a multiplayer game of parenting and civilization building
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its nice that this is mostly psychological leaderboarding, and the ingame effect is mostly neglible, as far as i can tell.
i guess my tradition, of a "lets get naked with the bears" or "lets get nude in the bananas" funny but egocentric bonded-partner suicide around age 55 finds an end now.
killian
if you go on a war-scout for another town, make sure it has 2 players of the same age staying close together, to assist in case of mosquitos.
much higher survival rate this way.
same age, so that they have similar food capacities.
you diet to mosquitos, but ran away from me silently, then i died to mosquitos.
i then brought back our backpack in a later life.
I made paths of cut trees, one connected network of it, 3 to 4 k long total length (with some forks). its mostly a diagonal line, from sw to ne, and it exists roughly 200-400 nw of the bell tower with radios. (i wanted it to go trought he war bell tower, but my angle was off, so it misses 300 northeast of it)
a straight 2 to 3 k long diiagonal line of cut trees exists there.
on foot, you age 30 ish years, walking the full length of it?
its norteastern tail is long and goes pretty much nowhere special, a few ruins and good city-founding spots here and there. i just had the life and the axes to use up there, and knew that my angle was off, so i just kept goind straight instead of making something with more patterns to it.
just know, that (mostly) north of the bell town is a long line of cut trees, that may confuse everyone who approaches the bell town FROM north or west.
its sw end has another horizontal (!) branching-path, roughly ADDITIONAL 1.4 klong. that shorter segment is one week older, and has now many cities spawned along it, and the cut wood decayed long ago, mostly replaced by stone tile roads and cities.
these paths tend to be replaced with sparse stone floor tiles, just because that lasts a bit longer and makes for more distinguishing features.
both of its ends (west and east) are famous ruins, over one k apart, that most people have long forgotten.
i cut trees in a straight line, completely using up roughly 12 steel axe heads in total, over a time of 5 hours and roughly six MALE lifes over a 1 week time span. only making 3 steel axes at once, if a city can easily afford it to be done (or if its a ruin full of steel). (okay, the fiurst attemt at this started with 12 steel axes being made in one ruin, transported east with a cart, slowly, nope, this doesnt work well, i died of old age, and some lucky guy found a cart with 9 steel axe heads in them, and kept chopping on, without me whitnessing it.
it just needs a backpack full of steel axe heads to be feasible to make such a path efficiently.
when making these paths, i make food sources (mostlsy bananas, cactus) safer to access, by making snakes and mosquitos much more visible.
near long such a path, much more cactus gets plucked selflessly, making deserts a lot safer.
when making these paths, i often end up with a vendetta against a whole smaller jungle biome, or a large part of it, till I cut all its trees.
if you just walk nw for roughly 2k from ANY most recent eve-spawn location (less useful with the new ranking buff for longlivety?) , you may likely meet that path, because currently most eves simply spawn se of that path of cut trees, as far as i could tell. I found my path 3 times, twice ass eve, and once as girl, exploring better places with another girl, just by wwalking nw ffor a while, there you find remains of others, that met it before you, mostly decayed cloth and knifes, alongside or while approaching the path.
these paths make exploring much saver, in desert and jungle especially.
these paths have shown to be seeding the creation of long lasting settlements alongside the path, usually within less than 100 distance to the path. (you can not get lost as easily in a city near the path, you can delay making an axe near a 3k long path of cut trees.
these paths may grow so long, you may just die off old age while exploring alongside them, without ever seeing someone else alife.
therefore, these paths may have many carts and horsecarts close to them.
after reincarnation, i sometimes walk along the path (looting nearby trasures), see two people at one of my graves, typing "the tree cutter died here", you can tell by the fancier clothing that i keep losing and picking up along the path slightly more than others (backpacks full of decaying socks). I guess thats my secred identity now.
A ranking system, that tries to measure and rank in favor for long lifes of your close relatives.
its an extension to "life is precious" limited lives.
it mostly promotes parents (includes males) actually caring to have more children, and not just neglecting or murdering children.
it is a counter against the "art of suicide", where people just stop caring for offspring, and a city fizzles out.
you get longer lasting pips, which is fine, and not needed at all, when you can just get up to 17 yums.
i like the irony, that there existed a note that reads "make rope, not war", but it is a "bloddy note". and it got bloddy, when hostiles fron south approached, that got easily defended against, by just making four swords.
the "no narcs allowed" rule simplifies to "excessive knifes are for traitors", so, if you see excessive knifes being made, just deal with that person like with a traitor.
in a warzone, all knifes must be hidden far from towns, for the safety of everyone. because there, reincarnation creates silly vengeance traitors.
guess thats another hoster for the blacklist.
ohol seems to have an unwritten rule for many, to never go further aweay than 200 tile from city center.
