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Virtual families 4
Virtual families 4







virtual families 4

If you are very stupid and make your women farmers and your men do all the other stuff, then when someone gets pregnant you will suffer a drop in food production. (It’s nil, actually.)Īnyway, the fact that women leave the workforce for two years whenever they get pregnant has direct gameplay consequences. Thankfully, the infant mortality rate is also unrealisticly low. Those numbers would make for a gruesome and bleak game if portrayed in any sort of realistic manner. Primitive societies had no contraception, began making babies at the onset of puberty, and yet the population was usually flat. The only way to cure that would be to introduce a realistic infant mortality rate, which would pretty much kill the fun of the game. The population would grow too fast and starve. Also, if the villagers simply had babies at a normal rate (and not at the players direction) then the women would spend a lot of time pregnant. If you had to worry about family relations, then getting the population going from just six people would be quite a challenge, and if one or two of them died early it could doom the entire colony. I understand why, from a gameplay perspective, the game works like this. Here several women emerge from the nookie hut with new babies. I guess I just did.īecause I’m in a hurry, I usually pair up the villagers arbitrarilly and send them to mate en masse. I think this is one of those aspects of the game you aren’t supposed to think about too much. So what we have is a game that refuses to allow mating between people under 18, but has no problem with lots of immediate family members all mating in the same tiny hut at once. It doesn’t keep track of who is related to whom, and any two people of opposite genders can attempt to have kids if they are over 18. You need to start having kids as soon as possible, and keep at it until menopause if you don’t want to go extinct.Īs careful as the game is with underage procreation, it cares nothing at all about incest. In a primitive society, you can’t afford to wait around that long. Now, I understand why nobody would want to make a game that portrays underage teens mating, but this still bugs me when I’m playing. One odd thing about this is that neither gender will breed before age 18. If a pregancy ensues, the female will walk back out with a baby in her arms (if only it were that easy!) and will spend the next two years (about two hours of game time) caring for the child, unable to do any other work.

virtual families 4

Just above that is the nookie hut, with the door that never closes. (Not that you can see in, it’s all black inside, but still.) For some reason, they leave the door open. The hut is very small, but can be used by any number of couples at the same time.

virtual families 4

Once they accept, they will head over to one particular hut and go inside for a few minutes. This is no big deal, since it’s just based on a dice roll and you can keep trying until they click. They may reject the suggested union, in which case they run away from each other. When you want them to reproduce, you grab one villager and drag them onto a villager of the opposite sex. If left alone, the villagers would never get busy, and would eventually die out. One crazy aspect of the game is procreation, or (as the game puts it) breeding. Which leads to the following observations… Nevertheless, the obsessive Sim player inside of me can’t help tearing this thing apart and looking at it as an approximation of real-world behaviors. It’s obvious that this is a cute, low-key game, with a lighthearted tone and very simple mechanics. I’m thinking more about Virtual Villagers.









Virtual families 4