Now this is your game and I would love to help with it (although I don’t know how many skills I have that would be useful) but the main thing I would like would be families, as in children and things like that… I completely understand your reasoning and some prior have stated this suggestion in more… Colorful ways, I personally would like to have a family tree of sorts and this would also go in play for age as well.
It might actually be easy, such as
Edit mood so that Male and Female relations can eventually develop romance which is basically another level of friendship with mood modifiers for when they get hurt and when they are happy they make each other happy, they can share a room and get the same buffs as a chamber and after some time they can have a child (prob takes a year)… So mood would be relatively easy to make because you already have a similar system.
As for how a child works this is more complicated…
The mother has to spend 4 hours a day (or something like that) with the child to fit the child’s needs, there also would be a positive mood modifier from the child and there would be a crib or something like that…
then when they reach a certain age (like 6 or 7) where they can then start helping out, they require the same food as a adult and only help with hauling, at this point there would be a child room you can build to increase mood for child, and when children are at 0% they will cause mayhem, and you can’t kill the child because the parents will fight for the child and their close friends (basically most of the settlement will turn against you) This will have a huge negotiate mood modifier on the settlement
After they get too 13 they are a adult and behave like a small one
#Hear me out… Families
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Now age is something that is cool, after I played 1 save for like 50 hours most of my settlers were 60 but they don’t die of old age (to my knowledge) so this is were this would come into play… As your settlers age their chance for death increases meaning that by 100 you settler will die soon however by this point you might be anywhere from 50-70 hours in your save meaning that they might have great grandchildren or maybe more… And by hour 100 you will have a whole family tree from your original settlers, also as you have more settlers the chance for a child decreases, and settlers should also have the potential to die at 30 from a disease or something…
hear me out Family’s
So the original system is pretty easy
But then you can really reskin a subclass of settlers and edit their max weight size and add some more modifiers on them and you got your self a child
Then add some mood modifiers and when they are at a high mood they work more hours and when at low mood they damage walls, destroy crops, etc and act like a enemy but don’t damage settlers and and some more modifiers as I stated a over
Above
Hear me out… Families
I think in the same way. This was one of my comments on Steam:
My settlers live in the 17th year and there is so much more to build that needs time.
And so I just think about children and the possibilty to forge all the settlers in one family/dynastie over the years.
- a wedding event, with the option to choose the family name for the children.
- a matrimonial bed with curtains, that works like other working places.
- three seasons of pregnancy, the woman will get a trait that slows and weakens her.
- a new room for children with a cradle. (like room mechanics)
- the child gets each stat either from father or mother (hair, skin, sex).
- At the age of 0 - 3 years the child won't leave the room. At age 4 - 7 it walks through the settlement, from 8 - 11 the child can work or transport goods, but with a malus in speed and strength. (like the animal mechanics)
- At the age 12 - 15 the child could travel the "world" for new experiences, new traits and realtions to the other settlements. (like merchant mechanics)
- At the age of 16 the child becomes a full settler.
Well the big thing for the devs is keeping them you know alive
Potential fix to the devs problem with child death
I have heard that one of the main things keeping children from being added is them dying and I have a few solutions for that.
Instead of health, all children will have a care value which will deplete when they would receive damage.
Children will not be attacked outright but they will passively lose care when next to enemies at a rate based on the enemies attack damage.
Children will lose care slowly when near cannibals but will never be eaten or harmed by them.
If a child that is able to walk loses all for their care, they will run away from the settlement to find a better life(functions the same as death except they will not drop their clothes).
If a child that is not able to walk loses all for it's care, a chaplain or druid(depending on the parent/childs religious alignment) from another settlement will come over and convince / guilt the parents into letting them take the child to a better life at there church(function the same as death but they will not drop their clothes).
This is my purposed idea on how to fix the problem with children and hopefully with this we could get a family system implemented.
Thank you for your time.
This was a really cool idea
This was posted by someone else but with all of this I believe families could work
Any advice
Hello
This is just a rework of the mood and health
Bump
I'd love it if this game would add children/families - there's so many things we can micromanage, from fires now to seeds to animals, but we have zero population control (on top of that, like you mentioned it would[potentially] add plenty of other fun/interesting things)
ideas (preventing child death)
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Enemies NEVER attack kids. maybe in lore it could say "enemies believe harming kids bring extreme bad luck, and sickness. They believe harming children was the cause behind the apocalypse plague decades ago." or something similar.
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Children 8-15 (working age) can be enlisted by the attackers, and leave with the attackers when they leave. (not prisoner system, more like the attackers take the kid as an apprentice) Kids can later be rescued, once raiding other settlements is developed.
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Children 4-7 (also maybe 0-3) will find a room with only 1 door, and lock the door. Every adult in the room would leave the room and stand guard Infront of the door. (maybe "nursery" rooms could have a requirement of only 1 door)
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Children 4-15, just run and hide in a bush/behind a tree/behind a hill or someplace else, and path find away from the enemies. (like the "flee" option on settlers, but like 50x more fleeing, and with hiding spots as well)
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Before attack, mothers with kids 0-3, hide them under workstations/in nurserys. Children 4-8 hide under workstations before attacks, without help from mother.
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If a child is surrounded by fire, they still survive. They get a new trait "Burned" and are slower at walking and all jobs. OR, if kids CANNOT be harmed AT ALL. say "the kids crying gave a puddle around him, preventing flames from reaching them." or another lore popup event.