200 usually the influence radius, where you find chopped trees, skinned rabits, stolen war swords, roaming bears, no matter how old a or alife a city is or was.
i discovered many ruins and the 200 tile radis rule seems pretty universal. most people just get homesick beyong a 200 tile boundary.
its also the distance at wiuth newbie explores most likely starve or die by mosquitos, so you find a lot of rags and wasted food there, if not a few stolen knifes.
seriously, just chop trees exactly in a 200 tile radius around a city, especially north of it, youll be surprised how many hidden thief stashes you find at EXACTLY that distance.
they are not thiefes for being smart or hard to predict.
smarter but still somewhat greedy eves usually like to build a refuge-castle avbout 200 to 300 south of almost every city, where they hide and lock away clothes and one of each tool.
Charlotte olm;
http://lineage.onehouronelife.com/serve … id=4870987
the olm family is great, so i practiced my jum steeaking, and its utility, and its variations. sadly the cooking was not too diverse; no stew all my life, no fries, but lots of spiced food and mixed cakes. i could make all the diverse pies and skewered-food very easily. my youth was spent with making many omlettes.
was a very peaceful town, okay i missed a mass murder at the fire pit while i was jum hunting at age 42, and a hostile with a war sword somehow managed to kill like 6 fertiles. i could not have cared less by then, because i was scouting in another direction, without war sword, as female, not my profession to guard.
I enjoyed a broth as my last meal to get a 25th jum at age 59.8, what a waste of a broth for a silly record.
lessons:
over 20 jums is just silly, to get near 22 jums by age 50, you MUST be the only nurse of all children in town the whole life, or repediately drop children, just to waste food, for higher jums.
those higher jums are then worth it still, even if you waste 30 food bars to get +2 jums, because those +2 jums are worth >40 food bars.
I got 14 jums and a +60 food meter by age 15, and full cloth with baby making at the fire, i could easily make and feed babies for 10 minutes without having to eat.
this is a common jum-streeak thing, its easy to get +1 jum per minute till age 12, but then you accumulated +60 food bars, and its baby time for you anyways, so you take longer beating breaks, and no longer get to eat one item per minute, but more like one item every 4 minutes, max.
this situation could easily be used to settle towards an outpost at age 12:
you just take a baby, and walk east for 8 minutes, without having to eat.
During that time, you may give birth to 2 more babies, and then 3 more babies on your way back.
this may make more sense along a road/path between 2 bases, that are roughly an 8 minute walk apart, which is roughly 800 tiles, yeah this is actually a common setting.
From age 15 till age 40 I only needed to eat 6 items during 25 years, less than 1 food for each 4 years, and got 20 jums by age 40.
ant THEN i decided to grab a cart and hunt the non-regrowable jums (cactusfruit, wild carrots, wild onions, (banana), that i still have not eaten yet)
, and i brought 2 full carts of these items back (only one banana)
those then where my 21,22,23,24th jum.
now the problem was, i was old and had a +16 food bar, and not much to do, so i got a broth, and ran around in circles in the snow
, just to starve mysaelf, to be able to eat a 25th jum just before i died of old age.
a waste of a broth for a silly record.
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worth it? sure, but...
anything above 20 jums is highly situational in its utility, maybe for resettling or going on a warbaby-campaign, sure useful for those. i just lacked any goal for such at the time. and i missed meetign the hostiule intruder, just wasnt in my direction, nor my profession as old mom.
17 jums seems to be a reasonable goal to aim for. its not too greedy, and not too extreme (not too situation dependant in its utility)
like, let 7 people have 17 jums, instead of 1 person with 25 jums, and 6 people with 10 jums, because not all rare foods are equally easy to find.
Even if the base is awesome and full of food, and you reach 25 jums, your retarded children still easily manage to die off starvation between age 10 and 20, without any offspring.
