dying time is to gather where the density is highest, especially around a fire where children are being reared. It may seem shocking, but give them your clothes while you can. You don't need them anymore, and they need them the most. They have nothing to do but sit and wait and be fed. You have nothing to do but teach. So use your power of long sentences and pass on the knowledge to the children, many of whom may in fact be actual (newb)orns in this little world.
If you're old, and there's people around, use the hard-earned power of your wisdom and teach!
Yes, there is actually only one home marker necessary for any settlement. It takes teaching people, which is at least 50% of this game's experience, to get this across more. But as it is, it's very counter-intuitive. The mindful dwellers will not want to dig up someone else's marker fearing they might lose their way. But in fact only YOU can remove your own marker - once you've placed it, it's permanent even if someone else digs it up.
So for now, if you see a ton of home markers at a colony's center, go ahead and clean it up, dig them up, leave one in the middle with a sharp stone and a round stone nearby, and just remember to teach people that others can simply reuse the existing one. Correct people when you see them building a new one. I think a tweak to this system that makes it more intuitive would be great (for now the polite people doing the polite thing are in actuality cluttering the hell out of villages).
So spread the word for now, and keep the high-density tiles clean when you see too many markers.
Potjeh wrote:Sure, you can run an endless carrot farm, but that's about all you can do. I thought this game was about tech development which implies division of labor, and you can't have division of labor when everything is in one pile that everyone is messing with.
I think the issue is that we advanced the tech much faster than Jason's anticipation though; but on the other hand, our life isn't improved much because people aren't building houses for nursery or successfully grew a huge area of milkweed.
We might have reached the top of the current tech tree, but we still seem to be far from making it work sustainably. So many settlements are permanently in a state of death, revitalization, death - and only because the resources aren't being smartly utilized.
The top of the tree currently involves working wells, three golden crowns, dyed wool... Most settlements I'm born into are full of starving naked people hustling desperately just to get food in their bellies.
Sustainable settlements within the current tree are so rare, and I think this is what it's all about. We can figure out how to make everything, but making it actually work is the whole game. If things were easier, we'd be seeing surplus and abundance, but we always seem to be teetering on the precipice.
Take a look around any settlement you're born into... If it isn't built in a really smart location - that is, very near a pond-rich marsh, with proximity to fertile green forest (and not too far from a prairie plump with rabbit families), then it may be seriously worth considering packing up and moving on, or spending your life teaching good farming technique and acquiring clothes for the doomed town. I've seen so many settlements built near a paltry water supply that there's never going to be much happening. It will become an outpost at best between better lands.
It's all about the land. I made this point before, but for anyone who's played Sid Meier's Civilization, the early game is all about picking a great spot for your founding city. And really all of your new cities henceforth. You have to search them out and find the really good spots. The Edens in this game have lots ponds foremost, and very close to green country with lots of wildberries and junipers and branch-giving trees (especially maples). And also proximity to rabbit-rich prairie. If you ever spot a location like this as an Eve, ye gods, start a new settlement. Your brief little farmplot life could end up becoming something more long-term sustainable.
As for pies, they are amazing at any point in the game so long as the person carrying them (preferably in a backpack) can make great use of their time away from the core settlement. Boosting clothes and stockpiling important resources from farther out can be incredible. you may be gone, invisible to the colony, but when you show up with a handcart (or even a backpack and a basket) full of crucial goodies on a couple of pies for fuel, you've turned those relatively inexpensive pies into something very valuable indeed.
Or.... just simply use boxes as replacement for fences so you can store items there (dead lambs, flece, feeding stuff, etc). On the North/South wall it even looks nice as part of the fencing.
Until some unscrupulous cousin's mouth starts watering at the prospect of their own easy handcart! And then poof, there goes your north fence. It's a good idea, but very risky.
When entering and exiting, if you leave an item in the empty tile in the sheeplock (works perfectly if you use the item you are trying to bring in or out) the sheep physically cannot enter the sheeplock. You can swap the inside long shaft with the item you want to bring in (or out), and the sheep will still not be able to enter, and you have your item.
Is this true?? Oh my god this changes everything for me. Somehow I recall sheep trampling all over my sheeplock no matter what was in it, but I'm probably mistaken and they came in as soon as I opened the fence and still holding the shaft. If this works and you can just block their way, this makes the whole ordeal a hell of a lot easier!
I'd add one more thing to the list of what is needed for sustainability.
Knowing when to stop.
Had last night where someone was growing carrots as fast as they possibly could, but we just didn't need that much because there were only 3 of us and we all had good clothing. It reached a point where there were single carrots littering the ground all over the place because the two dozen baskets were already full, and eventually lead to a lot of farm plots turning into seeds simply because they didn't know what to do with all the dang carrots.
And they just kept planting and watering more any time they could find a bare spot of soil.
When there's enough, quit growing carrots or risk destroying the entire farm. Doing a good thing with blind single mindedness can lead to a bad thing.
