[x] I am running the latest alpha version of MineColonies for my Minecraft version.
[x] I checked the MineColonies/Structurize wiki and made sure that my issue is not covered there.
[x] I made sure that this change request is not a duplicate of any existing change request.
Context
Minecraft Version: 1.20.1
MineColonies Version: 1.20.1-1.1.530-BETA
Related Mods and their Versions: Domum Ornamentum 1.20.1-1.0.184-BETA, Structurize 1.20.1-1.0.718-BETA
Is your feature request related to a problem?
This is not a response to a problem, but an enhancement designed to deepen the MineColonies experience by introducing a complex lifecycle system that incorporates aging, skill progression, detailed disease mechanisms, and the impactful journey of citizen legacy.
Enhancement or Change description
Summary
This proposal introduces detailed aging, realistic disease progression, a nuanced lifecycle system, and apprenticeship for your Minecolonies citizens. These changes aim to deepen the gameplay, encourage long-term strategic planning, and create a stronger emotional connection with the colonists who build and shape your world.
Aging and Evolving Skills
Gradual Change: Colonists will age realistically, with in-game years reflecting longer periods (maybe 100 in-game days per year). Skill changes begin subtly at age 40 and continue to evolve over time.
Dynamic Attributes: Attributes will shift based on age and individual potential:
Athletics: -- (Likely to decrease)
Dexterity: --- (Very likely to decrease)
Strength: --- (Very likely to decrease)
Agility: --- (Very likely to decrease)
Stamina: -- (Likely to decrease)
Mana: +++ (Very likely to increase)
Adaptability: + (Slight chance of increase)
Focus: - (Slight chance of decrease)
Creativity: + (Slight chance of increase)
Knowledge: ++ (Likely to increase)
Intelligence: +/- (Equal chance of increase, decrease, or staying the same)
Strategic Impact: This system encourages players to think ahead, adapting colonists' roles and training younger generations to take over crucial tasks as skills naturally shift or decline.
A Rare Achievement: Reaching old age and passing away peacefully will be uncommon in the world of Minecraft, making it a special milestone when a colonist lives a full and long life.
Enhanced Diseases: Challenge and Realism
Varying Severity: Diseases will range in intensity, with appropriate consequences:
Influenza: Common, usually mild, high chance of self-recovery.
Measles: More severe, requiring medical attention for best outcomes.
Elderly Vulnerability: Older colonists become more susceptible to diseases, with lower chances of natural recovery or successful treatment.
The Risk of Mortality: Untreated illnesses may become fatal, adding a realistic layer of risk and challenge to colony management.
The Cycle of Life: Apprenticeships, Retirement, and Legacy
Knowledge Transfer:
At level 4, buildings with professions will unlock an "Apprentice" slot.
Colonists above the in-game age of 40 can choose to mentor a younger colonist (ages 1 - 20)
The apprentice will learn job-related skills regardless of XP. The master's Knowledge skill and the apprentice's Intelligence will determine knowledge transfer success.
Retirement:
A colonist will only retire if they have trained an apprentice or if there's another available colonist to fill their role. Otherwise, they will continue working until a replacement is found or until they pass away.
Elder Care:
Minecolonies has a citizen cap. Retired colonists who can no longer contribute can limit colony growth.
The 'Nursery Home' offers a comfortable space for retirees. If beds are available, they will move there, freeing up space in the citizen cap for new colonists.
Celebrating a Life Well-Lived: Life in MineColonies is hard. When a colonist passes away peacefully after a long and fulfilling life, it's a rare and momentous occasion worth celebrating. Players will unlock the "Circle of Life" achievement, honoring the colonist's legacy. Their contributions will be remembered, and their passing will leave a lasting impact on the colony's history and spirit.
Hospital and Disease Care
The Hospital's level now plays a vital role in disease management:
Influenza:
Easy to treat and contain.
Hospital Level 1: Moderate effectiveness in treatment and containment.
Hospital Level 2: High effectiveness in treatment and containment.
Hospital Levels 3-5: Very high effectiveness in treatment and containment
Measles:
Highly transmissible and harder to heal.
Hospital Level 1: Low effectiveness in treatment and containment.
Hospital Levels 2-3: Moderate effectiveness in treatment and containment.
Hospital Level 4: High effectiveness in treatment and containment.
Hospital Level 5: Very High effectiveness in treatment and containment.
Smallpox:
Extremely contagious and deadly.
Hospital Levels 1-3: Minimal effectiveness, primarily focused on containment.
Hospital Level 4: Moderate effectiveness in treatment and containment.
Hospital Level 5: High effectiveness in treatment and containment
Gameplay Impact
These changes add depth and complexity to Minecolonies, encouraging thoughtful choices and fostering a stronger connection with colonists as living, evolving individuals. Players will be inclined to:
Embrace Long-Term Planning: Consider the aging process and skill shifts of their citizens, proactively adapting their colony's focus for optimal outcomes.
Prioritize Healthcare: Invest resources into hospitals as a crucial defense against disease but also to increase the well-being of the aging population.
Cultivate a Sense of Legacy: Witness the impact of generations passing down knowledge and leaving a lasting mark on the colony's history, creating a richer and more meaningful experience.
Notes or related things
Implementing this system offers a more immersive, challenging, and emotionally engaging gameplay experience, encouraging players to invest more deeply in their colonies and the lives of their colonists.
Viewers
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Prerequisites
Context
Is your feature request related to a problem?
This is not a response to a problem, but an enhancement designed to deepen the MineColonies experience by introducing a complex lifecycle system that incorporates aging, skill progression, detailed disease mechanisms, and the impactful journey of citizen legacy.
Enhancement or Change description
Summary This proposal introduces detailed aging, realistic disease progression, a nuanced lifecycle system, and apprenticeship for your Minecolonies citizens. These changes aim to deepen the gameplay, encourage long-term strategic planning, and create a stronger emotional connection with the colonists who build and shape your world.
Aging and Evolving Skills
Enhanced Diseases: Challenge and Realism
The Cycle of Life: Apprenticeships, Retirement, and Legacy
Hospital and Disease Care
The Hospital's level now plays a vital role in disease management:
Influenza:
Measles:
Smallpox:
Gameplay Impact
These changes add depth and complexity to Minecolonies, encouraging thoughtful choices and fostering a stronger connection with colonists as living, evolving individuals. Players will be inclined to:
Notes or related things
Implementing this system offers a more immersive, challenging, and emotionally engaging gameplay experience, encouraging players to invest more deeply in their colonies and the lives of their colonists.
Viewers