Even if your population is 15 females at birth, and full of food and with SOME war swords, a griefer (twin pair) with a knife AND llater a hostile foreigner with a war sword, easily gets this down to 4 females
, guess why, because there where 5 knifes in the kitchen, but only 2 cooks and the excess knifes mean murder WILL happen, and not enough war swords were made, to defend against a single hostile foreigner.
just do not let excess knifes be a thing.
make tools and warswords instead, before all the greedy fucks mass produce knifes for all the griefers.
murder mouth is completely harmless, while you have between 15 and 25 jums, you can easily avoid any conflict in favor of accumulating more dexterity/jum, and/or just hunt anyone else till that person starves to death.
sadly i missed the murder mouth mass murdering, mostly caused by a hostile foreigner. i just was not at the camp at that time. instead i brought 24 rare jums to the base, that failed to eat and defend itself, for no good reason.
i care not for cloth or gear or the family size, but I care about the size of the weed farm the most (or if I can make a larger weed farm easily, with what i see, then this is my profession, fixing the small weef farm size), and the number of arrows and bear furs, and if im male, when considdering a /die
a town that lacks weed, arrows and bear furs, is just begging to die by bears, and has proven for two generations, to be a town of too dumb or egoistic players, not much worth my time, when i can chose other towns.
I more likely /die as boy than girl.
I like revitalizing struggling towns, but thats simpler as girl.
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once my mom as bringing home a basket, i was born and greeted with "you are worth more than that iron" "you are worth" was a neat name
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I sometimes catch a horse around age 11, because horse hunting and jum hunting go well together around gen 5, but sometimes an unlucky baby gets born too soon while still bring a horse home up to threehundred far, and i name my baby "youre notahorse".
This usually ends in baby suicide, but some babies may just make it home with me.
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I have given birth to babies, while hunting bears near base for furs and safety, a common gen3 issue, and i often hunt two bears at once, only to sfe some time. Such babies are named "youre fine", and they get sooo scared. cmon its just two bears right next to you at age 0. i kill them while feeding you, just watch me. oh fun times.
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I have dropped off babies in the bonfire, unlikely to return in time to feed them, iff its worth the risk. and that is often the case as far as i could tell.
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I have knifed my own daughters and twins to death en masse, but thats just some rare whack roleplay scenarios, usually within an utterly hopeless area, not for farming endstones, just being a suicidal cult for a while.
this only makes sense in hopeless areas, it safes time not trying anything there, and making that choice for others.
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if i hear a bell, and im an eve, or born to an eve that died early or has no skills tor locale to achieve much, i go for the bell, 2k far on foot, while roughly at age 18.
the is a decent chance to find good stuff on the way, other (young) eves (this is always akward fun), knifes, cloth, carts, ruins. but even if not, its worth a try, on foot.
BUT babies just slow down the travel too much, and they most likely waste half of a minute of your time till they suicide.
This means, i let my first 4 babies starve, after naming them "you are doomed", but I bring with me the baby that gets born within 500 distance to a bell. This happens roughly at age 33.
if i find a good base spot on my way, that behavior gets aborted, in favor of establishing something immobile, even if that only gets me a needle and thread.
no need to let babies die near a good spot.
A transmitter signal (binary ot nearby spoken text) gets copied by/to all recievers (of the same type), iff the antenna lengths is long enough for the distance between transmitter and reciever.
there exist short and long antennas.
radio is 2 constructions, three parts each, transmitter and reviever. both need the same battry, so in theory you could (half-duplex) swap and only revieve or only transmit at any moment, with a single battery for both.
the common error is that a city thinks, im gonna buld the first transmitter ever, no you almost certainly dont!
simply build a reciever and a long antenna first, this way you can HEAR any (more advanced) town in range that sends anything!
the transmitter can wait, till you hear anything.
also, lock up the reviever behind walls, without a door, best double thick walls. its just going to get sabotaged otherwise.
all radio parts can not be put into carts.
the base of the transmitter can not be picked up (so you better ptut that near a fireplace full of letters, but not near a fireplace full of gossip)
there are 2 types of radio signals (tech dependent), beeps and verbal, beeps is only a flickering lamp for binary codecs. swapping the battery to make a lamp go on and off. this is more a "something exists nearby" signal, as only ten percent of all players can read morse code, this will not do muich else than a "we are somewhere near" signal.
they can have a long or short antenna, range limit varies.
radios need a lot of copper and some high tech for wiremaking and making large batteries, the copper ore is the crupmly blue stuff, and you need a lot more than twelve of em.
the art of suicide:
there now exist two towns with radio transmitter and reviever, almost finished bells, and a population of null, surrounded by smaller ruins and locked/hidden stashes, full of nonsense (mostly stolen goods). its last surviving (greedy) males likely disassembled the reviever, stole its parts, and made it defunct for generations to come.