Aw... A good problem to have, granted. But yes, I've seen a good farm in play where the farmers kept the seeds unwatered when there was a carrot surplus. Very smart maneuver. Also might free you up to do a little something on the side. Bake yourself a pie perhaps. Clothe a baby. Gather a berry bowl or two, plant some milkweed. Fall in love.
Tebe wrote:I gotta give a shout out to Ned too for that graphic at the head of this thread. It's phenomenal. The best single-graphic guide I've seen on this game! You could make smithing seem simple with that kind of layout.
Thank you so much! And maybe I have one in the works.
that's excellent. they should be in the hands of every newb across the lands.
If you use the method above, you have a 2 use buffer as to not dry a shallow well, and a 10 use buffer on the deep well.
that's a good start, but it's unwieldy if nobody's keeping track (other villagers may be draining the well without topping up), and there's also no indicator at all when the well is down to one use. It's either "well" or "dry well". It's either an oversight or it's just plain mean!
Echoing Matok's experience, when I've made compost and haven't been the chief farmer, I've harvested wild berries away from the village center, wild bushes only. It's often possible, and in the context of domestic farming, practically equals free compost. If you combine what you're growing with a bit of the bounty that the land renewably offers, pies, wheat, and compost become much more manageable. You can never assume however how many bushes are sustainably useable around any given settlement. This is a wildcard dependent on where you are.
I gotta give a shout out to Ned too for that graphic at the head of this thread. It's phenomenal. The best single-graphic guide I've seen on this game! You could make smithing seem simple with that kind of layout.
Very handy, thanks for your work!
I have to say, I'm quite surprised that wool is less warming than fur across the board. Considering the hassle of wrangling and raising sheep, I'd think they'd at least be par.
That said, once you HAVE the sheep, it's pretty easy to harvest wool whenever you want, assuming you can drain a berry bush or three.
Shallow Wells and Deep Wells DO NOT REFILL WHEN EMPTY. They are a finite supply of water.
A Well whether shallow or deep will refill at the same rate as a pond BUT, IF AND ONLY IF YOU DO NOT DRAIN IT TO EMPTY.
There is no current way to track how much water is left in a well therefore if you have no knowledge of how many uses it has or hasn't DO NOT USE IT, once it is dry it is useless, cannot refill itself and cannot be refilled.USES
Shallow Well has 7 uses.
Deep Well has 14.Will Update this thread if wells are changed in an upcoming patch.
Happy Farming Civs.
True, this suggests that the only safe way to draw from a well would be to give it a single fill first.
But if you're using the well because you need water, and you already a full bowl, and you don't gain by drawing... I mean, you see where this is going.
You'd have to have someone watching the well around the clock and keeping stock, and get it right. I really suspect this is an oversight, but we'll find out soon enough from the man himself!
So, I have a bit of a problem with the whole "if you pick the last something, it'll destroy it".
I'm talking about drying ponds, drying domestic berry bushes (which seem identical to wild ones), drying wells, whatever.
The thing it just adds stress, difficulty to an already difficult game, without actually making any sense at all. What's the point of this mechanic besides anoying the players, and feeding the trolls?
All of what you listed are fully renewable - domestic bushes can be watered - ponds can be refilled - wells cannot, though i suspect this was an oversight?
Resources that you find sitting in the wild like alum and ore, however, don't seem to respawn. If you want to dye your wool, or have a crown for your settlement, you are going to have to hunt some very rare materials indeed.
And clay. As of now there is absolutely no way to reclaim clay. Once a deposit is emptied out, it's over for good! That's the really tricky one.
But even if you could get a tool that could dig deeper than a shovel and dredge up some new clay from the swamplands, I imagine this would potentially leave a scar on the earth, ruining the tile permanently, or at the very least, deal with a level of clay that is also at a hard limit.
This is the game! I find it a very fascinating aspect of it, it forces you to really consider your footprint on the world and the society.
Bowl of Water + Hot Coals = Simmering Water + Empty Bowl
When Simmering Water times out, it becomes empty bowl on hot coals which then lets you take an empty bowl (effectively generating a new bowl from nothing).
Uuuh! Umm! Shhhh!!!
As far as I can think the best advantage would be that it's made from all renewable resources.
that's very true... Although a single wall requiring 20 milkweed stalks is just absurdly expensive. We can make compost, but so far there is zero way to reclaim clay... Once it's out of the earth, it's out for good. Kind of a scary thought considering how important it is!
So my point is, the food per minute really doesn't matter if you're not going to do anything with it. Your freedom of how you can use your time does. You can have a much longer lasting impact if you get thread together to build 4 sets of clothes than if you fill up 3 dozen baskets with carrots. With the carrots, your gonna be making repeat trips home to eat and you waste so much time doing that.
So I take issue with this thread basically saying 'pies bad, don't make'. They absolutely are not bad.