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children avoid water. If a child is surrounded by water, they can swim through wicker and grated doors, and through windows and workstations. If a child is fully trapped (like under grated wicker floors) , just teleport the child upwards. (it would seem a bit "buggy." but nobodys going to complain about a kid surviving.)
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kids stay away from wolves/bears/foxes, fleeing whenever they see them. Also wolves/bears/foxes dont target nor attack kids.
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Kids can hide themselves, by covering themselves in mud. (they go on soil, then they are mud)
I love this game and with more then 270 hours in it, it shows. BUT to me kids should be implemented because... it's in the title. In the medieval times kids weren't a choice, you needed them. For labor, your future healthcare, the town to continue existing, etc. Now I'm not saying the game should reflect the brutal reality of kids back then (most didn't survive long), but kids, families and family lines were the norm. And settlers aging would also reflect the need for them. Because people didn't really get to be that old back then either. Somewhere between 40 and 50 years on average. It also puts you on a clock, which to me would be interesting. Another axis on which you need to plan, besides food, combat, the elements and such. And perhaps the kids would also inherit certain perks, allowing you to breed a strong next generation for your settlement.
I started playing again 2 days ago, and was half expecting to see relationship features being implemented, even if it was half-baked. I don't know why I expected that. Maybe because I was playing RimWorld with no enemies and only 2 humans (1 male and 1 female).
We probably collectively agree that don't want yet another torture simulator. RimWorld does that very well. And I doubt developers are going for 3D RimWorld clone.
We probably all want to see relationships, which will make age of settlers to matter.
It is possible to implement harm-proof children. The Sims did that with an angel phasing into child's room, picking the baby up, and then phasing out. We can have 2 types of angels, and the one that arrives depends on parents' religion.
Thats a later sims itteration, because the way I remember it child protection came to confiscate take it into protective custody (and thus removing it from the game).
If a child that is not able to walk loses all for it's care, a chaplain or druid(depending on the parent/childs religious alignment) from another settlement
- @sleek locust
Given the game has belief system that is not utilized much, either of the implementation would be reasonable. Only problem I see with a stranger taking the child is the possibility of no routable path from the map edge to the child. If there is a fire and child needs to rescued, and chaplain cannot find a path to child, we still need to think about how to protect the child. An angel that is phasing in and out right next to baby, and not needing to worry about pathing would solve this problem.
Instead of health, all children will have a care value which will deplete when they would receive damage.
- @sleek locust
Care value could be turned into care need system. If it reaches 0, the savior (chaplain, druid, angel etc) takes the child away. If it is below 30%, child develops a bad trait (eg slowpoke) and hates a task when aging. If it is 30-60%, child develops a neutral trait (eg night owl). If it is 60-90% at aging, child develops a good or get a passion. If it is above 90%, was cared for multiple hours everyday, child develops a good trait and get a strong passion.
Animals have cooldown which shows when a wild predator will attmept to hunt that animal. Babies would have the same cooldown that is equal to the length of their aging period, thus never being targetted by predators. Such timer would also help players to see how long time left until child to age. If they had other prioritise for some time and let childs care to drop to dangerous levels would change their priority if 1 week left for child to age. A birthday event/ceremony could help care boost 10% as the last hope to keep the baby for longer.
Genius
Genius again
On developing traits/perks/resentment or passions - that could be for each 'age' of a child until they reach 22 (the currently minimum age for a settler). There could be a separate age for infancy, then toddler, then adolescence, then teenager. That would be 4 opportunities for resentments, unwillings, eagers and passions (perks perhaps only during teenage years) to develop, and the result will show once the child has eclipsed to the next 'age'.
and children can do meaning full tasks like steward, cooking, hauling (light objects) or help other settlers with crafting or something to give it a production boost
in terms of medieval language and law, the whole band of people you manage are a family.
no need for blood-relationship etc.
in medieval age, everyone who was part of the household was part of the family - from the noble to the maid.
Kids were ruled out by the devs because the implications would be that as the game includes wild animals attacking, bandits, feudes, the kids would possibly be killed and that would ruin their game's rating.
I love this idea, but years would have to be a bit different, as the longest play through I have ever done is 8 years... so having a child fully grow up would take a very long time with the current time mechanics, but if they change that around I would love this idea
Many games treat time differently for sake of balance. Cities Skylines 2 treats 1 day cycle as a month, resource (water, power, garbage etc) consumption/production is every 10 minutes, and taxes/payments are calculated hourly. We can treat 1 day cycle as 14 months. Kinds can grow to age of 20 in 60 days.
They can go through 5 growth stages, once every 12 days for trait and skill desire development. Their carrying capacity can increase according to what their care value was. 1 kilo every 10% of care value, rounded up to nearest multiple of 5. So, if child's care was 38% when (s)he aged, its carrying capacity would be increased by 4 kilos.
Ok
Yes
#❓faq message
Another option to avoid child death outside the settlement could be a wild animal, like a wolf or a bear, saving the child and leaving the map with him, like they will adopt him lore wise. You could even have him reappear years later as a grown up with skills on nature related things (like combat, animals, cooking...)
So still, they can be abducted or killed by attackers.
The Devs thought about it a lot and made their decision.
Yes, they said they don't plan to do that, they explained why. We all know that since the beginning of this thread.
But we'd really like that implemented someday.
So we're offering ideas.
What's wrong with that?