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i witnessed too many too dumb towns, where ALL players where too naive to prevent suicidal or murderous behavior. this just gets your (likely still innocent) children killed, ot has the largest most prosperous towns fizzle out without kindling or girls.
this is often as simple as failing to hunt bears (or to put an adobe in front of nearby bear caves), till a bear griefer ceases the opportunity to loot a whole town of idiots, after luring some bears. and sure, i was that bear griefer a dozen of times, because i know how easy it is breventable, and acting on it is more efficient than teaching it in text.
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But these two towns take the cake, they went much further:
I was in one of them, talking to someone over the radio from another town (2 towens with radio reviever and transmitter and long antennas), who claimed he was the only male survivor of his town.
during my lifertime i whitnessed, that four mature females, and null girls, over 30 years, did not givve a fuck for making babies. so our town had the same fate.
no kindling, fires died out.
having null females for 30 years with 5 fertile women, seems almost like they intentionally did not feed any born girls, but instantly knifed them.
what they did care for was wasting time and resources on diagonal wall farms, and stealing the radio reciever, and making war swords to hide them in a radius of 200 tiles.
this is noit art, this is suicidal greedy griefing "the art of suicide"
(but only while there are null gitrls for a long time, im fine with any sort of roleplay, making lots of paper, or any time wasting art project, only while it can be afforded to be done)
what they didnt account for, was bringing sterile pads with them, so there was my opportunity to teach.
i told them "bith get to the kitchen for girls", they refused to act on it, so it was intended griefing, knife time for me!
three of them died of old age, without birthing any girls, after i warned them to stay at the fire.
i murdered one of those cunts, and her male son (for threatening me), and one male, who wanted to steal a radio.
that griefer of course whined about me killing three people, and murdered me, age 55, because if theres one thing griefers to best, whine for drama, and leave out all context, aka liing.
there was also a group of 4 males, wasting time and adobes, like 30 of adobes on nonsensical wall art, while the town had null girls, and an almost finished bell tower.
the town almost had a bell tower stabilized, bell was there. rope was of course stolen and no rope weed farm left anywhere.
this is the art of suicide.
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---- learn the difference between murder (for greed or megalomany) and manslaughter (capital punishment against crimes).
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how to prevent the art of suicide, simple lessons, how to spot a suicidal town killing griefer (or a naive player , who is dumb enough to tolerate grief) :
you just need a dedicated bear hunter, or adobes in front of bear caves. (somehow griefers rarely manage to remove these adobes, its just that silly)
anyone tho dares to waste chiseled stone or adobe, when there are null girls, low birthrates, and lor kindling, must just die.
anyone who approaches a town with more than one knife in a backpack must die. thats just some dumb griefer, begging to be a murderer, promoting a lot of dumb vengeance drama.
(if you ever end up with a second knife, hide it within onehundred of the town center and find someone trustworthy (not any child) to inheroit one of two knifes.)
anyone, who wants to build a small house (smaller than 5x5) around a kitchen, is just causing a mess. so far it seems that a non-walled kitchen is far superior.
there should be a dedicated smith with backpack. he will hold the file and oine hammer. this way smithing is faster and not too much kindling, life and steel is wasted on knifes.
there is no such thing as too many tools, a state of too many knifes s however reached quickly. (its like, one knife per cook, not more, make war swords instead of making more knifes)
- the simple lesson here is, excess knifes are for murderous traitors (and a maximum of three cooks), and for noone else. excess knifes should be treaterd as being wielded by murderous traitors, with a death wish!
