a multiplayer game of parenting and civilization building
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Essentially, here's what this game is: A collective roguelike.
By "collective," I mean that the "player" playing the game isn't an individual person, but a whole group of people working together and spread over many hours and generations.
The "player" in this game is a village or family line. The death or failure condition is when the village or family line dies out. The village is the organism.
And yet, your romanticized gameplay appears contrary:
In my last life, I was experimenting with building a private piece of land to have food for just my offspring, to see how that helped my gene score.
…
I completely failed at what I was attempting to do in this life.
…
BUT, I made mistakes along the way, and learned a lot for next time. My fence was too close to the town center, I should have recruited someone to help guard it before I left to look for supplies, I should have explained myself better to this nosy woman from the town, and so on.
Consider me the nosy woman from the town.
How is private property supposed to help your gene score?
How is private property supposed to align with the success of the “collective?”
What is your game, really?
THIS, emphatically, THIS!!!
It would be 'cute' and maybe an interesting game-play element if there were more 'dynamic' levers constantly adjusting what the players/family and baby/mother ratios were, depending on 'player traffic' throughout the hours, gene fitness, etc.
This game has a centrally unique trait that deserve enormous amounts of attention: the parent-child connection.
He has the resources to wield the differential equations that surround this central premise. He's able to direct birth rates and characterize life outcomes.
But even further:
What does Jason want to tell the world about being a parent? What conditions make that feeling exist? How can folks get a taste in 60 minutes? Is sharing his experience worth his effort?
What's it like?
I hear there's no oil.
Is there water or iron being found for farming?
Are people surviving off of wild food?
How do towns look?
How are people behaving?
The Main page says the current arc has been going for 2271 years in-game, or nearly 38 hours irl.
in Vs 279, Pump jacks don't seem worth the investment at all.
1 pump jack = 11 crude oil (on average)
=~66 Kerosene uses
=~8,000 food when using compost very efficiently (one kerosene can give about 6 iron OR just 7 buckets)
=~10 unclothed living hours
=~15 minutes on the main server which averages ~40-players
If all people are perfectly warm, multiply that by 5.
If eating mainly berries, cut that by multiplying by 1/2
If all people are eating mainly milk, multiply instead by 6.
These, of course, are rough approximations of the 'perfectly efficient play' numbers as I understand them.
I'm hesitant to put in the work to produce a full google spreadsheet of the current meta since its so prone to volatile changes from the dev.
Water used to be 3,500 times cheaper in terms of the iron trade off before Kerosene became limited in this latest update.
I'd had an undeveloped thought about improving the parent/child dynamic that's special to this game.
Something along the lines of "I'm proud of you (child)" or "Thank you (parent)"
Would the emergent parenting strategy be to withhold those statements until earned, or send them unconditionally?
maybe allow them to have some in-game effect (curse buffer?)
Despite those examples being superficial (I've only been a child, myself),
add something that represents the understanding of the irl parent/child dynamic. You're a parent; give your game a taste of that feeling.
We could move the compost talk to another thread if you want, but I think I've found a way to show what I mean.
I created a page in the plotter called "Copy of Compost Cycle (became exploring)"
I've laid out a few possible ways to iterate (in addition to solving directly) and find the multiplier that accounts for compost soil cost per crop soil
I think the issue was that you'd applied the compost efficiency to crop efficiency;
It's hard for me to wrap my head around but I think the multiplier you iterated for meant:
for each basket of soil *ratio* goes to compost AND *same ratio* of the crops is lost upon harvest
I think we agree that the iterations should illustrate the left side of the equation, and the useful result should be the right side
From my understanding, generally steel hoes save labor, and stone hoes save iron.
Foraging meta:
Milkweed is 2x more common than skewers
In the grassland, rocks and maples are as common as skewers, so milkweed is the limiting factor for stone hoes.
Foraging for stone hoes should be about 2x slower, but you'll forage "avg tills" 1.5x as fast.
