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    posted a message on Implications of a political and economic simulation on minecraft
    Has this project died?
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    posted a message on Implications of a political and economic simulation on minecraft
    So how's the map coming?
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    posted a message on Implications of a political and economic simulation on minecraft
    Should we create a website for this server? A place that's not these forums were we can discuss This idea and how its progressing, and a place to show update and how close we are to launching.
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    posted a message on Implications of a political and economic simulation on minecraft
    The tool inefficiencies could affect tools being used to mine other materials and just using your hands, in addition, for higher level tools the inefficiencies would become a lot less so the chance of no items dropping three times in a row would be very low. This inefficiency would make it so investing in tools and using the right tools would be a higher priority and make t more essential to plan how you use your tools and resources more effectively. Though i see what your saying about plugin pollution. We want people to start surviving naturally and quickly not taking along time to earn a bunch of plugins.
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    posted a message on Implications of a political and economic simulation on minecraft
    Quote from Zukoi

    -snip-
    adding the inefficiency of tools and hands would be a good addition but i'm not sure how easily that could be made into a plugin (frankly i ave no idea not being a modder) But respawning I don't think respawning in the nether would be a good idea becase people wouldn't be able to get back to the overworld until late game when someon gets a diamond pickaxe.

    and danthony i agree with making the nether harder but only if you make glowstone drop more dust, better monster drops ,etc so the risk will seem worth it to advanced civilizations.
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    posted a message on Implications of a political and economic simulation on minecraft
    Tom, About spawn camping,
    When a civilization is attacking another they could send one guy to spawn so while they are attacking and destroying beds the guy at spawn could stop the people from leaving until the attack is over, either to stop them from getting back or just messing with them.
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    posted a message on Implications of a political and economic simulation on minecraft
    Crunk, i believe the server will only be open for 2-4 hour long "sessions" not all the time, but those negative reinforcements would really make it more important to come on during the sessions and to keep your house and crops maintained. A use-dependent perk would be good for this simulation but i'm not sure mcMMO is the right one.
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    posted a message on Implications of a political and economic simulation on minecraft
    I believe in addition to harder monsters and nerfing bonemeal we also agreed on making you walk slower on dirt, sand , etc and faster on stone bricks, cobblestone and the like so there's a point to making roads.
    About the end you could remove the ending cinematic and i believe there are three strongholds per world meaning that one could be held by a combined set of nations( a U. N. if you will) and the other two could be held by a single nation each. O f course this is just a way it could end up there are a vast array of ways they could be split up.
    Posted in: Discussion
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    posted a message on Implications of a political and economic simulation on minecraft
    Quote from PKBlaze78



    This is, again, personal opinion, but I think many would agree with me in saying that we don't have the right to strip minecraft of it's artistry.

    That is not the idea at all. We are trying to make this simulation more realists, not to realistic mid you. But for farms the need for sunlight for crops adds a bit more challenge to farming. The idea wasn't to make it so that they can't build coll farms, just that they need access to sunlight. This feature would also make food more scarce making it more precious so people don't just waste it. This would ensure that in large well established towns people wouldn't have to worry about food while i small towns the residents need to actively make sure that they have enough food to live. Based on that idea i think, maybe ,that you might possibly have it so that tilled soil eventually removes water so farmers have to keep it watered, that part may be to complicated to add though.
    Posted in: Discussion
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    posted a message on Boats Evolved; bigger, modular boats
    This would make a fantastic mod the idea is so good. Exploring would become much more exciting and there's something else to put our resources into in minecraft servers.
    Posted in: Suggestions
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    posted a message on Implications of a political and economic simulation on minecraft
    Quote from monkeyes114

    Could an issue arise from a "stealth nation" of sorts?

    By stealth nation I mean one that holes up in the ground, hoards necessary resources[most everything necessary to survival is renewable in a regular-- even decreased-resource world] and simply lives there while the world burns. In real life a faction like that would be rather difficult to create, considering the difficulty in hiding in plain site, and lack of other hiding places.

    What do you think would be the implications of such a group forming? Would they be found quickly[I suppose if the nether existed, yes] or could they hide while the other nations fight and form alliances, or race for wither.

    I feel sort of against the nether because it would make infiltrating other civilizations incredibly simple, just a rush of ~250 blocks at maximum, assuming they set up a portal. Though it may lead to interesting games of portal destruction, in which people form their portals just to get through once and then break them and search for open portals to raid.


    It would be amazing to play this with a sociology class, or political science, or even history. Basically any social studies class, and discuss the changes in the world during the class, while having certain hours to play on the server while out of class.

    With the group forming underground i believe the renewable resources like trees and animals wouldn't grow underground because there's not a source of sunlight, i believe we discussed that earlier and i hope we implement this idea.
    Posted in: Discussion
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    posted a message on Implications of a political and economic simulation on minecraft
    Quote from poonjab1_0

    Sorry if we overlooked this at all. I like the idea's but I believe the wither and such should be left alone. it is part of the game system and can be killed with either enough resources, or with a big enough group. And besides, I will be keeping secret watch over the world and everybody. so y'all will be relatively safe.

    Will you be our big brother?
    Anyway it would be interesting to see if the wither becomes like a nuke for the bigger civilizations. Starting a cold war-esque build up of wither skulls.
    Posted in: Discussion
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    posted a message on Implications of a political and economic simulation on minecraft
    The different biomes and continents is great idea to see how civilizations develop based on their surroundings. It would be interesting if we separated some resources based on what continent their on so players would have to trade with another civilization. Or travel far to get them. For instance having only one continent with a jungle (for cocoa beans and large amounts of wood) , only one continent with large amounts of gravel( for flint used in arrows), and one continent with access to a cold region with snow, ice and wolves ( may have use for combat). Of course any combination of resources should be fine.
    Posted in: Discussion
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    posted a message on Implications of a political and economic simulation on minecraft
    Quote from Crunkatog


    5. Consider doing this experiment using Tekkit rather than vanilla. There's more varied types of resources, and a finer gradient between them as far as value. (Be sure and disable EE entirely before you start!)

    I agree that making this tekkit could help with the experiment and that EE must be disabled but i think that block-breakers, quarries and other aspects must be removed to stop the gameplay from being to boring or easy. Or you could make quarries MUCH more expensive and require a LOT more energy so only wealthy towns and factions could create and sustain them.
    Posted in: Discussion
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    posted a message on Implications of a political and economic simulation on minecraft
    This idea seems great i hope a server will come from this.
    Posted in: Discussion
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