a multiplayer game of parenting and civilization building
You are not logged in.
Squatting is the oldest get-rich-quick scheme there is. Business plan: build a property fence perpendicular to the road. Tax travellers. Sell and buy stuff for water. Hire henchmen to kill competition.
Offline
I know this is dead, but.....
tHaTs HoW mAfIa WoRkS!!!
You are amazing, you are loved, and have a good day to whoever might read this <3
Offline
i thought about this jokingly while building the road, but its not worth setting up a trap for taxing or raiding. it would be great emergent MMO gameplay though.
in comparison, its barely even worth killing lone foreignes along the road, while moving along the road, because the road is either void of people or stacked with more than you could transport, even without killing for bloodlust.
its more fun to build, raise kids and explore, and live of whatever you drop and find on the road, cooperatively along the road.
i pretty much only build roads and raise children whenever they pop out at a place where i can gather or build something (roads, signs, or just cut trees) while feeding.
i have a VERY good sense about how much traffic is there at what times and places on the long road.
---
many settlements and lots of trade along the road? is that so? no, its just gathering, and rarely long distances.
i must have missed that, as bells are still way more significant attractors to satelite settlements and general traffic than long roads.
i am building most of that longasss road, i saw settlements spontaneously spawn, bloom to 20 people at one fire pit, and be abandoned next to a 5000 tile long road.
and now theres 2 bells in one town 23000 west of the west-end of a 5k long road with only small gaps, and there are 5 bells on its east end that noone barely ever reaches anyoome.
its just that even great towns get abandoned by low population and the chance of no females staying.
Last edited by ollj (2019-12-23 10:41:10)
Offline
I don't think there's trade, but there's so much loot in the dead towns that a couple trips with a cart is worth as much as a lifetime of full-cycle smithing.
You could even say we have a dungeon-based economy, lol.
Offline
i sure hope this becomes a common thing, but it sure doesnt look much like it.
people play a but dumb right now, and move west at an unnecessarily fast speed.
its likely abandonement due to low server population times, and noone dares to resettle or go dungeoneering.
my common trick is to just raise kids far east, they likely take at least one cart full while the bells lure everyone mostly west.
they sometimes even spend a lifetime building a road with me.
while westwards movement speeds up, i can barely place enough flat stones to mark/connect all the small settlements and ruins diagonqally westwards.
its like a distance of 500 diagonal tiles that can be marked in flat rocks (with small gaps) for a future road plan per lifetime, to keep it efficient and interesting (as many ruins along the road as possible, moving north/south as little as possible, avoiding snow/jungle/desert as much as possible, stacing mostly in yellow biome for faster stone/food gathering.).
Last edited by ollj (2019-12-23 10:58:38)
Offline
The westwards movement is a bit like The Doomed City, except the city was moving on its own. We're moving west because we're chasing the Eve spawns, but in the book they were moving west because they had to move and there were no other directions: up the mountain, down the mountain, west through the swamps, or back east through the ruins.
Offline
or just let the eves die out and gather their remains.
Offline
while westwards movement speeds up, i can barely place enough flat stones to mark/connect all the small settlements and ruins diagonqally westwards.
I had to take a little break from the game, but if I return I want to continue to focus on being a road builder. That's mainly what i did up until now and I've laid on the current world about 2k of road.
We should team up and coordinate efforts. Are you on Discord?
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
Offline
Hopefully people have started to catch on to the 'meta' of the game as it exists now.
Towns inevitably fall due to Westward eve travel. No town will last forever, but towns can certainly last for a while, as long as they have resources, multi-cultures, and prosperity. Building belltowers ahead of the 'decline' of the existing bell town is the new 'priority'. Establish the site of the next town before you lose sight of the one you have. With the right conditions, it'll be the next Oretown, or the next Twobear, or the next Two-bell.
