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Minecolonies Families
#1
This suggestion is inspired by the female colonists constant complaint about their "husbands" fat shaming them.

Hmm, what if we added families and relationships to Minecolonies. So that when your Builder, Judith, complains about her husband, she means Jeremiah the Guard. The initial colonists are all unmarried and will have a "relationship" rating for each of the other colonists. This number can go up or down depending on whether or not the other colonist is employed, or working a job that is not the colony's specialization. 

When the relationship number between two colonists reaches a certain level, they become a couple. Note, I'm not assigning gender to either colonist.  Rolleyes

Of course, this can lead to unfaithful spouses, and love triangles. By the way, the human player has a relationship rating as well. It, however, is how well he manages the colony, making sure everyone is supplied and fed, and doing so without his own Isabelle. (Animal Crossing Reference)

This also means that colony growth can be spurred by recruiting new colonists, by building new citizen huts, or by the married couples getting "busy" and producing progeny. Kids have a 10% of being born every 5 to 10 days. 

The child grows maybe an age range every 5 to 10 days. From Toddler, to Child, to Pre-Teen, to Teen Ager, and finally, Adult. While a Toddler, both parents can only work half a day and spend the other half taking care of it. 

The baby will have all it's stats at 1, except for two, which will be at 2. This sort of determines what the child will be good at when they grow up. Max levels will be determined by the parents' stats. They will be within +/- 1 of the parents' average highest stat. 

This introduces a new hut and worker: The Teacher. The teacher will take care of the kids during the day and instruct them. He or she will need as supplies: Books, paper, charcoal and sticks. (Charcoal and sticks make pencils.) At a rate of 1 book, 6 paper, 2 charcoal and 6 sticks per 5 to 10 days per student. The higher the Teacher's Level, the faster the child's best stats will increase. Stats increase normally by 1 for each age range. So at best, a child, with no teacher, will max out a 5 or 6. With a teacher, a child has the potential to hit 10 for some of their stats. Only three stats will increase faster per "term"

This introduces the concept of age as well. Colonists get old and die. At onset of "old age" they retire and someone else has to do their job. Taking the average I've given for child aging of 7 days, a child reaches adulthood in 35 days. That's 18 years. That's roughly 2 years per day. So for an average working age of 65 years that's 130 days. Then they go into retirement, and live till about 70 to 90, or 140 days to 180 days total. 

One side effect of kids graduating from School is that they are expecting to work in the field they were trained in. So, if you have three builders in your class, you may have to put some of them into another job or leave them unemployed for a while. There could be an option for the Builder to automatically build the minimum for that career in the first available space in the colony perimeter. That makes farmers a bit problematic.

So, what do you think sirs?
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#2
(03.01.2018, 00:02)JohnReiher Wrote: This suggestion is inspired by the female colonists constant complaint about their "husbands" fat shaming them.

Hmm, what if we added families and relationships to Minecolonies. So that when your Builder, Judith, complains about her husband, she means Jeremiah the Guard. The initial colonists are all unmarried and will have a "relationship" rating for each of the other colonists. This number can go up or down depending on whether or not the other colonist is employed, or working a job that is not the colony's specialization. 

When the relationship number between two colonists reaches a certain level, they become a couple. Note, I'm not assigning gender to either colonist.  Rolleyes

Of course, this can lead to unfaithful spouses, and love triangles. By the way, the human player has a relationship rating as well. It, however, is how well he manages the colony, making sure everyone is supplied and fed, and doing so without his own Isabelle. (Animal Crossing Reference)

This also means that colony growth can be spurred by recruiting new colonists, by building new citizen huts, or by the married couples getting "busy" and producing progeny. Kids have a 10% of being born every 5 to 10 days. 

The child grows maybe an age range every 5 to 10 days. From Toddler, to Child, to Pre-Teen, to Teen Ager, and finally, Adult. While a Toddler, both parents can only work half a day and spend the other half taking care of it. 

The baby will have all it's stats at 1, except for two, which will be at 2. This sort of determines what the child will be good at when they grow up. Max levels will be determined by the parents' stats. They will be within +/- 1 of the parents' average highest stat. 

This introduces a new hut and worker: The Teacher. The teacher will take care of the kids during the day and instruct them. He or she will need as supplies: Books, paper, charcoal and sticks. (Charcoal and sticks make pencils.) At a rate of 1 book, 6 paper, 2 charcoal and 6 sticks per 5 to 10 days per student. The higher the Teacher's Level, the faster the child's best stats will increase. Stats increase normally by 1 for each age range. So at best, a child, with no teacher, will max out a 5 or 6. With a teacher, a child has the potential to hit 10 for some of their stats. Only three stats will increase faster per "term"

This introduces the concept of age as well. Colonists get old and die. At onset of "old age" they retire and someone else has to do their job. Taking the average I've given for child aging of 7 days, a child reaches adulthood in 35 days. That's 18 years. That's roughly 2 years per day. So for an average working age of 65 years that's 130 days. Then they go into retirement, and live till about 70 to 90, or 140 days to 180 days total. 

One side effect of kids graduating from School is that they are expecting to work in the field they were trained in. So, if you have three builders in your class, you may have to put some of them into another job or leave them unemployed for a while. There could be an option for the Builder to automatically build the minimum for that career in the first available space in the colony perimeter. That makes farmers a bit problematic.

So, what do you think sirs?
I'm not a developer, but I love this idea.

To expand on it, each new colonist gets a house, when you upgrade the house to lvl 2, only a spouse can move in. Then Lvl 3, the couple would have a child. When the child becomes an adult, they need a house,(or continue to live with parents until they get married.  or move into an empty one that a spouse moved out of. 

We need a few more buildings

A school (for the children, complete with teachers) Kids "learn" a skill of one of the parents, then become an apprentice with that parent and help them in the "shop"
A Rabbit Herder
A Horse Herder (to breed and break horses for guards and citizens)
A Llama Herder
A Librarian for the Library
Traders for the Market (and actually have unemployed citizens visit these places)
Hire workers for the Town Hall, or allow them to move out
A Stonemason to make stone blocks for the builders
A Carpenter to make wood blocks for the builders
An enchanter to enchant weapons and tools for the workers (maybe after the worker hits a certain level with matching building level)
A wizard to make potions
A Redstone builder to make Redstone items
A dye maker to make dies for wool, and glass
A textile maker to make carpets
A glass maker to make glass panes and blocks (with dyes)
A sand collector to supply the glass maker
A florist to collect flowers and other supplies for the dye maker
A potter to make terracotta
A furniture maker to make beds and banners
A railroad worker to build tracks and carts
A boat builder
A Smith to make saddles and horse armor (I know you can't make them now)
Churches and Priests
Medical Clinics to heal citizens and guards that are hurt.

Then you can have shops to "sell" those things in. 

I'd also like to see limits removed when playing single player, no limit on town size, or distance the guards travel, etc.
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