Babies and children
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- swampthing_bob
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Wim van de Griendt
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- Pirog
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- Solfius
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you can kind of do that by adopting people into a family, but it would be better if there was a stronger family tie in the game, but fuedalism is still possible, as fuedalism isn't nessecarily based on bloodlines etc, but a way of controlling land by splitting it up between people you trust to look after it in exchange for taxes
- Pirog
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Solfius>
Yes, but having heirs that take over buildings and so on after their parents died have had a major effect on how the economic systems have been formed.
And I would REALLY like nobility in the game...some snotty nosed brat that makes everyone insane, but still get what he wants
From the point of relationships it is also crucial that they get a child...because otherwise they tend to turn very stale after a while...
Yes, but having heirs that take over buildings and so on after their parents died have had a major effect on how the economic systems have been formed.
And I would REALLY like nobility in the game...some snotty nosed brat that makes everyone insane, but still get what he wants
From the point of relationships it is also crucial that they get a child...because otherwise they tend to turn very stale after a while...
- Solfius
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- sammigurl61190
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Yes
I haven't done the calculations as some people have for this, but I do think that it would be an excellent idea to enhance the game. The more the merrier! LOL
- Solfius
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- Darth Tiberius
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- Solfius
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have you read the other pages of this thread? it will probaly contain the answer.
Personally I would like to see a third player take the child. Perhaps there could be a wiating list of players wanting to take control of a child, and as new children are made then the player at the top of the list could gain control.
Also I think to ecourage children a division of sapwned characters and children could be implemented, say 5 sapwning slots, and 10 children slots, to mature into adults.
Personally I would like to see a third player take the child. Perhaps there could be a wiating list of players wanting to take control of a child, and as new children are made then the player at the top of the list could gain control.
Also I think to ecourage children a division of sapwned characters and children could be implemented, say 5 sapwning slots, and 10 children slots, to mature into adults.
- creepyguyinblack
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If there are going to be "children slots", it should be introduced gradually, such as 14 reg, 1 child slot and maybe every game year bring it up one or so, levelling out at some balanced level so that here will be enough infrastructure of other characters for children to be supported since i don't think they should be able to really take care of themselves til 10 or so, in terms of working projects and farming. That also will be a serious investment in a character, waiting 400 days, over a year RL to have the character reach the standard age. I'm not sure if I really have a point though now.
Last edited by creepyguyinblack on Sun Oct 26, 2003 11:40 pm, edited 1 time in total.
- Solfius
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Meh
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A short maturation period would reduce the societal absorbtion of the child.
Starting ages of 0, 5, and 10 could be available. The acceleration could be just to skip to 5 and 10.
And I can think of no way a 15 year old chracter would differ from a 20 year old chracter. So really starting at 0 is a 300 day commitment.
What would be the benifit of starting at different ages?
0 - No able to fully communitcate and very weak. Did we intend babies or children?
5 - Able to communicate and weak. The investment of time from 5 to 15 is 200 days. Not a long time if your into it in the first place.
10 - communication and a little weakness. Not far back enough in my opinion.
And as for "children slots" I reiterate that all of these be a bonus above the 15 that many are limited too at first. Over time the rules can get tighter. How about 1 free "child slot" for everyone at first to see how it works?
Starting ages of 0, 5, and 10 could be available. The acceleration could be just to skip to 5 and 10.
And I can think of no way a 15 year old chracter would differ from a 20 year old chracter. So really starting at 0 is a 300 day commitment.
What would be the benifit of starting at different ages?
0 - No able to fully communitcate and very weak. Did we intend babies or children?
5 - Able to communicate and weak. The investment of time from 5 to 15 is 200 days. Not a long time if your into it in the first place.
10 - communication and a little weakness. Not far back enough in my opinion.
And as for "children slots" I reiterate that all of these be a bonus above the 15 that many are limited too at first. Over time the rules can get tighter. How about 1 free "child slot" for everyone at first to see how it works?
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