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RimWorld => Ideas => Topic started by: cmitc1 on October 05, 2016, 10:20:25 PM

Title: how raising/having children could work.
Post by: cmitc1 on October 05, 2016, 10:20:25 PM
Lovin ;)
If you havnt noticed, when 2 colonist are married, you can get the lovin effect. (during the night, little hearts pop up above there heads)

my suggestion is that there is a x% that the female will get pregnant during it.

Stages

unlike animals (if i am not mistaking) there will be 3 stages if this suggestion is added.

The first stage has no negative effects, your just told its coming and its on there health,


The second stage has some negative effects (I was thinking having the same amount as a pregnant animal), but its up for debate.

the third stage is the in labor stage (late stage) where the pregnant female will stay in her bed, or, a hospital bed for 3-4 days if you have it prepared.

New Colonist as a Baby

This stage requires at least one of the spouses, or someone that is close enough to one of them(+50?), to not be busy with a job to watch the baby, I was thinking this could last about maybe 3/4s of a season.

Colonist as a child (backstory maker, creates passions, creates traits.).

This is a very important stage,


during this time, you will need to tell the child who you want them to understudy, and what skills you would like them to learn from who they understudy. You can tell them to learn learn up to 3 per stage.

This also effects backstory,  things such us "understudied -Name- about being ____, _____,_____ plus 3-5 in this stuff =P",

based on what they study, they develop passions, you have a 100% chance to get a passion for one thing understudied, the second maybe about 50%, the third 15% and for the others.

they will gain one random trait from one random person they are understudying.

Teenager

second understudying stage.

Becoming a Adult
yayy, your child is finally grown, now, based on what they did, they will be grown with certain passions, and skills.

(keep in mind, if you have someone grow up never studying one thing, there not just going to have a 0 in it, I was thinking a low number with no passion for it).



anyway, i understand this idea is probably not new, I just wanted to get thoughts on my idea for running it.

Title: Re: how raising/having children could work.
Post by: O Negative on October 06, 2016, 12:01:30 AM
See, this is something I was thinking about, also. The child-development stage of colonists.

How are traits developed?
How are skills learned?
How are their backstories written?




I like your idea of "understudies" as an educational media. Learning from other colonists like this is a great idea. I just don't know if it's the best idea.

Here's my go at one...

New Jobs
Educator - Teaches students
Student - Learns from educators

New Skill
Educator - Determines effectiveness of educator's educating abilities

New Bills/Tab
Teach [Subject] - Would work in a similar way as the Operations tab. Instead of a doctor completing the job, an Educator would do it.
*Performed at desk/learning spot

Learning Rate
Students learn at different rates depending on their age, and whom they are learning from.

ESF = Educator Skill Factor = 0.05 + 2sin(ES/10) ; ES = Educator's Skill Level
SAF = Student Age Factor = cos((SA-10)/30) ; SA = Student [Biological] Age. *If SAF < 0.25 then SAF = 0.25
ESRF = Educator:Student Ratio Factor = 1 - (SK/EK) ; SK = Student Knowledge [Subject], EK = Educator Knowledge [Subject].
LearnRate = ESF*SAF*ESRF

These factors can be calculated differently, if one so desires. Especially since computers don't like performing trig functions :(
These equations just seem so nicely fitting to me :D

I think this would add a lot of value to older colonists with physical ailments, yet high skills.
Title: Re: how raising/having children could work.
Post by: boates on October 06, 2016, 12:02:16 AM
I think I will make a psychopathic colony that eats their own babies just for fun when this game introduces this feature.
Though the ideas listed here are not bad.
Title: Re: how raising/having children could work.
Post by: cmitc1 on October 06, 2016, 12:05:29 AM
eyyy, i also forgot to add on that they gain traits one of the traits from the person they understudy.

Quote from: boates on October 06, 2016, 12:02:16 AM
I think I will make a psychopathic colony that eats their own babies just for fun when this game introduces this feature.
Though the ideas listed here are not bad.

0.0 have fun with that and thank you?


Title: Re: how raising/having children could work.
Post by: O Negative on October 06, 2016, 12:08:21 AM
Quote from: boates on October 06, 2016, 12:02:16 AM
I think I will make a psychopathic colony that eats their own babies just for fun...

(https://lessonslearntlastnight.files.wordpress.com/2014/01/thesimsbabybbq.gif)
Title: Re: how raising/having children could work.
Post by: cmitc1 on October 06, 2016, 12:11:48 AM
Quote from: O Negative on October 06, 2016, 12:01:30 AM
See, this is something I was thinking about, also. The child-development stage of colonists.