Avatar by Worth
Offline
We should team up and coordinate efforts. Are you on Discord?
rarely discord, and theres not much to coordinate, hard to coordinate a large scale thing anyways.
best thing is attempting a rough map+plan, but so far i had no need to make a map of this road, where it goes diagonally up and where it goes down is barely relevant.
the 2 mos west-side towns with bells have one segment where the road is too far north and ends in a big snow biome.
i started a path diagonally down, but it ends in the very same snow biome 300 tiles further southeasteast. this long snow biome is currently the largest decision-challenge.
all other road tiles east of the westmost bell is barely going up or down OR where ever it does so, its hard to miss the direction.
2500 east of dual bell town is a segment that has 2 roads too parallel, with 250ish NS distance. this is "being fixed" with a road fork diagonally south, that should hit the "town with no bells but a nice graveyard garden", instead of passign by it 250 tiles north of it for no good reason. as THAT town is the west end of a very long road to the east.
total EW-distance of this path (with gaps) is roughly [8000 tiles east to west] and its NS-height is below 300 tiles, and gaps are closing.
Last edited by ollj (2019-12-26 13:55:42)
Offline
Punkypal wrote:We should team up and coordinate efforts. Are you on Discord?
rarely discord, and theres not much to coordinate, hard to coordinate a large scale thing anyways.
best thing is attempting a rough map+plan, but so far i had no need to make a map of this road, where it goes diagonally up and where it goes down is barely relevant.
the 2 mos west-side towns with bells have one segment where the road is too far north and ends in a big snow biome.
i started a path diagonally down, but it ends in the very same snow biome 300 tiles further southeasteast. this long snow biome is currently the largest decision-challenge.all other road tiles east of the westmost bell is barely going up or down OR where ever it does so, its hard to miss the direction.
2500 east of dual bell town is a segment that has 2 roads too parallel, with 250ish NS distance. this is "being fixed" with a road fork diagonally south, that should hit the "town with no bells but a nice graveyard garden", instead of passign by it 250 tiles north of it for no good reason. as THAT town is the west end of a very long road to the east.
total EW-distance of this path (with gaps) is roughly [8000 tiles east to west] and its NS-height is below 300 tiles, and gaps are closing.
I know where the roads go. I build most of the long road that ends in the snow. That's about when I spent every life wasting half of it running back from 4k away and got tired.
There is plenty to coordinate. Mainly, that we focus on a main road that goes east to west and stick to it. It's too hard for one person to keep up with how fast eve's move westward. Two might be able to do it though. It's frivolous to make the road cut south or north sharply for a few reasons. 1) It's moving the road further out of the eve spawn zone, so it's only less likely to lead to future towns 2) If you cut south sharply for one town, you are neglecting another town to the north. It's better to have side roads go directly to the town, and keep the main road straight as possible. You only would need to lay about 20 stones of a side road. If the village is going to survive, they will finish it. 3) Diagonal roads are harder to get started auto traveling on.
And for coordination, one of the reasons that road I made goes for so long and so flat is because I didn't just start throwing down stones. First I build north/south roads between the three main towns that popped up after the apocalypse. I build west going out of the center town because I figured that was close to X=0. Then I scouted way ahead. If the road edges north or south around things like rabbit holes or caves, I'd go one way or the other to direct the road to a passage to avoid snow, desert, or jungle whenever possible. I mean I looked ahead like a full kilometer and made a rough map on graph paper. I also move the road a little one way or the the other if a large town was within 30 tiles or so of where I was headed, and it wouldn't cause road to run into a biome. I also ran ahead of the road a good 200 tiles to chop trees and dig stones and clear a path. I'd move the wood so the stumps would decay. The end result is a nice road that people want to use and travel on. Nobody likes snakelike roads that wind and zig all over or jump around every tree or indigo plant. If given a choice, I always kept the road near a wild berry bush so travelers would always have food along the way. I'd never dig up a berry bush!
