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Topics - Doublebrain

#1
Off-Topic / Yet Another Children Topic
August 30, 2016, 04:16:28 PM
I know this topic has been around for a long time, that why I don't want to spam the suggestion thread and decided to post it here. It's a very detailed example how human breeding could work.
I've tried to make it a nice mix of realism and gameplay.
(*) will be kinda unnecessary stuff but could add some atmosphere.

I know its a lot of text. Don't judge me. I'm waiting for some mods to update so I have nothing to do anyway.


Pre-Pregnancy

A couple has the chance to develop wish for child. It can start develop as soon as the average age of the couple is 20, will reach its peak with an average of 30 and stop with an average of 40.
Couples with wish for a child or a child have a higher chance of getting married, married couples have a higher chance of developing wish for a child.
If the couple has wish for a child, is of mixed gender and they share a bed, they will engage in coitus and the women will have a 25% chance of getting pregnant.


Pregnancy

A pregnancy takes 1 seasons, 15 days.

0-3 day: the pregnancy will only be noticeable if detected by a doctor. An abortion will not have mood penalties.

Abortion: Player decision or depletion of child wish will have a doctor aborting the embryo. Needs a medical bed and a doctor performing the abortion. High stress in an early pregnancy state can lead to unwanted abortion.
+ Trait: Anti-abortionist: Will never perform or support an abortion. Dislikes people who had an abortion.


3-6: If not already detected by a doctor, the player will get a notification of the pregnancy. Slightly increased hunger and tiredness. Vomiting and bad mood accrue occasionally.  Abortion will lead to small mood penalties.

6-9: Increased blood pumping, slightly reducing movement and work speed.

9-12: No more occasional vomiting and bad mood. A doctor can detect the gender if wanted by the player.

12-15: Constantly increasing weight will keep reducing movement and work speed until the end of the pregnancy.


Birth

On day 15 of the pregnancy, the women will stay in
-   a medical bed if available
-   her own bed if she has one
-   her own room if she has one
-   a spot in the home area

* her partner could stay with her for the time

If the birth is imminent
-   a doctor will support the birth if one is available
-   her partner will support the birth using his medicine skill if he is able to
-   she will perform the birth on her own, risking her own and her baby's health


Childhood

Starts at age 0, ends at age 15 (due to game mechanic reasons)

1 year: The infant will sleep
-   in its own bed if it has one
-   in the parents bed if they have one
-   with one of the parents on the ground if it has parents
-   with a random colonist (high social skill preferred)

One parent will stay with the infant at a time, depending on idle/work times. No work will be done by the caring parent.
The infant will be breastfed by the mother. If it has no mother, a random women breastfeed it. If there are no women in the colony, it will be fed with milk, if there is none with meals. If they have to feed it with meals, the feeding person will get a small mood penalty. "Babies shouldn't eat this!"


1-2:
The child will move around the home area and make social contacts. Parents will look after their child sometimes, less working hours are to be expected.
The child will be fed meals.

2-4:
The child will move around the home area and make social contacts.
It can now eat meals by itself.

4-6:
The child will follow its parents on their workday, developing skills and interests.
It will gain 1 random trait of their parents at the end of this stage.

6-8:
The child will follow non-parents it has high opinions for on their workday, developing or upgrading skills and interests.
It will gain 1 random trait of the people it followed at the end of this stage.
It will do some cleaning and hauling work, excluding hauling human corpses/meat/limbs/other gross stuff.
The childhood biography of the child will be generated based on what they mostly learned/experienced/did in their life at the end of this stage.

8-10:
The child can now work, but at a lower work speed, excluding things related to human violence.
It can gain 1 random train at the end of this stage, depending on their average mood in this stage.

10-15:
The child can now do all work, excluding things related to human violence.

The adulthood biography will be generated based on what the mostly worked/learned/experienced from 8-15 years.


Parent loss
If a child loses a parent it will get big mood penalties and work restrictions, depending on the reason for their parent's death.
-   Burned to death -> Scary
-   Died in a fight -> Violent
-   Died as result of a medical problem -> Caring


Adoption
If a infant or child loses its parents, a random colonist or couple will adopt it. Preferred adoptive parents will be:
-   Relatives
-   Colonists with high average opinions of the former parents
-   Couples with wish for child (gay couples can also develop wish for child)
-   Colonists with a high social skill


Benefits
If you can provide a safe and productive home, a child can grow to a very useful member of the colony.
They have high chances not to have work restrictions.
Skills should develop faster in young age.
Their interests should be more/higher than the average colonists.
People who the child has made social contact with should have a social bonus. When it grows up, the bonus stays. "Saw him/her grow up"

Other bonuses could be added. For example, a lower mental break threshold by default or a permanent mood bonus.


Gameplay VS Realism
Infants and children can not be targeted by violence and can not burn to death. If they are about to starve or die because of medical reasons, the faction with the best relations will adopt the child and care for it.
This might be necessary to guarantee access to the game in countries like Australia where ratings are quite tough.

Infants and children can wear normal clothing, excluding military grade clothing.

Thought about contraception but would probably be too much micro-managing and not really gameplay relevant.




Congrats if anyone really read all of this. You now know how I would implement human breeding into RimWorld.