How are traits developed?
How are skills learned?
How are their backstories written?




I like your idea of "understudies" as an educational media. Learning from other colonists like this is a great idea. I just don't know if it's the best idea.

Here's my go at one...

New Jobs
Educator - Teaches students
Student - Learns from educators

New Skill
Educator - Determines effectiveness of educator's educating abilities

New Bills/Tab
Teach [Subject] - Would work in a similar way as the Operations tab. Instead of a doctor completing the job, an Educator would do it.
*Performed at desk/learning spot

Learning Rate
Students learn at different rates depending on their age, and whom they are learning from.

ESF = Educator Skill Factor = 0.05 + 2sin(ES/10) ; ES = Educator's Skill Level
SAF = Student Age Factor = cos((SA-10)/30) ; SA = Student [Biological] Age. *If SAF < 0.25 then SAF = 0.25
ESRF = Educator:Student Ratio Factor = 1 - (SK/EK) ; SK = Student Knowledge [Subject], EK = Educator Knowledge [Subject].
LearnRate = ESF*SAF*ESRF

These factors can be calculated differently, if one so desires. Especially since computers don't like performing trig functions :(
These equations just seem so nicely fitting to me :D

I think this would add a lot of value to older colonists with physical ailments, yet high skills.


what makes you think it may not be the best idea? I mean, i understand, it will take some of your workforce to raise kids, but, you can raise them for certain jobs.

(thxs for the math, I had no idea where to go with it at the time.)
Title: Re: how raising/having children could work.
Post by: O Negative on October 06, 2016, 12:48:44 AM
Quote from: cmitc1 on October 06, 2016, 12:11:48 AM
what makes you think it may not be the best idea? I mean, i understand, it will take some of your workforce to raise kids, but, you can raise them for certain jobs.

(thxs for the math, I had no idea where to go with it at the time.)

I didn't mean it in a negative way. My idea may not be the best either. In fact, your idea could very well be better than mine.
I just like to keep an open mind to better ideas, even when an original idea is awesome.

I actually agree with you in that some of your workforce should be diverted for the education/understudy system.

(your welcome for the maths)
Title: Re: how raising/having children could work.
Post by: cmitc1 on October 06, 2016, 04:02:58 PM
thoughts on the spouses being slightly upset if there child is not learning from one of them, and being slightly happy if they are understudying them?

and, what would you think of a trait that prevents possible parents from being unhappy if there child is not understudying them.
Title: Re: how raising/having children could work.
Post by: BetaSpectre on October 06, 2016, 05:17:14 PM
Children dying would be a real issue for marketing and etc in rim world.

Though I wouldn't mind it if this were a mod.
Title: Re: how raising/having children could work.
Post by: cmitc1 on October 06, 2016, 08:31:00 PM
Quote from: BetaSpectre on October 06, 2016, 05:17:14 PM
Children dying would be a real issue for marketing and etc in rim world.

Though I wouldn't mind it if this were a mod.

ya, that is an issue that will be faced ._.

them popping out an adult (lol) would help ovoid the problem, but tbh, that would kinda feel like a missed opportunity for a cool mechanic if we did that.
Title: Re: how raising/having children could work.
Post by: Thirite on October 07, 2016, 08:01:59 PM
If you look in the game's xml scripts for Pawns_Humanlike you will see there already is script in there for Baby, Toddler, and Child. However, it's not much more than defined age ranges. Tynan likely plans to add human reproduction eventually, as you can even use the "Give birth" developer command on a human and get a result- albeit a "Baby" that looks and functions like an adult. I'm not sure what it would require to mod children in, as most of the human pawn's data seems to not be exposed in xml, but having a simple solution probably wouldn't be extremely difficult via C# coding. Just starting with a baby state that can do nothing other than lie in bed and be fed, a toddler state that can wander, and a child state that is nearly identical to an adult- albeit with lower stats and a different body graphic. I've considered making modder's resource graphics for children/toddlers/babies as I'd like to see such a mod happen, but simply do not have the time to get mono working on my GNU/Linux machine.
Title: Re: how raising/having children could work.
Post by: Mr.Styoopid on October 09, 2016, 12:36:21 PM
I totally agree with this system. Sure, it's not very practical for colonists to have children. However, seeing that the whole point of colonization is to spread forth (in this case race / tribe / etc), it would be strange not to have a reproductive system implemented in the game.
Title: Re: how raising/having children could work.
Post by: sadpickle on October 09, 2016, 04:46:14 PM
Given the litigious nature of the world vis-a-vis children, I think it extremely doubtful children will ever become a core game feature. If they're in the game, and they're vulnerable pawns, they will die. Possibly in horrible ways. This will probably ensure it being banned by entire countries that have censorship regarding violence towards children. Consider the case of Fallout 3's "Little Lamplight" location, populated with (un-killable) kids.