Note skewers can be carried in baskets so each trip will give 21 avg tills just like a hoe, or even more if you have a backpack/cart
The start-up milkweed tech (fire drill, bow and arrow, snare, bellows, excluding clothes and buckets) should leave a starting area of ~8 skewers
Therefore, early eve camps should forage skewers instead of stone hoes. Then forage a mix of 2 skewers for every hoe OR pair of clothes. I'd try to get compost up before growing hoes domestically (because wild soil pits put a threatening timer on the civ). Once compost is up, saving soil = saving labor, and saving iron = ?barely extending the potential length of the civ?
Again, I’m impressed by this work. Its very thorough and displayed nicely.
That said, I think I caught a few small mistakes in the efficiency plotter:
It looks like carrot should have no D. Seed replant, while cabbage should. (From my understanding, ‘replant’ means using the hardened row or bush left after harvest?) On the same vein, it seems like most compound foods (except wheat-only foods) should have a replant strategy.
Also for compound foods, it looks like the seed cost if off. I get that you’re counting the entire batch as one all-inclusive seed, but you missed a -1 on their food stats page then. For example:
carrot S7 = F13/F16
carrot pie s7 = F13/1
carrot pie F13 = 4/5*Z15/$AC15+1/1*Z14/$AC14 from the food stats page
Should be 4/5*Z15/($AC15-1)+1/1*Z14/$AC14
The rest has to do with the Compost Cycle page, and only has a tiny effect on the soil, water, and iron used.
E35 counts 4 carrots instead of 2:
,(2*2/5*’Compost Cycle'!$E$27+
E23 and F23 also are missing the -1 for seeds:
Should be replant cost + seedResources/(numSeed-1)
The “replant” compost strategy only differs in that it uses wild seed, and the “fresh” strategies already assume replanting.
I’m confused why you allow all the compost strategies to iterate using the “replant/wild seed” soil efficiency
*( 1 / ( 1 - MIN( 'Efficiency Plotter (Main)'!$AF15:$AH15 ) )
I’m also confused why the soil cost multiplier isn’t
*(1+'Efficiency Plotter (Main)’!$AH15 )found where the similarity is in our aproaches; 1/(1-x) = 1+ [x/(1-x)] for x=/=1
1 - %eff =3.18/17.82 = 1/(1-(3.18/21)) - 1
Because ‘Efficiency Plotter (Main)’!$AH15 to me means the extra soil needed for compost per soil
I’m basically confused by the iteration and multiplier strategy in general;
I’m used to treating compost as a water and iron-only cost:
4.18 water + .0244 shovel + 2.53 till = 17.82 soil
So I’d treat 2xT bread on the main page to cost 1 soil in all cases.
if composting, the soil remains 1 but the water becomes 2 + 1*4.18/17.82)))
All in all, its neat to see a different viewpoint and I could use some help understanding the way you model compost
What are your thoughts on displaying the the mutton pie food and skin bonus with the compost strategy?
Maybe also the byproducts straw/dung from wheat products/cooked mutton?
The Everything About Food thread is basically my answer to this question! When putting together the efficiency plotter spreadsheet for the second section, I found that essentially all of the differences come from which farming strategy we applied in each set of math. The goal with this was to put the math for every strategy in one place so we could compare the different assumptions.
Looking at the efficiency plots, I've started to have some doubts about the 2 Soil x 1 Tilling for Steel Hoes that became popular after Iron spawn rates were nerfed. That farming strategy actually seems like the worst of all worlds: soil efficiency plummets for most foods, your iron efficiency doesn't improve much, and you end up using more water and Shovels running Compost cycles to keep up with food demand. What are your thoughts on the appeal of sticking with that vs. optimizing around a different strategy?
Wow! what a tremendous work!
I was wrong to assume 2Soil1Till when looking at food efficiency, carried over from the thread on stretching iron for food.
Optimizing for iron depends on meta. And I think soil is usually more important than iron for saving labor rn.
Both of these foods [bread and carrot pie???] also beat Popcorn by +40% food per Soil/Water and +600 food per Iron, so there isn't an efficiency argument that favors Popcorn either.
and from the Taco/Burrito thread:
Among the other types, Carrot Pies can be a great food for kids since the lower pip count means they can start eating it as early as Age 4 without wasting any. It's also ~2x better on Soil/Water than having kids eat Gooseberries and much faster than waiting for Bushes to refresh.
