a multiplayer game of parenting and civilization building
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Yes, yes yes. As we become more modern, we should move away from constantly starving. The world still revolves around food, and that's a problem.
When we get new tech, we should find ways to make food easier and store food easier so that we can move on to other things. People should be able to have time to specialize in certain trades and make the things they want.
Jason considers the moment we aren't thinking "food food food water oil water oil" the game becomes too easy, but I think his vision is skewed. The only challenge shouldn't be starvation, that's ridiculous. Societies evolve because they have to do more than farm carrots forever to survive.
Think about the Great Wall of China! Why do they have a wall? To keep out invaders! That's a challenge, right there.
Why do societies have radios and phones? To communicate long distances, so they can cooperate in overcoming challenges!
We shouldn't be making high tech on a whim. We should want to make it because we NEED it. And while radios aren't necessary to farming carrots, they are necessary to solving other challenges. Jason should try and add more obstacles, not buffing and over complicating the one problem we have into oblivion.
Maybe I should start playing again? I haven't suffered enough lately.
Note: I fail to answer any of the questions in this idea-dump. My bad.
Instead of being skin based (racism simulator) it should be home biome based. Whichever biome your eve settles in is your biome, and you get some sort of identifiable mark or addition that shows which biome you're from (maybe a badge, or tattoo?)
Then, instead of just linking each biome to late-game necessary tech (oil for engines and such...), which has not accomplished any trading (just made people donate supplies), do the opposite. Revamp early game tech so each biome has a unique style of village (different crops that can be grown, different food, different clothes & buildings, etc.).
Then it would make more sense that by the time you get to late game, you get better buildings and supplies (iron tools, engines, plows, sprinklers) and less specialized biome-specific buildings. That's how it is in the real world, at least.
After this you can keep having oil in desert and snow, sulfur in desert, etc etc. People probably won't trade, but they will have to interact, which is my goal here. Now you take all these specialized societies, and they start to mix because of passing around resources. I'm thinking of it working with the language learning, as generations go on, more of the language gets passed down, and when the languages are 80% mixed both families unlock the other family's specialized biome items.
This explanation was very poor but the idea is, each family has a biome, each biome has a completely separate specialized early and early mid game, and when you get up the tech tree to the point you need to trade, the cultures mix with each interaction and allow specializations for each biome to be unlocked by others. This way it simulates IRL, keeps Jason's idea of specialized families and trading, but isn't a racism sim.
. . .
+1
Someone remind me to come back and post my name list
My take: Gene score felt like a response to the degree people that would /die in order to spawn how they wished.
...
Long story short: gene score felt like an attempt to discourage selfish playstyles, discourage people from abusing the spawn system, and reduce SID babies.
I disagree. We had the precious life update for that. If you die too much, you run out of lives and become unable to play until you get more.
Babies in backpacks. I've been saying this for years. Easy carry, easy feeding, you can show the bb around town and teach them, and you don't need to stop working to do it. Baby can keep warm inside of bp. More bonding. Ends the fire meta. Win-win!
Imagine this: You're born into a decently developed town. You're new. Your mom names you, then puts you in her bp. You watch her farm and learn from observing. You also learn the set-up of the town as she runs around. All the while she can narrate to you and teach you things about what she's doing. When you're hungry, you have to tell her so she can take you out of the bp for feeding.
When you're older, you know what her job is, and you know how to do it. Isn't that awesome? Or at least better than getting yeeted at the fire and saying f every once in a while to some neglectful mother you rarely see.
It promotes
-skilled playing with communication between mom and bb
-a more interesting and productive three minutes
-mom bb bonding
-teaching newbies
It's so perfect and yet Jason still won't add it...
steak would be nice. steak and burgers. yum.
I have a list of interesting and useful mechanics that fit in right with the theme of scrapping engines!
(hint hint, /s)
-Poisoning food: You can poison an entire pot of stew, broth, sauerkraut, etc. People who eat it die. You can also poison a bucket of feed and insta-kill all the animals
-Setting fire: Buildings, wheat, floors, clothes, paper etc. can all be set on fire and destroyed with absolutely no effort.
-Destroying wells: Take a pick to the well and ruin it, making it unusable with no hungry work.
-Uprooting crops: You can now insta-uproot crops at any state and completely ruin them, no hungry work ofc.
Ok but let's be serious here, even these terrible ideas make more sense than scrapping engines. It's not realistic, it doesn't help anyone, it's only used for griefing.... I mean, wtf was Jason on when he came up with that?
your mistake was arguing for 10 minutes. when you see things go sideways, take off get at least 200 tiles away (out of curse range) and let things cool off. maybe change your hat, clothes etc and come back if some time has passed or look for a place to camp. Don't give in to the urge to defend your honor.
