a multiplayer game of parenting and civilization building
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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.).
before urbanization, farming develops in genreral where ever multiple people get too old to migrate with the rest of the family, or where ever populations get too dense. these settlements are WAY too small and short lived to be called "villages"
age and higher population density have the effect of more stationary "temorary settlements" (usually onlky a few lucky generations of less than a dozen old or weayk/injured/sick people) , usually using alcohol/cheese to preserve food, just to have enough food to survive with diminished mobility.
these often drunk and way more stationary elders are than the foundation of locally bound culture, medicine/shamanism/religion, where usually a tradition is generated, where wisdom/religion/health is exchanged for donaions, usually food or wealth.
in ohol, farming anything but milkweed at the same place over and over seems to be inefficient, compared to mostly living off wild berries along a long road.
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.
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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.
you easily achieve lower populationm densities by building one long road, that zigzags between cities/ruins.
more people moving along the road depletes a city a lot slower (mostly with wild berries alongside the road)
And these people still mix and match all the time, by passing by each other on the road.
occasionally you give birth on the road wile building the road, and occasionally this revives a city along the road, and ive seen them boom to populations of 20 within 3 hours once, to then just chose to explore and equalize that population boom.
theres always bells along such a road, and the road itself, that lure explorers and gatherers away.
males become road builders or they bring stuff from north and south to the road. (mosaly gathering flat rocks AND iron ore, and milkweed)
females become gatherers, that just gather all the things on the road to more populated areas, especially babies and firewood and bowls full of wild berries.
this works, because wild milkweed (and anything else, flat stone/ores) respawn faster than roads decay.
Erasing the rift, the gradient-biomes, slow shift towards more cooperative gameplay, and many good changes happened.
genetic scoring is meh, but whatever works for some to motivate to more cooperation is fine.
I like oil depletion too.
farming anything but milkweed is wasting time anyways.
just build roads that connect wild-berries instead.
I get that youre lazy enough beerrymunchers to want to centralize a city, but instead you can have houses along one long road, supplied by whatever is north and south of it. that road than turns into an assembly line, with long thin (milkweed) farms close to it.
a long line covers more area than a city blob.
I really like that there's a long-ass road, and most settlements sooner or later come in contact with it. And you can loot dead towns.
4 months ago the rift had a 2 week vacation, and i ended up building a huge portion of a 5600 tile long road (90% of it at least), it was one circle and many branches, with bells and theft and lots of murder all around.
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I paused playing ohol for 4 months, could not care less due to rift being a sadism simulator.
its gonna be a 5500 tile long road again, but this time its already 2000 long by the time i joined and its straight east-to-west, with very little diagonal zigzagging within 500 tiles northSouth, zigzagging to get it closer to larger nearby ruins and to make it easier to catch road segments under construction.
the town east of the most active bell alongside that road with LOTS of wild berries east and bananas east of that, it just had a silly boom, within 4 hours it got 2 buildings and an airport and up to 20 ppl in it at the same time, where there was just a road before, and tools laying around, till i gave birth to some girls in te berry field, and they boomed.
i regularily revive ruins along the road, and its a mutual benefit of city+road, some male children build that road with me till death, placing almost 200ish tiles per hour without a horse (graveyards that noone woould ever see again are goot sources of flat rocks)
waystones are used to block paths/access (quickly surround wells, even in the only bell town, so ANY well is quickly surrounded)
, and its 1/4 to 1/5th as easy as previous blocking-grief.
waystones should not be movement blocking. maybe turn them into thin OBELISKs that you can walk onto.
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waystones can be elder-removed, but this hardly ever happens in time, and should be a hassle.
undoing things is way too hard, usually needs 2 players cooperating, so that "undo all the things grief" is not too easy, unless theres evil twins, in which case it wont do anything, and where ever undoing ANYTHING is NOT possible (easily enough), the game benefits all the access-blocking-grief.
Elder removal nonsense needs paper, needs water and 2 old people that know what to do.
with mixed town language barrriers and average stupidity, all this is too rare, therefore, blocking wells with way-stones is the common thing people do now. this also blocks access to water, needed for paper.
i saw it happen 3 times, self indulgent way-stones blocking off bells or wells, and ALL people around me (too young and too ignored) where ignorant and oblivious, no knifing, no cursing ever, its just done too quickly, as it only needs a quater aas many stone blocks as tye ole unremovable blocage.
"monarch territory" most recently dlocked a newcomeen pump, fast moving wasd hhetuv mod player.
rubber horsecarts are common now, and they carry a LOT of stuff to resettle/trade/support, and that diminishes eveCamps, while it makes roadbuilding much faster.
This is a necessity due to server populations being 50-100 on any december day.
I ride around a lot, and while gathering flat rocks for roads i do walk/ride further away from main poths. easily traveling 5k per life.
