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Author Topic: Age infertility creature token  (Read 2111 times)

Azerty

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Re: Age infertility creature token
« Reply #15 on: December 22, 2018, 06:26:37 pm »

Its probably worth mentioning also that unrealistic batches of 20 children, also eventually leads to a lot of them being inbred and hard to couple without looking afield to a certain degree because the genetics simulation of inherited traits is pretty sparse.

There's not particularly a lot going on aesthetically for mutations in children looking distinct to a mix of their parents.

There should definitely be a cap wherein creature become disinterested in having a existing static living family size, humans being exhausted at 5, dwarves at 3, single child elves (it fits their personalities) and 10 children goblins therabouts.

Infectuous diseases, like the OTL Middle Ages, might do the trick by ensuring plenty children die of measles, cholera, mumps and any other alike stuff.
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"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior."

GoblinCookie

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Re: Age infertility creature token
« Reply #16 on: December 25, 2018, 07:59:20 am »

Infectuous diseases, like the OTL Middle Ages, might do the trick by ensuring plenty children die of measles, cholera, mumps and any other alike stuff.

Not really, because people just have more children.  It is actually babysnatchers that sort-of carry out that role at present for historical figures, part of the reason their families are so large is to replace the children stolen by goblins.

Its probably worth mentioning also that unrealistic batches of 20 children, also eventually leads to a lot of them being inbred and hard to couple without looking afield to a certain degree because the genetics simulation of inherited traits is pretty sparse.

There's not particularly a lot going on aesthetically for mutations in children looking distinct to a mix of their parents.

There should definitely be a cap wherein creature become disinterested in having a existing static living family size, humans being exhausted at 5, dwarves at 3, single child elves (it fits their personalities) and 10 children goblins therabouts.

The only problem with that is:

It makes no sense, especially as a hardcoded cap, and certanly not from a biological standpoint. It might if the cap was dynamic, and differed from one individual to the next depending on the personality. But that would just lead us into the issue of "Historical vs abstracted population" again, which GC helpfully pointed out. Also, hardcapping it also feels really gamey, however the chance that someone would want more children might decrease with each child they have, or it might not. Goblins? Not a chance. Elves, maybe. Dwarves, probably.

Largely the way that the population cap reduces family size in effect does that already in an abstracted manner.  The only benefit of developing that kind of thing would be to smooth out the transition, so people don't go from 20 kids to 0 kids instantly as they do at the moment. 
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