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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » The Problem with Boys » 2018-03-28 21:21:00

Rebel wrote:
IronBear wrote:
Rebel wrote:

Villages last longer with the whole "casters keep" take the boys out to the woods and only keep girls meta. plus its hard to keep family jobs running with boys, for example, you have a child boy and tell him to hunt he cant have kids to take over him once gone and no one ever knows if that person is dead or not, just one day the rabbit meat stops coming and then you have to reallocate someone. I think boys just need to have a good attribute that we need them for, able to do hard labor jobs (sexist I know) like lumberjacking or blacksmithing, if you really want to make the game impossible, add some sort of breeding mechanic but I personally don't like that idea the game is already hard enough to keep villages alive. At the end of the day, girls reproduce, boys don't you need kids to keep the village alive and boys don't give you that resource. if you had a choice between a carrot plot that kept growing carrots and one that died out
which one would you choose?

That is why tying the cool down period to presence of men would make men a lot more useful.  The village that keeps men around may have fewer women, but those women would have more opportunities for a player to spawn from them.

I like that idea, it's a way to simulate "breeding" without making it impossible without males.

I think males should be able to do an action to a female that makes those female have a high priority of getting a child over non acted upon females. During low birthrates, it helps families maintain population over eves. It also give value to males during those times.

The problem with the shorter cool down period in the presence of men is that during high birthrates, you get a runaway population boom since giving birth to a male increase the birthrates on all females to get another male. It becomes a positive feedback loop (these are bad).

That is why I think players should have an option where the next birth should be. Like giving males an action to do on females to have the next birth instead of an non acted upon female.

I wonder what the action would be called.

#2 Re: Main Forum » Ideal Farm Layout for Adv. Civilization (edit: *Ideal Carrot Farm) » 2018-03-19 04:00:56

All wells can recover from empty, but it takes 10 hours. If not empty, it refills at the same rate as a pond, so it good to put wells next to a pond and use the pond to keep track.

Also, since seeding carrots consume soil, a compost farm is needed to replenish the used soil, but that requires wheat and gooseberries. Also, carrot pie is much more efficient in feeding then carrots, so shouldn't a efficient farm include those too?

#3 Re: Main Forum » Griefing isn't an issue - being male is. » 2018-03-18 22:21:13

I been seening a problem where families just die off when night time comes around, due an extremely low birthrate (Nocturnal Infertility). During this time, I see a lot more males killed off to become females.

I think Jason should have males be able to either be around or do some action with females will make those females have higher priority of giving birth over other females. As for when there is a baby boom, infanticide of females is happening at the moment.

I think that having Adams is a bad idea, because why go through childhood when I could just start off as an adult.

#4 Re: Main Forum » Shallow Wells and Deep Wells The Truth. EDIT » 2018-03-16 18:48:58

I think that a buoy should be added to the game to be added to a well to make a well meter.

#5 Re: Main Forum » New Ideas and improvments for the game » 2018-03-16 06:28:22

PurpleEarth wrote:

- Sex : If a male and female get together they could maybe click on each other or something and have the next person to join the game be they're child. It makes the game a little more realistic and helps continue a civilization if no female has a child at all.
(at one point I played in a small family as a girl with a sister and brother and neither of us had children and I lived to 58...before losing connection)

OHOL needs to have someway for players to increase their chance of getting the next child or long family lines will be limited to only a day. As for the sex, I would only have the male initialize it, use the holding child mechanic except the man can't move around, and only if both of them are not wearing pants, reed skirt, etc.  The more time in that state, the higher the chance for a baby to be born to them afterwards. I guess the mother should not be able to breast feed when wearing a fur coat too.

#6 Re: Main Forum » Nocturnal Infertility » 2018-03-16 01:44:07

I don't want npc's in OHOL. I just imagine the villagers of minecraft. And if they are implemented, then most likely, we players would find ways to exploit them. Most I like knowing that other people are people.

What I'm trying to say is the problem isn't not enough players at night, nor too many during the day, but the transition period between the two will cause problems. If a player gets on during the slowest hour meaning lease number of players, the birthrate would be higher than a few hours before.

Now as more countries join, the problem will actually worsen. To see what I mean, take a look at a world map of population by Longitude.

#7 Re: Main Forum » Nocturnal Infertility » 2018-03-14 23:56:37

Those would be cool, but the population of Australia is less than a tenth compared to the US, and even if OHOL was an international game, there would still be periods of Nocturnal Infertility.