Oh man, I agree 1000%. Matok's point of a backpack of pies being able to feed you for half your life is a major one. If you've ever done this, had a backpack of meat pies, it changes the entire game experience. No more worrying about food at all, you've got it on you, you've got time on your side. And time is everything, whether with carrots or rabbit pies or wild berries, whether with one pond or twelve, time is THE thing you're always buying.
If you've got a backpack with pies in it, no matter where you are or what you're doing, it takes two seconds to whip that pie out and take a bite and put the leftovers back in the bag. Now you're full and can keep working and never had to walk a step to feed yourself. Whether you're trapping in the prairies or clubbing seals in the tundra or tending the aulde carrot patch, a single backpack can hold 12 servings. That's incredible. Each pie is like its own uber-basket of food. This particular quality of pies is SO valuable when it comes to the messy business of actually making things happen in the world. One single watered wheat plot creates enough dough for THREE pies - an entire half of a lifetime from 1.6 bowls of water (.6 for the three carrots). A pie-carrier can easily manage to build a pen and domesticate sheep, but for a carrot-eater it's going to be uphill.
And not to mention the abundant rabbit meat if there's an active trapper in the village. Cooked rabbit is a mess. It seems like a waste to me to cook rabbits if it's possible to make them into pies. It doesn't have to be constant - just once in a while, and if there's enough water, and abundant rabbit meat - It seems absurd not to make use of pie magic.
Wait...hang on. I really enjoyed your post until I realized that it is kind of useless (I think, correct me if I'm wrong).
Your "efficiency" of seeding carrot plots is based on time when it should be based purely on numerical output. This is because if we follow your five plot long rule then we will end up with four harvested carrot plots and one seeding plot that is still in the seeding process.
Now, if your rule were to work we would need to already have one seeding carrot plot harvested in advance. Then you could plant all 5 plots and continue replanting the carrot plots while the seeding plot grows. That's the only way this would be beneficial. But you would need a full set of 10 (or however many) seeds to start with.
It's going to take some time for sure to get this working - The big question is how many berry bushes to keep sustainable compost per 4:1 row? One bush per three plots, One epoch per re-berrying, you're going to need to plant quite a few berry bushes with a rule that the pop always leave four per bush to compost. I think you have to just figure this out as you go. Each time you pull a bowl of berries, you should be planting a new bush up until a certain cap - because you ain't gonna see those berries again in your life.
Also, keep in mind that 4:1 will also give you a surplus of seeds, considering each domestic seed can plant 2 plots. So you'll be harvesting seed as well as food.
With a combo of wild carrots you should be able to get this operational in a lifetime.
I got tired of running water at some of the burgeoning camps and set off to find a more ideal position. I found an incredible spot. 9 immediate ponds, I mean immediate - And right on the boundary of fertile tree-rich grassland-forest. Some wise loner had set up an adorable starter farm of two plots and I was happy to spend the rest of my life working this micro-farm and building it up a bit at a time. I hope it turns into something - It's not every lifetime you come across such an incredible position for a camp.
This server is so much fun. Two stories:
As my mother died, I swore to her that I would learn to use a forge and would dedicate my first axe to her. It took me much of the rest of my life (and the help of a skilled passerby dressed in royal robes) just to learn how to make charcoal. I fired up the forge, tossed the ore inside, put it on a flat rock, and died shortly after I realized I didn't have a stone to hammer it while hot. Sorry, mom.
Oh, god, it's so funny to me. I was playing on this server until I got to experience a lot of the stuff I hadn't seen yet - I built the sheep pen behind the great hall and brought the first sheep in, dyed the first wool, learned how to wrangle the little buggers (my initial attempt was an absolute disaster - sheep running all over the fields, dead lambs everywhere - it was bedlam I tells ya), but going back to the main game is such a hilarious contrast. In Norggland, it's not at all unusual to see royalty in colored garb and crowns lounging around on the bear rug chatting about gold mining and eating rabbit pie. Back on the savage servers, you're lucky to get a few berries in your belly before you die naked and alone in a desolate swamp.
By the way, you were really close to making the head for your hammer! All you needed was to smack it with a round stone and you just about had a smithing hammer.
Also, I believe that royal passerby was me - You showed me the northern road of tilled rows and I'm sorry I never did return with those baskets - I got caught up in the city bustle when I returned!
Males already have a major built-in perk: They don't give birth and therefore are never burdened with the costs - in time and resources - of rearing children.
I'm thrilled when I'm born a male to be honest, because it means I'll be able to get a lot done on projects. If I'm going to be giving birth a lot, the children become the project.
Norgg wrote:Aiven wrote:I tried to hunt, but I couldn't now. Probably because of this. I clicked a wolf many times. Then I went too close and got eaten.
I'm pretty sure hunting is still possible, I managed to kill a wolf when I was on testing if the murdering was turned off. Effects from that won't have taken effect yet anyway, sure you were right-clicking?
Was probably left-clicking
Classic mistake. Right-clicking a wolf is "kill", left-clicking a wolf is the command for walking up to the wolf and offering your tender meat for a snack.