Tynan buckled on the drug names because of Australian censors. That's just WORDS.
Title: Re: how raising/having children could work.
Post by: O Negative on October 09, 2016, 05:48:21 PM
Quote from: sadpickle on October 09, 2016, 04:46:14 PM
Given the litigious nature of the world vis-a-vis children, I think it extremely doubtful children will ever become a core game feature. If they're in the game, and they're vulnerable pawns, they will die. Possibly in horrible ways. This will probably ensure it being banned by entire countries that have censorship regarding violence towards children. Consider the case of Fallout 3's "Little Lamplight" location, populated with (un-killable) kids.

Tynan buckled on the drug names because of Australian censors. That's just WORDS.

You make a really good point.

Sad to think that children may never become a core game feature.
Would be cool to see him slowly (intentionally) give modders as many resources as possible to make children a fairly easily modded addition.
Surely they can't ban a game because of a mod that exists for it. Or can they? :o
I'm not all that knowledgeable of my own domestic censorship laws; even less so with foreign ones.

It really is a shame that such censorship exists in the world. You're not guaranteed protection from such atrocities in the real world. Never made sense to me to be forcefully guarded from them in media (given you're an adult). That's just me, though...

*shakes fist angrily at governments of the world*
Title: Re: how raising/having children could work.
Post by: Rafe009 on October 09, 2016, 11:52:17 PM
I don't see how this could possibly work. A year in Rimworld is about 60 days - each season is 15 days. So 960 days for a child to become 16 years old? I think you would rarely have a infant reach adulthood before you colony collapsed or you left the colony. I don't think this should be added.

Since it's rimworld maybe the lore could address reproduction as done in cloning facilities. This doesn't need to be added and would screw to many well-oiled components to facilitate it.
Title: Re: how raising/having children could work.
Post by: O Negative on October 10, 2016, 04:04:22 AM
Quote from: Rafe009 on October 09, 2016, 11:52:17 PM
I don't see how this could possibly work. A year in Rimworld is about 60 days - each season is 15 days. So 960 days for a child to become 16 years old? I think you would rarely have a infant reach adulthood before you colony collapsed or you left the colony. I don't think this should be added.

Since it's rimworld maybe the lore could address reproduction as done in cloning facilities. This doesn't need to be added and would screw to many well-oiled components to facilitate it.

Been giving this time-scale thing some thought lately. A year on the planet you land on doesn't necessarily have to equal a year on Earth. One full rotation around your "new" sun could very well age all of your people upwards of 3-5 years. This would up the pacing of RimWorld quite a bit, but it would make children a possibility.

I do agree with the fact that children aren't a necessity. Still a cool idea.
Title: Re: how raising/having children could work.
Post by: Wolf619 on October 10, 2016, 09:26:25 AM
Quote from: Rafe009 on October 09, 2016, 11:52:17 PM
I don't see how this could possibly work. A year in Rimworld is about 60 days - each season is 15 days. So 960 days for a child to become 16 years old? I think you would rarely have a infant reach adulthood before you colony collapsed or you left the colony. I don't think this should be added.

Since it's rimworld maybe the lore could address reproduction as done in cloning facilities. This doesn't need to be added and would screw to many well-oiled components to facilitate it.

See i was thinking that too, maybe they would have to change days in the game to the equivalent of a month? but then that would make the game a lot shorter.  You are right though with the current day system the kids would never reach proper age. Maybe if they just speed tracked the growth, it would be unrealistic but after say 10 days your baby becomes a child, then 10 days later child a teenager kind of thing. The realistic age part would be really tough to tackle.
Title: Re: how raising/having children could work.
Post by: cmitc1 on October 10, 2016, 09:39:12 AM
Quote from: Rafe009 on October 09, 2016, 11:52:17 PM
I don't see how this could possibly work. A year in Rimworld is about 60 days - each season is 15 days. So 960 days for a child to become 16 years old? I think you would rarely have a infant reach adulthood before you colony collapsed or you left the colony. I don't think this should be added.