+1, OHOL isn't a noble game, you don't have to face your problems head on.
Do you have a link for the family tree?
Fireplace instead of open fires, maybe.
I let afk people die if I see they are like that their whole life pretty much...
...
I don't care about gene score, and I'm sure not going to waste resources on an AFK person..
I feed AFK girls, unless they have a bp, trousers, or some other important clothes on. Then they can die. If they're girls though, at least they'll have bbs which is contributing in their own way.
Toy = competition
babies will fight for toys it they are available
Babies will also (a favorite of mine) switch each other's clothes around for absolutely no reason. It's cute until one of them doesn't give the clothes back...
Welcome to the community. Half of us are either insane, overly jaded (I'm looking at you, Spoonwood), or shitposters (TheRubyCart, yes, you), but people on here are very passionate about the game.
Please don't hesitate to ask questions about the game, you will be pleasantly surprised by how helpful folks can be.
Uh huh. I'm not so easily fooled, you know.
Trying to get me with a second rick roll?
Not going to happen.
No it's actually not a rickroll.
Obviously, I always try to keep my child alive and name them. I had one baby though that demanded I gave him my clothes and backpack, which seemed quite rude. Do you guys consider it your duty to give your children clothes literally off your back?
Try to fully clothe your baby if there are clothes around, but prioritize getting one clothing item with item slots like bp, trousers, and apron. First look for bp, if there is none look for trousers, if there are none look for apron.
Usually it's better not to use the apron if you can avoid it since it has no insulation, and it is better to wear a shirt. But always try and get them a bp since it has the most space and is generally very useful. Really, a bp can be life-changing.
Don't give your kid the medical apron unless they express interest in it, medical apron is best saved for healers.
Giving your kids your clothes is considered saint-like behavior. You absolutely don't need to do this and no sane person is expecting you to.
Also, I became a leader now two times, always as a baby. That is kind of mystifying to me, I definitely don’t feel comfortable enough with the game to tell other people what to do. And how am I supposed to give orders as a baby, when I can’t say anything long enough? If I become a leader, does it automatically mean everyone else is even newer than me? Can I give my crown back? Please advise.
So leader position is chosen by gene score. If you've been getting it, that means you're doing something right. You don't need to do anything. If you want, if you notice a job that needs doing you could try to order people to help out. You can also follow someone else, but it's better to just let the title naturally pass on.
it does seem there is a high level of expectation of hand holding in the newer players. Whatever happened to self reliance and initiative?
I doubt you immediately knew where to find helpful videos and websites for OHOL. Sometimes people need the extra shove in the right direction.
The forums are a good start, but not everyone is on them or knows about them.
Videos are often way too long and easy to miss the important parts of, or other noobs.
Wiki is outdated.
Onetech, onemap, etc. don't show up first, second or even fifth in google when you search them, and that's if you know to search them at all.
Games should be intuitive enough to function by themselves without needing mods and other websites open. OHOL sets a high expectation for noobs that they often can't reach. Noobs go on to burden vets because they don't know what to do and lead villages to ruin. It ends up making the game less fun for everyone.
I don't even remember how I learned how to play. I think watching Twisted's videos and learning in-game taught me farming and VERY, VERY basic smithing, and tutorial taught me to Eve. Otherwise it was trial and error and, eventually, me finding onetech.
Lol cut to two weeks from now, Jason plays the game, thinks its too easy and nerfs everything
RN we have mother, brother, sister, son, aunt, uncle, and daughter.
Even thought there are no fathers in-game, there should be a father template for rp reasons. And, obviously, a cousin template. We have lots of cousins, after all.
I'd also like phrases and words. For example, maybe titles like queen and king could be templates.
We could also be able to carve writing into graves. When you click on the grave, it should show the writing.
Graves all look the same, we should be able to make different gravestones.
And we need more items that can be put on graves, and a way to put them there permanently. I'm tired of people stealing roses off of graves. Maybe more cultural things, like candles you can light on graves that would burn out after a few minutes.
But uh, yeah. TL;DR: We need more templates, different gravestones, a way to write on graves and a way to put items permanently on graves.
Why would you do this?
Ok, but do you have any suggestions for restricting gameplay with more complicated mechanics?
Easy, rubber ball, paper, pencil. Go back and forth writing notes.
LOOMS! Looms are fun and easy enough to make, and in the process of making them you end up upgrading the town's smithing stuff which is great. Looming is the best.
Wish it didn't royally fuck my tool slots and make sure I can never do anything useful in the town again, but that's okay :,)