The option to spawn on 'new' islands
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- El_Skwidd
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The island with Brunoi on it... I don't know what it's called... but there's a whole huge chunk of that place that's completely and totally uninhabited, mostly because there's no food. I had a newspawn get lost there and die.
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- Anthony Roberts
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Overpopulation is a problem.
Considdering Cantr is text based game, you need to be able to read what's going on. A city with 30+ people has problems, but with a few 50+, that's an issue. You can't read the events page, and that's an obvious problem of overcrowding. It's like you all amass at a rock concert, and you're trying to hear your friend. You can't.
Considdering Cantr is text based game, you need to be able to read what's going on. A city with 30+ people has problems, but with a few 50+, that's an issue. You can't read the events page, and that's an obvious problem of overcrowding. It's like you all amass at a rock concert, and you're trying to hear your friend. You can't.
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Ditto. I don't mind the level of activity of bigger towns, but that many people in one spot just gets to be a jumbled noisy mess that I haven't learned to deal with. I'm much more comfortable with moving the business inside and carrying on regular conversation with 6 to 10 close friends. I guess in that case, Kwor could be my favorite town because of Firecam HQ.
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- Nick
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Anthony Roberts wrote:Overpopulation is a problem.
Considdering Cantr is text based game, you need to be able to read what's going on. A city with 30+ people has problems, but with a few 50+, that's an issue. You can't read the events page, and that's an obvious problem of overcrowding. It's like you all amass at a rock concert, and you're trying to hear your friend. You can't.
People have buildings. Maybe they need to use them. When things become too loud in buildings and outside, then you're dealing with overpopulation.
IMO, Cantr society is at a pretty primitive state.
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- Jos Elkink
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Exactly, AoM, and especially for that reason I'm seriously opposed to the original suggestion of this thread. Colonization is only recently really picking up - only the Germans have a real colony with a substantial town on an island that never had a real spawning location - and is a much cooler way of inhabiting those unexplored lands than just creating spawning locations. No further spawning locations will be created, except for the establishment of new language areas.
Overpopulation can be handled by using buildings etc. more extensively, and indeed by colonization. Sailing is far enough progressed by now.
Overpopulation can be handled by using buildings etc. more extensively, and indeed by colonization. Sailing is far enough progressed by now.
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- SekoETC
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If there was massive spawning on these new islands, you know what would be shitty? These natives wouldn't know that they're supposed to be savages, no, they're spawned in the middle of nowhere, with no buildings or anything and they ask could I get a job? Or what are the local laws. Sheesh... Ok, these two newspawns we got in this pretty unknown location, the other one even said he'd like to have a shower. Argh! I just hate it that there are no real primitive cultures in Cantr, everyone is hunting iron before they've ever even seen it.
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I liked Genvieve's suggestion - that's kinda what I was aiming at - no specific choice - just the option to start a character in an unpoulated, undiscovered continent.
And I also agree about over population - I've had a character that travelled to look for a quiet place with few people around - it took her ages. I don't think exploration has advanced enough, or that there's enough drive to go and populate other areas. I know of at least one plan to colonise a new island, and, from what I hear, Burgeo is getting busier - but I'm not sure it's enough to start atracting newspawns?
I know the spawning algorithm is based on the numbers of characters in a location. How random is this? Because, if the populations in the main towns keep increasing, the populations on new, colonised, places will have to increase faster than the spawning locations to start attracting spawns. This seems unlikely, as many spawns are just one-off players who come and go over the space of a day or two, thus artificially boosting the spawning 'attraction' of the main areas...
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- Jos Elkink
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hallucinatingfarmer wrote:How random is this? Because, if the populations in the main towns keep increasing, the populations on new, colonised, places will have to increase faster than the spawning locations to start attracting spawns. This seems unlikely, as many spawns are just one-off players who come and go over the space of a day or two, thus artificially boosting the spawning 'attraction' of the main areas...
I'm slightly confused by your comments. The spawning system is totally random, proportional to the square root of the number of people in a location, as stated earlier. Colonizing cities can transport settlers, though, boosting the spawning rate as well. It's nonsense that small cities can never become big cities, including colonies - simply the history so far of city growth, since the introduction of the new spawning system, defies that theory. Sometimes large groups move; some towns act like attractors to all travellers passing by; sometimes towns are massacred.
I prefer if these things grow naturally rather than through tweaking the spawning system.
I also disagree that this creates the same societies everywhere, because:
1) colonies are actually very rare and a new type of government system - we have hardly any multi-location empires, colonization could be one way of getting those;
2) already so many towns are look-alikes - it doesn't seem that colonising-like actions are required for that.
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