Since it's rimworld maybe the lore could address reproduction as done in cloning facilities. This doesn't need to be added and would screw to many well-oiled components to facilitate it.


eh, balance > being realistic/lore.


.....


Children dying would not really be ovoidable. We could add things like things like  mad animals wont target them, and raiders will try to steal them, rather than kill them, but, even if we did, there are still other ways to die.
Title: Re: how raising/having children could work.
Post by: Thirite on October 10, 2016, 02:15:41 PM
"Oh no killable children" is really a non-argument since technically you could intentionally leave a child to die inside a burning house in the Sims 3, complete with screaming voice and panic animation and literally no one cared. The only time people ever do actually care about the completely inconsequential mechanics of a videogame are the rare times when the media trumps up a moral panic about some big game, like when they found out TES4:Oblivion had female nipples of all things hidden under the bra (good lord think of the children!), or when a game about vehicular theft and bloody murder sprees had completely clothed sexual content! Perhaps a more apt example would be the scenes in Prey where realistically rendered children are torn to gibs in front of your eyes. I found, well, one whole whopping article on the internet talking about it, and it wasn't from a mainstream news source.

Maybe if RimWorld was some crappy triple-A game with super realistic graphics, some ignorant normie would catch wind of it and start another "videogames are evil and here's proof!" campaign, but the chances of that happening with RimWorld are pretty much zero. Also, no one cares about violence anymore, the hot-button topic these days is how every videogame you have ever played is incredibly sexist and you need to check your privilege.
Title: Re: how raising/having children could work.
Post by: Rafe009 on October 11, 2016, 04:11:23 AM
Quote from: cmitc1 on October 10, 2016, 09:39:12 AM
eh, balance > being realistic/lore.

Yes man i totally agree with you but what i was trying to say is that if Tynaan ever felt the need to explain why people CANNOT have children it could be because all humans have been sterilized and reproduction is done in industrialized facilities, eg. it's not part of the game proper but something done on in industrial scale somewhere else on developed worlds

Quote from: O Negative on October 10, 2016, 04:04:22 AM

Been giving this time-scale thing some thought lately. A year on the planet you land on doesn't necessarily have to equal a year on Earth. One full rotation around your "new" sun could very well age all of your people upwards of 3-5 years. This would up the pacing of RimWorld quite a bit, but it would make children a possibility.


Yes I see your point but the minute you do this then you screw up already existing game equilibrium in that our colonists reach elderly stages faster  die much quicker all for the inclusion of juveniles, also age related infirmity becomes a bigger part of the game though i guess you could get around this with some age defying drug - cure for aging/clinical immortality. I don't think it's worth it as the slower timescale offers a longer duration to bond with our colonists rather than think of them as nameless ants/dwarfs who after playing for 5 years * 5 multiplier might all be gone and replaced due to infirmity.

Also animals would have a shorter lifespan considerably other than Thrombos and tortoises.
Title: Re: how raising/having children could work.
Post by: Wolf619 on October 20, 2016, 10:51:27 PM
If I'm not mistaken there is a setting for days of life vs years old already in the game
you can mess with it in prepare carefully.
I don't think a rimworld day is equiv. to a earth day, i think the rimworld day is much longer
maybe I'm talking out my A nos here but I'm pretty sure that's how its handled
If you look at the core they already have stages for youth,teen,adult
so I think they are planning for children in their future lol
only time will tell though i guess
Title: Re: how raising/having children could work.
Post by: Mr.Styoopid on October 22, 2016, 01:53:38 AM
Maybe have a few adjustments to the time scale of maturity? alot of people are so worried that this will break the time scale realism. To me the time scale has to break sometimes to make the game playable, always remember in Rimworld large energy turbines are built in just a couple of hours (real time) maybe less.
Title: Re: how raising/having children could work.
Post by: Lizardo on October 22, 2016, 12:38:33 PM
Like the animals, you could have three distinct human types, rug rat, pre-teen, and adult.

Unlike animals this could create a whole market for devices related to these human types.  Miniature sarcophagi for dead babies for instance. And a whole range of innovation from cribs to tech incubators.
Title: Re: how raising/having children could work.
Post by: MrDubber on October 22, 2016, 05:53:54 PM
Using Dev Mode, you can make any pawn, even humans, give birth. The creepy thing is the "baby" come out as fully grown adults. Its quite disturbing  ;D. I do however agree and think children should be added to the game.