All this would be impossible if anyone had been really working on advancing the same road without coordination. I know others filled in unconnected spaces behind me, but nobody was moving the road forward but me until I quit. MEANWHILE somebody made some other roads that ran parallel to my main road that weren't really useful. One connected to a town that pretty much died as soon as the road finally connected. Then progress stopped. I saw signs of short partial roads that tried to get started north of my road. They never got connected or were useful. Wouldn't it be nice if those efforts had been directed to one road so it actually reached all the way out west before doing lesser needed side projects? Your efforts making a diagonal continuation going deeper into snow biome seem like exactly what I'm talking about because it doesn't sound like you looked way ahead like I had been doing and consider the options. A little talking would go a long way to make a project like a road go better with less wasted efforts. If I scout ahead, I can share that info with you, so you don't have to scout, or vice versa. If you know where a town is ahead that's doing well, we can discuss what we want to do about that. Maybe one person can jump ahead and start a road coming back the other way and we will have a decided spot where the roads will connect. Things like that need to be discussed at least briefly. A voice chat would be the quickest and easiest way. We could message back and forth too, but I'd rather Discord if we can. Anyway, I check every day to see if an apocalypse happened. Until then, it's just looking towards the future. Next round I'd like to do a better job and I think together we can do that.
Last edited by Punkypal (2019-12-27 02:55:14)
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
Offline
3) Diagonal roads are harder to get started auto traveling on.
Stand on one road and then click on the adjacent diagonal road, and then you'll auto travel on the diagonal road. I like diagonal roads these days. They are efficient.
Last edited by Spoonwood (2019-12-26 22:44:55)
Danish Clinch.
Longtime tutorial player.
Offline
If anyone here is the person that builds stone floors in a triangular pattern (with planted trees and graves surrounding them usually) then you're a real bro. Whenever I saw one when I was old I would spend my last minute just auto running on it and my last words would always be Weeeeeeeeeeeeeeeee! Much fun was had by me and once two people joined in like three seconds before I died Brilliant.
Breasticles
Offline
Punkypal wrote:3) Diagonal roads are harder to get started auto traveling on.
Stand on one road and then click on the adjacent diagonal road, and then you'll auto travel on the diagonal road. I like diagonal roads these days. They are efficient.
I didn't say it was impossible. It's just harder. I can get going on a straight horizontal or vertical road without even stopping.
You can't just say they are efficient. They could be, but so can a straight road. Neither one is inherently efficient. In fact it's less so on the macro scale because you need more road to connect all towns. Diagonal sections of road are ONLY more efficient if you consider connecting only two towns. If you're trying to connect multiple towns, a flat road with branches is more reasonable and attainable. Also, the only given we know is that Eve spawn moves Westward. Not North-West, or South-West, but West. If your goal is keeping connected to the Eve spawn zone, then diagonal isn't any more efficient.
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
Offline
Neither one is inherently efficient. In fact it's less so on the macro scale because you need more road to connect all towns.
Huh? I'm not finding your reasoning here.
Danish Clinch.
Longtime tutorial player.
Offline
diagonal roads are needed to evade large jungles/snows. deserts can and will occasionally be paved through, if only because deserts are a big source of flat rocks anyways.
using semi diagonal roads is only slighly trickier.
road autopilot got improved.
the long NE road that ends in snow is one annoying dead end now.
before that, a fork south is a better path, but it still has to go over some snow tiles, or got south by 20 more tiles.
that snow biome is not so nice, to be ignored for now, all these are minor issues.
most of the road gaps will be patched up soon to a point where theres a nonstop stakes-lane.
4k can be traveled on a road before reaching age 40, while willing the gaps of the road.
babies act more like mules for extra carrying papacity, you can carry more clothes with a baby.