- just keep the knifes in the kitchen, if a male child takes a knife from a kitchen, not acting as cook, thats a greedy child with a death wish, thats just benefiting griefers in the long run.
anyone who seperates reciever too far from transmitter, or just tolerates this state, must die instantly (2-town communictation needs both close together)
- those players are just griefing or greedy warmongers, who on theiir own act against the interest of all the people, who assembled the radio items over decades. 2 town communication is great for peaceful coop. they sure do not want that to happen. its greedy sabotage, nothing else. treat it as such however you like, i suggest a stab wound.
anyone who insists on building a huge private property, or tiny building (usually a greedy trap to lock stuff in for longer), must likely die (but it may be in the interest of the town actually, hard to tell sometimes)
- this susually ends in megalomany, where mothers treat their chilren like slaves. you may like this within roleplay, but i despise it.
also, if you murder a griefer, they likely have retarded children or whitnesses on a vengeance, who just cant get over the fact, that their parent/relative is greedy or a griefer, in any of the above ways.
- such dumbfucks are just begging to die. death is the only cure. no need to waste time in chat.
if a player insist on not feeding any boys, thats just a retard with a death wish, opr a griefer, who wants to inherit a dead town. i genocided many amazons who fell for this grief trick. males are important for a town, they should explore the riskier biomes, not fertile females.
if your mom insists you to do something, that doesnt make sense to you, run away from that mother at age three, youre better off alone without an arbiter mother. Such a mom will likely kill her own daughter for any apparent disobedience. (its weird to understnad the motives here, but its a common event)
if the the town lacks a file, but is full of unfinished arrows, there has been a lof of griefing.
- this is about preventing knifes to be made, forever. you need a file to make blades. griefers want a knife monopoily, so they steal tzhe file. they also either:
- remove all stakes (lower jum, no way to cook a goose to make a file)
- farm many stakes, but only hidden behind trees (i saw this done by twins, its often hard to notice), they want a stake-monopoly, for arrow and file production.
if anyone keepsp asking for stuff, that you could easily make yourself, but dont bother bringing any needed kindling for, and its just as knife or war swoord or something dumb
, you will likely hear me say "denied", and then you keep risking your live while being annoying.
thast may be a lot of greedy people to kill, but luckily you can get 11 jums by age 12 relatively easily, which gives you 4 minute long eating breaks. enough time to cleanse greed, or to gather things from far awyay (corpes of dumber people, who went too deep into a jungle all alone).
yes, there were eves gallore.
i mostly blame the one life every 20 min change.
it causes more eves, in various ways.
but theres also crowd effects, besides that.
bigserver two is currently in an odd state, it has 3-6 huge cities, that constnatly have only one problem, they drown in food, and they are isolated by a lot of distance, and only one bell tower, with a warzone around it.
larger distances and more smaller tribes leads to a lot more mixed family cities.
a city is either in one of two states, friendly to foreigners, where it may end uop with five families in one locale, or in any hostility, which just shortens a lot of life spans and transfers wealth a lot more to where ever harders go or where bells are rung.
besides that, bigsrever two has more migrative families than before, overal groups seem to act more isolationist, and all that creates a lot more smaller tribes, everything is stretched out.
many familioes are spread over two cities, generally with no clue where the other city of their village is. it is a backup-tribe strategy, a bit silly, but it can have its advantages.
it has other odd side effects.
- the warzone around a bell is spread thinner, more people get more easily lost, or they just age more.
- scouts and explorers take longer to find anything, may just miss a ruin, and they likely transfer knifes all over the place, then die in the middle of nowhere.
- - this has the side effect, that an eve very likely finds a a knife early, or another eve. i spawned as eve twice in a row, and found 4 knifes total, but not much of anything else.
ohol does not have the level of detail of dwarf fortress, that accounts for single teeth toes and fingers, where limbs can be lost and replaced by cruthes.
where wrafs can lose both hands, and lode the ability to so many professions by being mostly armless.
ohol does not need to have that level of detail, it is intentionally in shorter intervals and more abstracted.
yeha it is situationally hillarrious.
but not as funny as getting born to a naive mother, which in the end, just gets you starved or murdered before age 5. so im on our-of-lifes-idle now, cause it happened three times in a row to me. and i got to avenge one of them, by making a bow into her heart.
if youre an eve, and manage to have your early daughters starve, whine not achieving anything significant, expect a murderous reincarnation.
if you hear any warning about anyone, and that person is armed and stealing (easily nooticable by a backpack with more than one knife in it), and you are not armed (due to thefts), you not only get yourself killed, but also all your offspring and parents.
also, one naive mom is the warpath-eve, that has stolen many war swords and knifes, on hidden outposts next to a bell.
