Procreation (Potential solution to uselessness)

Started by Kenneth79, February 18, 2017, 12:02:57 PM

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Kenneth79

The debate of procreation usefulness..... Not many people mention that perhaps procreation can be an optional thing and it is up to the player to either prohibit or allow colonists to have babies with people they choose. So it isn't the responsibility of the colony but the player's responsibility.

1) The first reason and the most important is that kids create story. It puts more value in the game as you watch a baby grow within a colony. Forming ideology, culture, relationships, etc.

2) Kids by default when grown to a certain age can work on menial things in the colony till he or she is able to do more complex tasks. For example, kids would automatically (without the player assigning it) do chores in the colony such as cleaning the home area. As players have known assigning colonists to sweep means less workforce on other important agendas. Having kids clean automatically would mean that players would have more focus on other things.

3) Kids can be potential mood boosts. Maybe having kids around in the colony serves the colonist mood boost when seeing the children.

4) Babies can bring huge mood boosts to the colony till he or she grows into a certain age which he or she can do chores. Probably at age 7. I do realize it'll take time but perhaps in game they can shorten the time for them to grow.


Boston

There is a mod that does this. Asides from a few hiccups, it works really well, to the point where I would have assumed it was already part of the game.

Kenneth79

Welp... I didn't know that. I'm not into doing mods tbh.

Boston

Quote from: Kenneth79 on February 18, 2017, 08:11:51 PM
Welp... I didn't know that. I'm not into doing mods tbh.

Your loss. The vanilla game is lacking in comparison.

O Negative

I like that you've offered potential benefits for youngsters in colonies.

I especially like that it doesn't come with the whole "make them age faster.." argument :D

dragonalumni

I almost never mod any game as it usually will upset the balance of the game usually in an OP way.

It would be great if RW had kids in it and had a decent system for having kids in vanilla, however I'm not sure how I would feel after an infestation broke out in my nursery.

cultist

Quote from: dragonalumni on February 19, 2017, 02:52:46 AM
I almost never mod any game as it usually will upset the balance of the game usually in an OP way.

It's up to you if you want to mod your game or not, but that statement is simply not true. Lots of mods for lots of games are purely cosmetic. Lots of mods for lots of games add challenge rather than remove it.

Jstank

https://ludeon.com/forums/index.php?topic=28747.0 I link you to handy mod that makes babies!

The one unforseen issue I see with procration being in the game as vanallia features is that if it is possible to have pawns as young as 3 1/2 be fully functional, then it is possible for that child soldier to end up as a raider, and so you would have to be fighting child soldiers. I don't have a problem with it being in the game but trolls on the outer internet will have a field day with it.
The road to hell is paved with good intentions.

             - Bernard of Clairvaux

Aerial

Quote from: Jstank on February 19, 2017, 02:50:34 PM
https://ludeon.com/forums/index.php?topic=28747.0 I link you to handy mod that makes babies!

The one unforseen issue I see with procration being in the game as vanallia features is that if it is possible to have pawns as young as 3 1/2 be fully functional, then it is possible for that child soldier to end up as a raider, and so you would have to be fighting child soldiers. I don't have a problem with it being in the game but trolls on the outer internet will have a field day with it.

I think the suggestion was for babies to age to adult in less than the ~18 years it takes in real life, due to the somewhat compressed time scale of the game.  Then you could still only send adults out to fight, but it would take fewer than 18 game years to get them to that point.

Jstank

I actually believe that the time that a pawn is able to be fully functional shouldn't apply to real world societal norms. Kids at 3 can put their toys away, by 4 they can do simple tasks like cleaning, by 5 they can cook and craft simple things, and by 7 they should be able to do most things including fighting. The mod I linked has them fully functional at 3 which is a stretch, but at the same time 3 in game years is a long time in rimworld, and so compromise. It is cool watching your pawn grow up though. (Not too much fun to watch them die. I haven't been able to accept their death yet, I have to reload. 
The road to hell is paved with good intentions.

             - Bernard of Clairvaux

cameronvg2

i feel like the should exist but it'll take as long as 18 years in game but when your high enough level there would be a special drug ill call it Grow Up this speeds up the process of aging for anyone but can be administered to babies toddlers etc but they will become super addicted until 18 if not given death after 2 days without the medication. but this will still take a long time as maybe it only speeds it up by 8 months per intake and it must be taken every week or something like that. to reach 18 by just born then would take about 9 months a much shorter period to get them to higher age. im also thinking if you wanted to keep a underage a certain age a cure could be made but would only be able to be bought. the meds would also like luciferium. ps. love everything you said about the benifits about this.

Jstank

I think that there is a growing vat or something like that planned in the mod.
The road to hell is paved with good intentions.

             - Bernard of Clairvaux

O Negative

I'm personally in favor of the Banished approach. Pawns could age more than a year in a "RimWorld year" and it wouldn't be totally against realism. That is, if we assume the new world we've landed on take more time to orbit the sun than Earth. But, that's when timescale comes into question... So, that probably won't work for a lot of people :/

grinch

Quote from: O Negative on February 22, 2017, 08:33:11 PM
I'm personally in favor of the Banished approach. Pawns could age more than a year in a "RimWorld year" and it wouldn't be totally against realism. That is, if we assume the new world we've landed on take more time to orbit the sun than Earth. But, that's when timescale comes into question... So, that probably won't work for a lot of people :/

Yeah banished aproach can fit very well in rimworld, fully functional 3 years-old pawns not so much. That pawn with 50 would be a superhero ultra everything skilled pawn