Thoughts on Children and Population Growth

Sometimes a picture helps me to imagine how things could look like. I have tried to model a possible school:

www.stonehearth.de/storage/school.jpg

Actually it would be even possible to implement the professions level-system pretty easy. E.g. the chairs could start with the level 0 weaver chair and being upgraded over time. This would also allow to re-use some already planned items. Children could also start writing on paper and once books are invented, replace them with books.

7 Likes

you have tried, and succeeded! one question though… who is the poor chap with his nose in the corner?

looks at @Geoffers747

4 Likes

I’m late to this, but I love the idea of children in the game. And I like the idea of the stork!

2 Likes

“Suggestion of aide in professions”

Oh boy gee wilikers my first day at work…in the Brewers house
Brewer: remember lad serve only

:smiley: my first day at work…under the geomancer

Geo: nah it’s cool my golems got it

Engineer: yeah don’t even bother with me my machines got that covered do be a dear and fetch me some iron though?

In all seriousness the idea that Geoffers had about the revenge story intrigued me and although you don’t want kids in a fight how about they can train.

Like a cadet school or something so you can groom your teens so they will have some basic military training by the time they get old enough

1 Like

Wait a minute @voxel_pirate 42 divided by 2? What are they teaching there, philosophy?

2 Likes

Hello man, i think your idea is pretty awesome and also i hope tom and the others implement your idea onto the game.

I am totaly up for the idea of children in the game. That, and age of course, you need the other side of the coin too I think. It would add so much cuteness and immersion to the game, its mindblowing.
Sure, topics like what happens to kids when the village is attacked and stuff need to be sorted out, but just thinking of seeing some parents put their kids to bed at night in my little village is hearthwarming.
I mean, Banished does it too, both kids and dying of old age, and it never did put me under any sort of pressure.
Sorry, I hope no one will mind me bringing this topic back up again, but I just had to support it!

4 Likes

Then you could check this one out as well :slight_smile:

There is a lot of interesting discussions about inheritance, death and children.

I myself love the idea of children running around in the village and doing mischief. But it is important to set a quite slow aging else the children will grow up too fast and die of old age too fast (Aging is important because else will the amount of children fall as you reach the limit of people)

I think progress should stay on Baby>Adult. No need for teenager let’s not complicate things too much:). Baby grow up go to school and after that become adult. MAybe some resources for school as well?;] Like paper for books etc.

I’d simplify it even more that school isn’t needed. However, a university for scholarly studies apart from the growth progress I am all for.

1 Like

Hmm…

  1. Baby (carried around, cared for, bit of a productivity hit for the poor mother in question, but she’s happy & all because babies :slight_smile: , useful as an impromptu weapon DF-style XD )
  2. Child (mother freed up, kid attends school if it exists, else runs around exploring, having fun, getting underfoot etc)
  3. Adult (finally!)

A model like that might be quite nice I think. As I recall, there was some talk about maybe not doing children etc (what about goblins killing them :open_mouth: ?), but I for one would love to see them in-game.


Edit: I guess a baby stays a baby for… 3 years? By then they can probably start tottering around the camp. Then they reach adulthood either at ~12 years or in their mid-teens - adulthood in this case being defined as “big enough to do useful jobs around the village” as opposed to “physically / mentally an adult”.

3 Likes

Even a year in-game is a LONG time. If there was to be babys that grow to adults, it would have to be much faster than in real life, Like, 12 in-game days. The mere idea of somebody having lasted 12 in-game years in this game would be… Impossible at best!

1 Like

That depends on the length of an in-game year :wink: . Doesn’t have to be 12 months long, or 365 days or w/e. I mean, we’re having seasons in eventually, so it’ll presumably last 4 seasons, but we don’t know how long each season will be :slight_smile: .

Also, don’t forget that combat etc is very, very much unfinished at present. Sure, if you try to recreate Boatmurdered then no, they won’t last. But short of that, you should be fine IMHO.

1 Like

In the other thread we talked about old age, and dying of it because you need a few to go for some new to come. The biggest discussion in the other thread though was the length of their life because if it is to short you don’t get to know them and if they live too long it doesn’t really make sense to have them.

I think you could still be doing good work in your 60’s in most cases. Perhaps most lifespans last until you’re 60-70 typically (no modern medicine remember), you can start work at age 12-15, and… probably want a guaranteed cut-off point for death at say 90-100 years (else dice gods may have you living to you 150th year or something daft :stuck_out_tongue: ). So you’d get a minimum of 45 years of adulthood out of most hearthlings, goblins permitting.

1 Like

What if:
There were double beds, if you set a man and a women (their attributes have to be similar or something) in a bed, the women become pregnant. While the woman is pregnant, she can’t do any work, and she eats extra. She is also extra vulnerable to goblins (the goblins are attracted to her baby and there are double, so whenever you push R, or do the defensive stance, she will run to a nearby house while other villagers will defend). Her baby will have mixed attributes between the father and mother.

I guess that would work.

<<Female gamer…

Ive played many different rpg games which involve a ‘generations’ aspect. City builders are great and i love the defense and fighting aspects often involved with them but i think a city builder truly becomes a work of art when you also have sense of progression and life. What is the city fighting for if not for their next generation of villagers?

I read a post on here today where someone was worried about the aging process because they have a favorite villager. There is the same risk that their favorite villager could die from a goblin attack as there is if he dies of old age. The villagers become immortal if they are able to pass on their lineage to the next generation.

One of the first games where i really liked the age progression was Cultures 2 . The baby stage of life would consist of the mother carrying the baby as an extension of herself not as an extra ‘unit’. The mother during this time would just consume more food and temporarily take leave of her duties for 3 or so days. Then there was a ‘child’ stage of life where the children would assist as basic laborers carrying food etc around, in turn assisting with progression of the village . I think this lasted for 5 or so days… After that they aged into Adults…

As mentioned above the aspects of handing on traits/knowledge of the parents is important too as its a reward for going through the effort of raising children. (Useful trait ideas : Likes/ Dislikes… Likes running - unit moves faster… Dislikes running - moves slower, likes animals - more efficient herdsman… Dislikes animals - less efficient herdsman… Likes flowers - often runs off and collects flowers, Dislikes flowers - runs away from flowers, Crafty - better craftsman, Arty - Better Weaver. all traits could increase/decrease productivity of the unit by 5%) Potentially you could couple a villager with “likes running” and a villager with “Keen senses” and you could have a child born with 5% run speed and 5% better chance at trapping. I could keep going but ill stop there.

As for the violence and children, In Cultures 2 the childbearing women and children ‘fled’ from attacks. In Stonehearth there is no reason why they cant do the same. Women and children flee into the woods or into buildings with two outcomes.

Defeat: They run to safety of the next village, which saves your next generation.
Win : They reemerge from the woods/ buildings and continue with life.

This way you avoid many of the issues that come with violence and children.

2 Likes

Hi all,
a game with children?

How about Diggles/Wiggles, a man and a woman get married (pc chosen not player), after a while they will get up to xy babies.
The little ones can move around freely and none cares :wink: (You can direct them to a location.).
After some ingame time they will turn into adults and are part of the working force.

Reallllly~ like the kids idea. If it’s one thing that makes a game, it’s progression. I’m liking the idea of having the dual aspect of kids and immigrants. Having better settlers due to tlc and kids running around will greatly complement gameplay and immersion