I, like many, am a fan of Ferna's infographics, and how they reason about food in general.
I'm just wondering where the numbers are coming from, since they differ from what I'd reasoned. And the numbers NoTruePunk had added on the wiki don't agree with either of us! It's unnerving for me that we've all come up with different answers to the same numerical question.
Berry: 1 bush of 7 berries of 5 food = 35 food
= 1 soil + 1 waterBread: 8 slices of 8 food = 64 food + 1 straw
= 2 soil + 2 water + 1 tillCarrot: 30 carrots of 7 food = 210 food
= 8 soil + 7 water + 7 tillCarrot Pie: 4 pies of 4 bites of 7 food = 112 food + 1 straw
= 4/30 x (30 carrot = 8 soil + 7 water + 7 till)
+ 1 x (4 dough = 2 soil + 2 water + 1 till)Popcorn: 4 bowls of 4 bites of 3 food = 48 food
= 1 soil + 1 water + 1 tillfood. per soil. per water Berry 35.000 35.000 Bread or dough 32.000 32.000 Carrot 26.250 30.000 carrot pie 36.522 38.182 Popcorn 48.000 48.000
I'm curious how this plays out.
The byproduct of compost is at least wool and wheat. That wheat must be baked anyway, even if there's not the perfect amount of mutton matching it. Is there usually an abundance of rabbit meat to fill the gap? Should the wheat become bread?
Bakers: what is the best way to use the byproduct wheat?
Essentially, if mutton costs zero resources, is mutton filling worth the work (moving meat, bones, losing 6 tiles to dead lambs) vs its alternatives?
Updated with recent (minor) changes v206.
Reminder this is looking at ideal cases, so still feeding lambs instead of shorn sheep.
While not exactly the same as labor costs, I plan to improve the difficulty calculation on onetech.
Spawn chance of natural objects is the key factor. Any object can be broken down to its natural ingredients which determines how difficult it is to find them and therefore craft them together.
The number of crafting steps should be factored in. Doing 100 transitions is more difficult than 10 transitions.
Transition time is also important. The bell tower is fairly easy if you don’t consider the 3 hour transitions. Transition times which can be done in parallel should not add together.
Reusable objects should be considered. If you use the smithing hammer 10 times to get a shovel, it shouldn’t count as crafting 10 smithing hammers. Only one hammer is required, but we need to consider the durability used on that object.
I have yet to find an elegant solution for computing this for onetech. We need to track all consumed objects and leftover objects to see what is overlapping when combining objects together. For example, if two objects require a fire somewhere in their tree then we only need to craft one fire. However what if one object consumed the fire so it is not reusable, could you craft the other object before the fire was consumed?
Here are some other questions I have:
Should the number of biomes needed to visit increase the difficulty?
Should transitions with objects that decay quickly be more difficult? For example, working with Newcomen engines and forges should raise the difficulty since it requires precise timing.
Should we look for shortcuts in difficulty? For example, one use of a ball of thread from sheep might be less difficult than milkweed if we are crafting something which requires a ton of thread.
In a similar vein, should we be able to check an object’s difficulty given certain conditions? For example, what if you have a sheep farm setup? All the basic tools made? Exausted the nearby iron? Low on milkweed? These all play a part in object difficulty.
In that case, it is possible to reach circular dependencies which is a whole ball of wax that I don’t want to tackle.
As you've shown, 'Difficulty' much like 'labor cost' is subjective. I don't believe its possible to create a wholistic picture by looking at the game files. (e. g. a fed domestic lamb is relatively easy to make, but in practice you must also make a pen) I'd leave it to the players to decide, but OneTech remains a powerful information tool.
I really have no clue how OneTech could get any better
listening for if I got it wrong; can't play test any time soon.
*also discord is noting a bug with the backpack adding more than 5% ins
see: https://onehouronelife.com/forums/viewtopic.php?id=4788
Peak: ~0:00 UTC
Low: ~12:00 UTC
Warmth and Yum are the only contributors to Fertility currently.
more specifically,
Warmth:
0 when freezing or burning, to 0.5 when perfectly middle temperature
Yum:
The length of the yum chain (eating two small foods at yum 10 and 11 counts as 11, not 21)
0 when you have no yum, to 0.5 when you have the highest yum chain on the server at the time.