that mom is naive, by showing a large group of her children her hidden stash.
this just creates a greedy death cult.
now thats hillariously deadly.
some slavery, arbiter, hegenomy or humanSacrifice rp often goes too far.
and im not talking about the "begalomaniac makes a knife at age 8 and trhinks he can dictate any bullshit (against common interests) and get away with many murders for no good reasons, common events.
once i saw a village with high popuilation, surrounded by property fence for no good reason, except to disencourage exploreers (which somehow works, cause peoiple are dumb enough within a false sense of security), no gates around the outside (was mostly a defensive wall), BUT ALL HORSES where locked in, once more to disencourage exploration.
i managed to make a saddle, get one hoorse, and role palyed as the guy on the horse who repeated stuff like "you are herded like cattle in here"
the town was a decent town, very functional, but i simply disliked it, for not being free and for not being migrant.
approved.
its biased in one way, and not another, but the one way is approved.
this totally should make people hate any pregnant mother, who is jhust way too far away from the warm base, in the nude, doing her own shit, but not getting good food or clothes or many babies in a warmer place.
And of course I am a bit of a hypocrite in the last sentence, when I do something like that, except I was pregnant a lot, while killing ten bears and other clothing animals, and bringing the furs home.
Just saying, we might also need a bear-killing score, as bears are a number one grief cause, eeasily prevented by just having one dedicated bear hunter.
And a score for how many dumb moms you killed, based on reciprocal distance to base, while nude and fertile, even if their whiny surviving kids will hate, curse and badmouth you just for that.
cold hearted dumbass mombs with kids on a vengeance are worst grief cause, as they slowly kill a family by diminishing offspring the most.
trapping someone in a small enclosure is way too easy in ohol, so it is done a lot.
twin evers must fight to the death, there can only be one!
i name my kids nonsense, that doesnt have a match in the name list, but that makes sensae in context to what happens or matters in the game.
if theres an urgent event in the area right now, if some people are migrative or exploring, if base has low food, if i am just hunting jummy foods, if i am just smithing or sheering sheep, if i have bery high jums, of the town lacks food variety, if the town somehow only lacks pants (this is relevant and funny),m of the town has a thing for human sacrifice ot genocide or war babies.
profane names are always fun to shtow at the list of real names.
funniest rl story on kids names is when they introduced a condom brand in a high populated asian country, and the brandname was a common human name of the area. that nem then went out of use for human names, because somehow no mother wanted to name his child after a famous condom brand.
it is an ubb board forum, very old technology actually.
heatstring stories are just fuíne here.
the disney family once migrated north, and got closer to another tribe, the initial union was peaceful.
i think mostly because i came to the disney gingers once, without weapons, and without pants (but with a hat for a hat-gesture), and I did this kinda thing for the fift time, so we knew how to meet peacefully. (birthday paradox at work)
but then greiefers caused a bloodbath, so
https://mega.nz/#!d5dzWQqR!BBxBtDf79Ojb … NCL8dNGPwg
"six people died and i got pants" was the first note i got to write, and we used it a lot, to test the progress of the language learning simulation, and its involved scrambling cypher.
we commenced just having fun with the cypher, where i usually talk nocontext sexy stuff, not always in englishbut sometimes even german, just for the extra confusion. "geiles blutbad aber" "but it was a sexy blood bath", sure was not understood, so i added a "nevermind" to it.
at older age i wrote a goodbye letter;
"and jason sayd, my hovercraft is full of eels, and it was"
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in another diplomatic inter-tribal meeting, i got sneaked into another tribe by my mom at age five, the other tribe was diing out so it could not afford any hostility, and instead was assisted by us a lot.
as thanks, i got an intertribal marriage and i got to roleplay sexy times with a 45 year old avatar from anothet tribe, gesturing nude behind a tree, and then putting all cloth back on.
in dead villages, you have a chance to experiment, with whatever is left to you.
practice anything, or try something new, you can fail as much as you like, and noone will be mad for it but yourself.
you can even practice griefing or maximum destruction, and noone would ever notice.
waste all the kindling, waste all the food, use one kindling per heated steel, it wont matter at all, it likely just decays and noone will ever notice much of a difference.
in dead villages, the common thing to do is to just make paper wtire some on location, and take the rest with you, to leave a breadcrum paper trail.