Truthfully, Nocturnal Infertility is unavoidable, but what is avoidable is having all families be kill by it. Breaking the 22 generation family would only happen if the algorithm choose so under the current situation. I recommend adding a why for women to increase their chance of getting a child. Do this action would decrease the chance of other women from getting a child, but during nocturnal infertility, births become a very valuable resource.

#8 Main Forum » Nocturnal Infertility » 2018-03-14 04:57:31

tcecrog
Replies: 25

First of all, great game. I'm very impressed and excited by one hour one life. So, keep up the good work.
I'm writing this message in hopes to either improve the game for everyone including Jason Rohrer or at lease a better understanding.

I noticed from my last play session that there is a disease in one hour one life.
This disease kills more families than starvation, infanticide, or bears.
This disease is unavoidable, meaning no matter how advance or prepared a family may be, they will be effected by this disease.
This disease can't even be prevented by anyone, including Jason Rohrer.

I call it Nocturnal Infertility!
It means PLAYERS ARE GOING TO BED!!!

Ok, this part explains in deeper details why and how this can prevent societies or family lines from increasing beyond certain a point.

The main game mechanic where when players join the game the are assigned a mother, and if that is not possible, they become an eve mean that the total population of people in one hour one life (OHOL) is equal to the number of players at that time. (This includes all servers)

    # of players == size of total population

This means that a change in the number of players effects the total population. Now in OHOL the way that population change is handed is births and deaths.

     Σ Joining players + Σ Replaying after death == Σ Births
     Σ Leaving players + Σ Killed players but are going to be reborn == Σ deaths

So the total birthrate in OHOL is equal to the deathrate and the rate of change of player population.

     d(# of players) + d(deaths) == d(births)

(Now I'm assuming that the game algorithm will make women give birth if available first before making an eve and a birth is assigned at random among all available women)
Now if the player population never changed then those who die will become the next generation and are given to the same women, there will be a few eves now due to randomness, but for the most part families should be sustainable since they can replace their dead. During this time, raising a male or female should be about the same since the families' futures is secured by fixed family size.

if d(# of players) == 0, then
     d(death) == d(births),
     d(size of families) == 0,
     worth of male == worth of female

Sadly, player population almost never stays the same. In fact, it is cyclic. Players, have work, sleep, school, etc. that happens on a daily cycle and a weekly cycle.

So there is a population boom that happens daily, mothers are giving birth to an estimate of 20 birth per life time. They don't have the resources for that high of birthrate so there is an increase of infanticide which also increases birthrates. During this time, males are highly valued since they will limit the infanticide. Luckily, eves are made during this time which reduce the infanticide and high birthrate. The side effect of having eves though is there are more families.

When d(# of players) >> 0,
     d(births) == women are pooping babies,
     d(size of families) == maximum sustainable birthrate,
     worth of male > worth of female
     d(# of families) == almost d(# of players)

But then there is Nocturnal Infertility that happens daily, and everything goes the opposite way, women barely given births, families have executive resources but not a population to replace themselves. During this time, females are extremely valuable, since they are the only way for the family to persist.

When d(# of players) << 0,
     d(births) == barely any,
     d(size of families) == shrinking to nonexistence,
     worth of male << worth of female
     # of families == about # of players

This is a barrier that can prevent societies from progressing. When Nocturnal Infertility hits, it hits all families equally, including the families that are successful. Last time, I was the last female with baskets of carrot pies, but I only had 5 births, all boys. I let them die in hopes that they will become females that can continue some other family as a female. But since there was an recent increase of families, family lines will tend to be cut short, and long family lines will only happen by luck. This is all due to Nocturnal Infertility.

Now there is really nothing we can do to stop Nocturnal Infertility for everyone, but we may be able to prevent Nocturnal Infertility for some families. If we want to have a society that can survive the Nocturnal Infertility, it must be able to increase its birthrate above the birthrate of other families. Changing the distribution of birth among women.

Now if this will be done or not, that is up to Jason Rohrer, but I would like for some societies to survive Nocturnal Infertility.

I think that different forms of birthcontrol should be in the game. Some to decrease it, and other to increase it, some permanent and others temporary, some accessible in early game, and others requiring better technology and tools. I think that a form of sex should be in the game where a man can increase the chance of a woman giving birth to overcome Nocturnal Infertility.

I would like your opinions or/and ideas about Nocturnal Infertility.

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