Subdued Animals in C2C discussions

Strictly this is about regular animals (not subdued ones), but this thad felt closest...

I am thinking of changing things so that animals can move OUT of owned territory, instead of just not being able to make any move involving owned territory at all (in or out). This should help the trapped-in-amber effect that currently occurs when cities are founded, or borders expand.

Anyone object...?

...and similarly any animal caught in territory it doesn't belong in should be relocated. I noticed in my GEM game that there are whale resources in coastal waters - these spawn giant squid, which are then trapped there because they belong in ocean. I can adapt the code used to boot units out of borders on ending open bored agreements or border pops to just move gem to the nearest valid tile. Again unless anyone has objections...?

Will it also move those caught in single plot lakes? I can't figure out why they are spawning there in the first place.
 
Seconded.

JosEPh
 
I think locusts need to be nerfed. Can you make it so they don't spawn until a couple of hundred turns into the game please? China died coz of them in my current game (GEM immortal snail) and im mongols so i get all this free land :) Plus I had to save scum a couple of times coz locusts kepts spawning in the most bullsh1t places. Like 2 would come from one direction then another would sneak in from the another side and snipe my improvements/kill gatherer.

Will it also move those caught in single plot lakes? I can't figure out why they are spawning there in the first place.

I always just go into the world-editor and delete these since there is no way to kill them.
 
In some cases one can build a fort and get to the lake-lurking sea-creatures. I've used this "trick" to get fish pens and such in non-coastal cities too when able.
All you need to make a canal like that is 2 or less plots between each lake/coast. Usually I have a city on one of them and place a fort on the other. In some cases I've had 2 forts back to back granting passage for my boats and subdued sea-creatures.

Cheers
 
I think locusts need to be nerfed. Can you make it so they don't spawn until a couple of hundred turns into the game please? China died coz of them in my current game (GEM immortal snail) and im mongols so i get all this free land :) Plus I had to save scum a couple of times coz locusts kepts spawning in the most bullsh1t places. Like 2 would come from one direction then another would sneak in from the another side and snipe my improvements/kill gatherer.

Changing when they start to appear is easy. So far in my random games they are fairly rare. What date do you suggest that they should start spawning? Oh, and wait until you see the big, bigger and huge swarms. :mischief:
 
Thought Locust swarms had been "fixed" to Not attack cities?

JosEPh
 
im using svn, hmm wonder how china died to barbs so early then?? weird. I just think locusts in general are way too powerful early since they receive defensive bonus and can enter your territory, it makes it really hard on higher difficulty level in prehistoric era. I just think giving the player like 200 turns locust free to setup some defense vs them is only fair.

Oh and in terms of them being rare, im mongols on GEM currently and at one point while still on 1 city and without hunters 2-3 locusts would come into my territory like every 5 turns was utter bs, and this is with raging barbs off.
 
im using svn, hmm wonder how china died to barbs so early then?? weird. I just think locusts in general are way too powerful early since they receive defensive bonus and can enter your territory, it makes it really hard on higher difficulty level in prehistoric era. I just think giving the player like 200 turns locust free to setup some defense vs them is only fair.

Oh and in terms of them being rare, im mongols on GEM currently and at one point while still on 1 city and without hunters 2-3 locusts would come into my territory like every 5 turns was utter bs, and this is with raging barbs off.

OK, they won't appear until about 5000BC and I have reduced the frequency. Larger swarms will start appearing at 0BC/AD.
 
maybe every 5 turns was a bit of an exaggeration :) but im glad you changed it anyway! It was probably more like every 10-15 turns tbh.
 
When using Meager Wealth or Meager research if you butcher an animal the Food is Not added to your total.

The screenies below are before and after butchering and the food levels do not change. Neither do the Hammers either.

Is this meant to be this way? Or maybe an oversight?

JosEPh

Edit I got the screenies out of order :p The last one is actually the 1st, but you can see that butchering the Rhino didn't change the food or hammer.
 
It's been like that all along. I've gotten used to avoiding Wealth or Science in cities that I butcher animals in.

BUT, I can see from your screenies that you did in fact get additional food in your city, it just wasn't enough to make a turns difference.
It's just the hammers are lost when butchering with building wealth/science/culture/a.s.o. I think they should at least be stored in the background as "overflow production" but can see the problem with having that happen too.

Anyway, hammers lost, food you get. Cheers
 
@BG,
I'm not seeing a Food difference at all. The numbers didn't change for total (36)- amt eaten/used (19) = surplus(17) in either screenshot. Iirc the rhino gives 4 food and 9 hammer.

I assumed the 9 hammer was consumed in producing wealth. What I forgot to make was an "after screenie of the city from the main screen to see if the treasury total changed.

Since at the time I took the screenie that was my only city and I was trying to utilize my excess animals to speed up research/wealth/city growth I had no were else to use it.

Maybe this is something DH needs to give some input on?

JosEPh
 
Look at the total amount of food stored. Like 400/900.
The Rhino butchering will add to the 400.
But you will not see any difference in the calculations as it's an instant one-off addition. Meaning your info on food per turn, eaten food, surplus food will not change at all.

Cheers
 
Locusts are much more survivable now, just wanted to say thanks for tweaking them - a few weeks back in a previous SVN version I lost a city to a locust swarm, but it doesn't seem to be happening now :) They are still a nuisance mind you, but that is how they should be.

Really like the recent antelope type varieties btw, very nice.
 
Back
Top Bottom