Offline
map in progress.
issue here is, on a 1 pixel per tile scaling its a 10000x1000px gif.
the leftmost 4k pixels are most interesting here.
first mapp versions are silly rough and more gap than map, but scaling is good.
https://cdn.discordapp.com/attachments/ … 6/cccc.jpg
Last edited by ollj (2019-12-27 14:21:57)
Offline
diagonal roads are needed to evade large jungles/snows. deserts can and will occasionally be paved through, if only because deserts are a big source of flat rocks anyways.
Why not build road through snow? Desert is more dangerous to cross than snow. I do try very hard to avoid jungle because mosquitoes are hard to deal with. Anytime I cross jungle I have to throw down a lot of flint to herd all the mosquitoes far away from the road area. That takes a lot of time to do.
I fail to see why not just use a ginger or black life to bridge those biomes. Again, as I planned way ahead, anytime I'm born one of those races, I'd move ahead and lay down road where I wanted to cross biome. No problem. And any life I was black, I'd usually use that life to grab a cart and horse and gather all the desert stones I could and drop them off along the road route. All these "problems" aren't problems at all if you just account for them and are proactive.
Anyway, most large biomes have a narrow area that is not long to cross if you aim the road for that spot. And like I said, since I scout ahead, I look for such places and note how far the road needs to adjust to reach that point. The way back I start dropping the road that direction every X number of tiles. The road still seems to be even and mostly flat, and I think is a lot better quality than dead straight for 200 tiles and then all of a sudden makes a sharp diagonal for 20 tiles. Call me a perfectionist, but that to me just looks like the road builder got caught off guard by the biome.
I've seen towns that are planned and everything is laid out well and the care and skill behind it shows. I like those towns better than ones that seem disorganized and haphazard. I want my roads to look like they were done smartly too.
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
Offline
I fail to see why not just use a ginger or black life to bridge those biomes.
- getting one of those and getting it there often takes too long, a matter fo fate.
I completed my map of a 8500ish tile long road, version 1, will travel the road a lot on new years. its 10kx1kpx 500k file refuses to upload easily. many locales could need better names. and i missed to get good screenshots of the eastern villages, to a point where i missed to map an eastern bell.
most of it is very horizontal.
seeing/having that city with the garden graveyard revived at rouchly 3500 tiles east sure helped in one life.
Last edited by ollj (2019-12-28 09:11:45)
Offline
Punkypal wrote:Neither one is inherently efficient. In fact it's less so on the macro scale because you need more road to connect all towns.
Huh? I'm not finding your reasoning here.
Because the amount of stones and length of road needed to directly connect all towns to each other requires more and more beyond three towns, if the towns are not all in a nice line that is. Say you have 4 towns in roughly a square layout; It would take up to 6 roads, (2 diagonal, 2 vertical, and 2 horizontal) to directly connect them all. Yes this would be the fastest and most direct option. But the main server has never yet seen than amount of people interested in building roads to pull off this design.
However with one long road up the middle, and then 4 shorter branches off that "main" road, that's the equivalent of 3 roads, not 6. Half as many stones required. Yes, sometimes it would take longer to get from some of those towns to others, but again, amount of resources and labor is whats the limiting factor.
I also think that with shorter roads leading to a main road, its faster and easier for a player to figure out where they are. If they are on a side road they are going to quickly run into the main long road or a town. With long ass roads directly connecting each town, a player may have to run up to twice the distance before they figure out where they are exactly, which can actually happen if nobody is keeping up with ringing a town bell on a regular basis.
Last edited by Punkypal (2019-12-30 00:38:08)
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
Offline
I fail to see why not just use a ginger or black life to bridge those biomes.
- getting one of those and getting it there often takes too long, a matter fo fate.
A matter of fate, true. But I've found that if you plan ahead, and remember you need to do this, it happens in time. I mean, we are only talking 4 races. Any given life you have a 25% chance or better to be a race you need. Considering many biomes can be avoided with minimal effort (shifting the road as little as 10 spaces), long and sharp detours should be seldom required.
Last edited by Punkypal (2019-12-30 00:47:47)
Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA
Offline