Eusebius
Warlord
Eusebius Live Animals
DOWNLOAD LINK:
http://forums.civfanatics.com/downloads.php?do=file&id=2866
Update: April 24, 2007. Updated mod so that it is fully Warlords 2.08 compliant; there were a few things out of date.
What the Mod Does…
It starts to implement an ecology model where animal bonuses (deer, fur, horse, sheep, etc.) walk around, breed and are hunted. One of the things I like is that cities tend to experience a ‘boom’ when they get hunting and then a ‘bust’ when all the animals are gone. This seems rather realistic to me and begins to have the kind of feel I am looking for.
In relase 0.20, there are also bonuses for predators: lion, wolf, panther and bear.
This is a mod component, not a full mod. I have developed it as an experiment. I make no claims about game balance. In fact I am hoping to hear from people who play around with it! Please post your experiences.
This component will form a major part of an upcoming pre-history mod I am working on which will integrate pre-history into ordinary Civ IV Warlords games.
Thanks for your feedback,
Eusebius
October 31, 2006
At the Start of Every Game Turn…
1. There is a chance that all unworked animal plots will spawn an animal unit. The frequency of this is roughly based on the animal’s life span. The animal will usually be a barbarian, but if the plot is owned by a player who has Animal Husbandry, the animal unit will be owned by that player. Predator units will only be spawned if there is no predator in a one square radius.
2. If a plot is being worked and the player has Hunting, there is a chance that the animal will be hunted, which means that the animal bonus is destroyed and food (and sometimes gold) are added to the nearest city. There are several conditions why this may happen…
 The city is starving and has no food reserve.
 The player does not yet have Animal Husbandry.
 The animal cannot be domesticated (deer, fur-bearing animals) and the player does not yet have Monarchy. (With Monarchy it is possible to have royal preserves where animals are not over-hunted by growing cities.)
AI Controlled animal units will…
1. Deer units will pillage farms. This intended to represent animals, birds and insects destroying crops.
2. Settle down on the first suitable terrain they wander into. (Plot receives bonus; unit is removed.)
3. When a predator (lion, wolf, etc.) wanders into a plot, it will destroy the animal bonus of prey animals.
4. If a predator unit (or an AI controlled military unit) is adjacent to a prey, it will enter that square and kill the prey.
5. If a predator unit (or an AI controlled military unit) is adjacent to a plot with a prey animal bonus, it will enter that plot.
Other Changes…
1. Elephant/Ivory now uses pasture rather than camp. The rationale is that all domesticatable animals now use pasture and all wild animals use camp.
2. Camps are now enabled with Animal Husbandry, but they are only rarely useful until Monarchy because the city will probably just hunt your animal bonus to death. However, you might want a camp to reach a bonus outside of your city radius.
3. Horses are now visible at the beginning of the game. (No more pretending not to see those big four-legged animals walking around.)
4. With Animal Husbandry, cities that have access to animal resources can build animal units of those types. (This represents importing a new species by trade.) Human players can direct those animal units to any plot and press a button causing them to settle there. The animal will essentially “build” its own pasture as well.
5. If you have Animal Husbandry and defeat a domesticatable animal, the animal becomes one of your units. (The animal changes allegiance.)
6. Barbarian (non-animal) units will destroy the animal bonus of a plot if they are strong enough.
7. When pastures or camps are pillaged, the animal bonus is destroyed too.
8. Scouts and Explorers can now attack, but not capture cities. Great suggestion from GeoModder: “It is annoying that the scout cannot enter plots occupied with "barbarian" animal units. I recommend giving that unit an attacking role in this mod component.”
CREDITS
I wanted to be sure to give my thanks for the Unit Allegiance Mod v0.4 By Snaitf and Supported By The Lopez.
DOWNLOAD LINK:
http://forums.civfanatics.com/downloads.php?do=file&id=2866
Update: April 24, 2007. Updated mod so that it is fully Warlords 2.08 compliant; there were a few things out of date.
What the Mod Does…
It starts to implement an ecology model where animal bonuses (deer, fur, horse, sheep, etc.) walk around, breed and are hunted. One of the things I like is that cities tend to experience a ‘boom’ when they get hunting and then a ‘bust’ when all the animals are gone. This seems rather realistic to me and begins to have the kind of feel I am looking for.
In relase 0.20, there are also bonuses for predators: lion, wolf, panther and bear.
This is a mod component, not a full mod. I have developed it as an experiment. I make no claims about game balance. In fact I am hoping to hear from people who play around with it! Please post your experiences.
This component will form a major part of an upcoming pre-history mod I am working on which will integrate pre-history into ordinary Civ IV Warlords games.
Thanks for your feedback,
Eusebius
October 31, 2006
At the Start of Every Game Turn…
1. There is a chance that all unworked animal plots will spawn an animal unit. The frequency of this is roughly based on the animal’s life span. The animal will usually be a barbarian, but if the plot is owned by a player who has Animal Husbandry, the animal unit will be owned by that player. Predator units will only be spawned if there is no predator in a one square radius.
2. If a plot is being worked and the player has Hunting, there is a chance that the animal will be hunted, which means that the animal bonus is destroyed and food (and sometimes gold) are added to the nearest city. There are several conditions why this may happen…
 The city is starving and has no food reserve.
 The player does not yet have Animal Husbandry.
 The animal cannot be domesticated (deer, fur-bearing animals) and the player does not yet have Monarchy. (With Monarchy it is possible to have royal preserves where animals are not over-hunted by growing cities.)
AI Controlled animal units will…
1. Deer units will pillage farms. This intended to represent animals, birds and insects destroying crops.
2. Settle down on the first suitable terrain they wander into. (Plot receives bonus; unit is removed.)
3. When a predator (lion, wolf, etc.) wanders into a plot, it will destroy the animal bonus of prey animals.
4. If a predator unit (or an AI controlled military unit) is adjacent to a prey, it will enter that square and kill the prey.
5. If a predator unit (or an AI controlled military unit) is adjacent to a plot with a prey animal bonus, it will enter that plot.
Other Changes…
1. Elephant/Ivory now uses pasture rather than camp. The rationale is that all domesticatable animals now use pasture and all wild animals use camp.
2. Camps are now enabled with Animal Husbandry, but they are only rarely useful until Monarchy because the city will probably just hunt your animal bonus to death. However, you might want a camp to reach a bonus outside of your city radius.
3. Horses are now visible at the beginning of the game. (No more pretending not to see those big four-legged animals walking around.)
4. With Animal Husbandry, cities that have access to animal resources can build animal units of those types. (This represents importing a new species by trade.) Human players can direct those animal units to any plot and press a button causing them to settle there. The animal will essentially “build” its own pasture as well.
5. If you have Animal Husbandry and defeat a domesticatable animal, the animal becomes one of your units. (The animal changes allegiance.)
6. Barbarian (non-animal) units will destroy the animal bonus of a plot if they are strong enough.
7. When pastures or camps are pillaged, the animal bonus is destroyed too.
8. Scouts and Explorers can now attack, but not capture cities. Great suggestion from GeoModder: “It is annoying that the scout cannot enter plots occupied with "barbarian" animal units. I recommend giving that unit an attacking role in this mod component.”
CREDITS
I wanted to be sure to give my thanks for the Unit Allegiance Mod v0.4 By Snaitf and Supported By The Lopez.