a multiplayer game of parenting and civilization building
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Right now, people usually just stay in one place for... well, generations and it Gets BORING!
In some huge cities, some people make colonies or outposts, but these are still connected to the big city
So here's a way to change things for the people
Ohol is a irl sim with 1 hour to live one life in a city or cities, and like irl, people used to relocate when the resources have run out or the land is just unusable
WASTELANDS!
Tiles will turn wasted after being stepped on 1000-3000 times
farms can't be made on wastelands or the 4 tiles sorrunding it
ponds dry up, trees turn into dead trees etc.
this sound like an annoying thing, so let me know what you think
I think it would make the game more interesting, making people move city after multible generations
Last edited by Vexenie (2020-09-27 15:43:39)
I enjoy the simpler things in life, but only if I'm calm.
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we shoudl create volcanos that destroys towns. Also black pest that randomly kill everyone. And we need some sort of random snow that makes everyone extremely cold and kill all plants. And also please add some special tigers that are a bit like wolf on steroid, but invincible and go over items. and make everything decay over time. We also need to add some sort of more harcoreish mode where if you die, you're dead for good, or at least for a week. And we also need to showers and if u don't shower u die and ur contagious.
/s
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Better way to aproach this would be giving carrots rather than stick. When you introduce something which destoyes all your hard work people tend just lose hope and go on killing/grieffing sprees. This happened when the apocalypse was introduced. People lost interest to build things as thing would just reset out and everything you had put your hard work into dissapear into the void.
Main difficulty in moving out of the city is that people get dissoriented during the roaming phase. Die to animals, get lost or die of hunger. Portable high tech foodsourse with ways to move as a group would solve this problem.
There could be like a horse drawn wagon with places for passengers and a stew/kraut pot. Maybe you could even make a steel forge which would be horse drawn.
I am Sheep, the lord of kraut, maker of the roads, professional constructor, master smith, bonsai enthusiast, arctic fisher, dog whisperer, naked nomad and an ORGANIZER. Nerf sharp stone it's op.
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the game already has the philosophy of things running out but, currently, it's not well balanced to do that. The most important resource for this effect to be felt by us is food, but with more soil and water you get more food. Wells refill, but soil needs shovel to be made and one day you wont have iron for that shovel.
Problem is, food is so easy to get that even though iron is a powerful bottleneck in soil making process you'd still live off of the few iron and lots of bananas the land gives.
We run out of things all the time in the game, but mostly food, soil and branches. After tree farming was added this all can be made by spending iron (if you have sheep, of course). This bit is perfect, working just as it should, making iron run out eventually. Except food. Food is broken right now (which is a big issue because it's the most important resource in the game).
Last edited by Booklat1 (2018-11-23 17:06:48)
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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.
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