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a multiplayer game of parenting and civilization building

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#1 2019-04-26 19:58:14

Matbat
Member
Registered: 2018-04-23
Posts: 100

Discussion: Biome special items and technicalities

If there was only one eve per biome and that eve and their decendants got unique item recipes or technicalities associated with their biome what would they be?
(These eves and people aren't locked into any biome, they just get some special abilities that would encourage/prioritize settling near/in their biome)

Ideas (not all mine) currently consist of..

Snow: feed ice holes fish to lure out a seal once per hour and fish traps (so you don't have to constantly stay at a hole to get menial amounts of fish for time invested).

Savannah: 5 slot backpack

Swamp: 4 slot basket, tule stumps provide two adobe

Badlands (grey land): Iron blooms break into two iron ingots, bear coats

Jungle: banana trees, palm oils, and rubber trees can all be grown

Greens: domestic milkweed provides 1 string (instead of stalk)

Desert: domesticated snakes?? (Carry pet snakes in backpack??) (Desert is hard to think for)

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#2 2019-04-26 20:06:53

futurebird
Member
Registered: 2019-02-20
Posts: 1,553

Re: Discussion: Biome special items and technicalities

http://onehouronelife.com/forums/viewtopic.php?id=6153

There is already a post that does all this work and lays it out rather well.


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omnem cibum costis
tantum baca, non facies opus

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#3 2019-04-26 20:13:36

Matbat
Member
Registered: 2018-04-23
Posts: 100

Re: Discussion: Biome special items and technicalities

futurebird wrote:

http://onehouronelife.com/forums/viewtopic.php?id=6153

There is already a post that does all this work and lays it out rather well.

That's a complete overhaul-type post, the "each biome is livable" type.

I'm just adding to what Ilka suggested in Jason's post. A simple way to encourage biome seclusion and trade or war. Not stylin's overhaul that as Jason put it "a overhaul to fix one problem that might not even fx it"

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