use this to get philosophical or to criticize anything you want to. it does not need to have context.
the silliest letters i wrote where "six people died and i got pants" and "and jason sayd, my hovercraft is full of eels, and it was" while and after two civilizations met peacefully, but then 2 greedy griefers with too many knifes per player (2x as many knifes as grieders, go figure) went on an ego trip bloodbath, where i remained neutral, refused to pick up any weapon,. soi i was not threatening to anyone with a weapon, so i survived this shit easily: https://onehouronelife.com/forums/viewt … 830#p65830
its fun to vent anger in paper, that likely noone is ever going to read, and hat may just end up ion someones ingame library, with all the othjer nonsense in it.
in dead villages, you usually find a knife ot a bow andd three arrows, and a horse.
this is a good moment to practice hunting of boars, wolves, bears and snakes.
the ui can be a bitch for hunting boars and wolves, because pathing is simple and dumb (you easily just march onto a wolf or boar), and mastery of this finnicky ui takes a lot of practice.
the main pont here is, swapping tools less often saves time, due to longer intervals, and less zigzagging.
long straight lines of stakes have you klick the same spot on your screen (after the 5th stake, while zoomed in fery close) and this is just very fast tool use.
the above is less relevant with the most recent update, where stakes now need less klicks for a road, but its still true, many stakes are useful many times.
no morty, your method is the common but slow version of building a road, because it is a slower rythm. even with 2 players, where tools are not dropped, its still slower (per person) than just placing a lot of stakes first (multiples of 4 ideally). yours not the slowest, but clearly slower, than just placing many stakes first, something bettween 8 and 40 stakes.
its cute to place stones atop of the place where you want to build a road, but also much slower doing so. it shows intent a bit earlier, and thats the useful thing here, conflict evasion, but thats about it. its slower.
stakes are easily transported and made, even before age 12.
stakes are quickly transported between any ends of the road network.
with a common cart, you just right klick 8 times and swap 4 stones with 4 stakes, and move the stakes in the cart, usually over a road that you just made longer. this is just way faster, mostly because it swaps tools a lot less often.
theres simple orders of operations first.
excess stakes end up as kindling.
many stakes sure only make sense if theres enough branches for them and other branch items, which is easily scoutable and knowable.
i only do ling stake lines if:
- theres enogh wild berries nearby (hunger just wastes time) (roadbuilding usually is a low-jum-score thing, you rarely reach 6 jums. even with fast carts)
- theres enough branches far away from the base (those are my stakes first, base conflict evading)
- theres flat stones in biomes nearby (no sense in planning a long road, when getting stones for them takes too long)
- theres something worthwhile to connect a road to. (not making a road for a roads sake)
taking stones from a forge can saves time for everyone, iff the road is near the forge, and if and only if the forge temporarily lacks iron AND steleel or any need to forge anthing (all tools exist at least twice), and if you can quickly refill the stones to the forge after having taken them. (which many people by then easily notice, i bring stones to the road, u use stones aloing the road, this may be stones from anywhere, including forge, papermakers, and cooks, only while they are inactive, for whatever reason.
this was the sutuation wherever i did use flat stones from the forge, to make a road or paper.
but you're on dumb ego trips right now, calling me a troll. thats cute dumb.
i dont need your disapproval or approval, because i sometimes do awesome/original/novel things ingame, far from trolli, grief, or being ewastefull within the game, then reveal my identity, and the reply is generally just "wooha".
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i have the same problem with cutting a lot of trees, or making a lot of kindling. so many murders for daring to try to swap tools less often and gender is irrelevant, they are just on a dumb power trip, as soon as they have aweapon, they want to dominate.
i love when i get to use more than one saw oon more than one buttlog at once, my record is 5 saws on five buttlogs, and one mallet.
i love when i manage to bond with another player bnefore age three, and get the two of us to cooperate in making planks or building a road.
if you see who babies say "ja" a lot (or any two letter key phrase with the purpose to bave a bond and to find the other person), one of them is likely me, the other one i sure hope to be a stereamer, [james bond] was once his avatar.
i dare to test this, its roughly a one (to three) in hundred chance, that people anonymously anr dandomly meet agaiin days later, and the [birthday paradoox] is not to be undertestimated here, and so far it worked once more; i met [james bond] (or at least someone else who knew the spiel) again, and he had a tragic death.