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General out-of-character discussion among players of Cantr II.

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Chris
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Postby Chris » Mon Jun 02, 2008 6:52 am

Tiamo wrote:Also, there is no viable way to limit individual access to the sources of resources. To keep unwanted individuals from foraging a community will have to permanently occupy all resource slots, or capture/kill the individual. This means that a community can not really prevent individuals from living a hermit's life on the same location.
Access to already gathered resources and products can of course be limited, but not access to the sources.

People can be pulled off projects. Many towns have (and enforce) restrictions on gathering particular resources. I have seen only a couple of towns that prohibit all gathering by outsiders, though some require permission before starting any project. Almost every town restricts use of its machines. Almost every town has a hunting law (i.e., restricting a way to get animal products), though most animal products are available for free. It's not difficult to throw someone in jail, so most people read the laws and obey the restrictions.
Sekar
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Postby Sekar » Mon Jun 02, 2008 1:11 pm

Although I agree with a lot of what Tiamo said, I must say I don't really don't understand what he was trying to get at with the part Chris commented about.
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Tiamo
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Postby Tiamo » Mon Jun 02, 2008 1:53 pm

Sekar, if it would be possible to shed all resources (and their source) away from individuals and smaller groups (which is more or less the case in RL) you force those individuals to become part of a large group, or perish.
People would become dependent on their group/clan/country for survival, as that group is their only source of food. Groups, clans and tribes would evolve naturally.

But this is not the case in Cantr, as food sources can not be shed effectively. One more reason for not forming lasting communities, in opposition to RL.

If you want groups and communities to evolve in the game, you will have to give the players/characters enough in-game reason(s) to do so. Apart from the shared use of tools/machines/buildings/transport i don't see any. And that is not really enough, it seems.
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Money
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Postby Money » Mon Jun 02, 2008 11:52 pm

What people need is money. Their would only be one type of money so that they had to come out of suclusion to trade. The coins would spawn banks which would exchange th coins thus spurring on economic growth. The coins would also make everything of the same value if measured in amount of days needed to harvest the resource in question.
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Dogonabun
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Postby Dogonabun » Tue Jun 03, 2008 12:06 am

Money wrote:The coins would also make everything of the same value if measured in amount of days needed to harvest the resource in question.

That's exactly the problem- specialization isn't worth it because all resources are worth their days production. So a day's work of wood gathering by an expert counts the same as a day's worth of awkward fishing- which means that trade is totally useless, because to get what you want, you'll never get something worth more, because everyone knows the respective values of things. So there's even less drive for co-operation.
Stupidity is relative.
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Chris
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Postby Chris » Tue Jun 03, 2008 1:28 am

Dogonabun wrote:That's exactly the problem- specialization isn't worth it because all resources are worth their days production. So a day's work of wood gathering by an expert counts the same as a day's worth of awkward fishing- which means that trade is totally useless, because to get what you want, you'll never get something worth more, because everyone knows the respective values of things. So there's even less drive for co-operation.

An expert will gather the same amount of wood in a shorter period of time than the awkward wood chopper. So trade does pay off. If everyone does what he/she is expert in, and then they trade, that is more efficient than everyone doing everything for themselves, including tasks in which they are awkward or novice. Or if you are an employer who pays per day worked, then you are better off assigning your employee to tasks he/she is expert in. You get more value for that day of work.
Sebas
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Location: Sweden

Postby Sebas » Tue Jun 03, 2008 3:38 pm

I know a country in the swedish zone, but I don't know if i'ts really organized. It's called Nickelboda Rike. My char leaved the place cause of the rules :roll:
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saztronic
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Postby saztronic » Tue Jun 03, 2008 6:31 pm

Chris wrote:
Dogonabun wrote:That's exactly the problem- specialization isn't worth it because all resources are worth their days production. So a day's work of wood gathering by an expert counts the same as a day's worth of awkward fishing- which means that trade is totally useless, because to get what you want, you'll never get something worth more, because everyone knows the respective values of things. So there's even less drive for co-operation.

An expert will gather the same amount of wood in a shorter period of time than the awkward wood chopper. So trade does pay off. If everyone does what he/she is expert in, and then they trade, that is more efficient than everyone doing everything for themselves, including tasks in which they are awkward or novice. Or if you are an employer who pays per day worked, then you are better off assigning your employee to tasks he/she is expert in. You get more value for that day of work.


Efficiency is only of value if time itself is valued as a commodity. Cantr is explicitly designed, at least from a resource or production standpoint, for this not to be the case.

If I am awkward at gathering carrots instead of expert, and it takes me 10 Cantr hours to gather a day's worth instead of 7, do I really care? I log in a handful of times a day. So does everyone else. It would probably take more effort and time and bother to arrange a trade than just to suck it up and live with the extra hours.

This plays much the same way in real life. As a do-it-yourself plumber it might take me 2 days to fix something it would take an expert plumber 2 hours to do. But I don't want to pay the plumber, and after all, time is cheap. I can do it myself as long as it's not an emergency.

Nothing in Cantr is an emergency.

Same principle for longer projects, i.e., if something is going to take me 10 days, do I really care if it takes another day or two? Time is cheap.
I kill threads. It's what I do.
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DylPickle
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Postby DylPickle » Mon Jun 16, 2008 3:53 am

I made the mistake of simply looking down at all the notes in a town today, and was pretty disappointed by what I saw.

A Hobbes Encyclopedia from 1300 and a MidNorth Treaty from 1188.
The village's laws hadn't been touched since 1386.

Today is day 2294. No wonder nobody has said a word in this town for over 5 hours (though two people hunted :roll: ), almost nothing outside the game mechanics has really shifted or grown in over 1000 days. Kind of sad on our part.

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