There I finnd many tiny abandoned camps with no houses and no roads and low well tech.
sure, they are rarer, as everything is much closer together now, and more bells closer by attract more eves to come together.
it is not just picking up diing babies, its also client crahsing to feed berry to diing baby,
goose conga!
family died out, but has a mimic by name by another eve (not mine).
families spread and mix more, less localized legacies are fun.
this time, long roads keep nearby towns more alive/useful, if only as temporary storage dump to be looted occasionally, and then likely repupulated for a while.
hard client crash IFF mother picks up baby WHILE baby lies on the ground and triggers suddenInfantDeath.
it crashed to me twice, almost once daily, almost once every 5 hours:
happens to all mothers, not just eves. but theres more SIDS on eves for sure.
i constantly transport tools , backpacks, ore west.
i made a lot of the long road to the west.
i placed a lot of waystones, for ORIENTATION, by breaking monotony of a long road and by referring to places that people may remember by label.
waystones may make for a nice pen someday.
with waystones you can more easily tell WHERE alnong a long repeating straight road you are, and they usually lead towards a bell, in case no bell has been rang for 10 minutes.
this works fine, as ollman family is roughly half of the server population in the EUropean morning of 19.12.2019
roads are just way too good, as they decay very slowly and are done quickly.
you can easily renew roads while leaving a depleted oil well NEXT to a road alone/empty till it resets.
then the oil well spot is viable again, with road infrastructure.
yes, whhere the long straight west road ENDS , then 520 west and 120 south, THERE you find "ollmann" town. it lacks clay, and a tower, is a semi-ruined frontier outpaost stuffed with backpacks and tools.
what it ladcks, it makes up for in a large stack of backpacks, steel and a large libraty of blue papers, most of them also set in stone there.
"ollmann" is roughly 3rd largest family for the last 6 hours, occasionally largest family but never for too long. base idea is, motivate people to raise children and explore there, they may not stay in that place, as it lacks bell s and soil. Those then likely find some good place nearby, as this place is soon surrounded by smaller settlements..
good map.
i rarely venture THAT far south, but yeah, i was born in that soutthwest ccamp a few times.
metter make long zigzagging diuagonal roads, or make it like a feather.
but not many long parallel roads please.

I'm back and I spend almost all play time buiilding roads, mostly towards west or novel cities nead long roads
, or by placing way-stones alongside main roads.
families or cities may change or decay/relocate.
"map with charcoal marks" repediately copied onto "way stone"s are a more persistend location-name-giver.
this also keeps memories fresh, and over time 20-hundred far locales that is long abandoned are still a useful relative position, or at least a useful memory.
my fiirst "map with charcoal marks" marks a [far western and close to main road oil well] with "oil west lynn".
game is playable again.
did you miss me?
I almost missed you
,with my bow!
I paused playing this sadism-simulator for 4 months, only to notice that it got patched back into a playable game 2 months ago, and it seems to be a lot more social now.
firstly, this is just an inefficient novelty bandwidth/code wise. though it sure in general is a cute lovely idea.
secondly, roads in ohol have always been ridiculously overpowered. no need to make them stronger (or to get a semi road just by walking anywhere).
No need to tell ignorant people to explore, as they will just ignore it either way, and they will just end up trampling in tight circles, making cities even laggier.
instead of farming berries (or anything) just build long roads.
instead of building round cities, just build long settlements only alongside long roads.
long roads quickly get flooded with items near them. usually more cloth and stone than you can wear or make towers with.
ie buzild a 5k long road network in the 3 weeks when the rift was "on vacation" and was testing the "the road provides" thesis, and its great, even in a total warsword chaos full of murder(ed towns) all over the place.
sure, this makes raiding and sheepkilling easier if many small huts are only placed alongside roads, by thinning out a decentralized population (when swords where just silly and sardistic) , but it is still worth the risk of having a long string of campfires raided/sabotaged.
the smart people either stopped playing ohol or accumulated into a greedy griefer group.
the remainders are just too dumb to survive, because you aint get carried no more, and instead you get killed more.
i expect "arc"s to last shorter and shorter.
you can play the singleplayer platformer "celeste" in "assist mode", without using any of its cheats, like slower time, more airjumps, or invulnerability.
you can play an ohol modded client without using most of its functions, only for emote hotkeying.
very funny, keep it on.
To be fair, I think that we have ollj to thank for our current ability to make arrow fletching from domestic geese and turkey feathers.
hooray, turkey feathers got some utility!
yes, i turned one rift into a featherless wasteland full of bears, and then build one long 5700 tile long road trough and around it.
It could have become a racetrack loop.
yes, i jokingly pretend to grief more than i do, because that just lures the dumb people, so i know whom not to waste my time with. its like making fascists admit to being fascists on twitter.
Maybe just make it impossible to scale down ANY fundamental ui to a simgularity!