Fertility:
When a new player logs on, all potential mothers (of age and not on birth cool down) are competing options. If you have no yum and are at a temperature extreme, you will have 0 chance for a kid. Your warmth and yum will increase the chance that the kid will be yours. When other mothers increase their warmth and yum, it will decrease your fertility.
CE made the most complete temperature guide for the Heat Overhaul.
You can find the math there,
but [I was totally wrong]
Booklat1 wrote:guys, lets make yum guide lel
We have the technology!
Y'all are crusaders!
For me, I don't think I can argue one way or another unless labor costs could be quantified;
comparing the Yum at which each food finally beats mutton pies is easy in terms of resources, but those resources don't mean anything without the context of labor.
I know I feel like my lives are less productive when I work to build up my yum, but I can't prove it. (granted I rarely pass 10 before giving up)
(also, fair warning I'll be changing the iron #'s in response to the upcoming shovel changes)
Oh gosh, I hadn't updated that old guide. I'd offer this link now:
[I got it wrong there anyway!]
bowl of turkey broth or sulfuric acid, or kerosene?
I got the math wrong
Definitely backpack so long as it'll be used.
Worked out the answer in another post. Plus backpacks now give 5% clothingR!
Also, it's important to understand that the first bit of clothing has the largest impact:
the rabbit fur loincloth will save you 250 food per hour if its your first clothing.
But if you're adding a rabbit coat on top of a cap/loincloth, it'll only save you 100 food per hour
(supporting math on the temperature thread)
So make sure to distribute clothes equally before fully gearing anyone.
and since thread is the limiting factor, use as many rabbit furs as possible for each thread.
Pushing the bottom up should give the game better appraisal from the large casual community. - and won't bother the hard core players, either, I think.
Warmth cannot be the afk mechanic so long as it also gives women babies. (tried this once. it was an awkward time)
The response to any complaints about the new update seems to be meet by pretentious elitists that think they are something godley
Nah, mostly only betame loves the update, he just posts a lot I think a lot of players agree with the concept, like myself, just not necessarily the tuning of it.
For the record, this isn't how I'd want heat to be modeled. I've posted explaining how the mechanics have shifted, but never shut down complaints. - criticism challenges the status quo.
The dev adds what he fancies, and we're left to decide whether to play his game.
Remind people in and out of game:
"go eat from far"
Wild berries taste better than ones you make yourself.
and Wild berries near camp are as bitter as the babies they starve.
pein sounds like a really efficient worker, but parts of this seem wrong to me.
nope! I was wrong with my analysis!
Overall though, backpacks beat clothes ONLY if their owner makes great use of them.
well the math is the following:
4 fur 1 seal and 5 thread makes you consume half as much than naked.
To 1/2 the food consumption, you actually only need 0.30 clothingR
There was some misinformation from someone else on the forums who thought that clothes added in layers (.50 & .50 = .75), making a full set 50%
but clothing actually still adds like normal. (0.25 & 0.25 = 0.50)
using the OneTech values still too.
So, the perfect clothing described here is .8675 clothingR, not .50
A good baseline for everyone is 3 furs + 2 thread for a cap and pants (0.3825 R) will save you up to 425 food per hour, for the first 5 hours!
(math supporting this curve is explained on the temperature thread)
also kids can eat berries from pack 4 times, and find the next food, store up, rather than find 1 food in 2x time but only carry 1 in hand (if they are smart enough)
A backpack converted to clothing would save ~475 food per hour (instead of 3 meals, you eat 1) (and it's a bigger gain if you spread the clothing pieces among players) for the first 5 hours
I'd rather drive a fuel efficient 15 mpg car than a gas-guzzling 45 mpg car with a bigger fuel tank, even if it can go 1+1/3 miles before refueling. If it can only cary 2 times as much, the 3x fuel cost doesn't make up for it to me.
Overall, backpacks do come close to clothes.
I'm imagining a typical decent player can make a net surplus, say, 1,000 food. A well-used backpack might allow a great player to make an extra 475+ food, but I imagine most people (including myself) don't fully utilize their backpacks and don't hit that break-even quota.