I'm always a bit dubious about animal disapearing in cIV and in FfH particularly.
AFAIk, there are still (some) man eating lions /tiger in the actual wilderness, way much time after those lands are claimed by nations. the only places those dangers disapeared is when man is installing in the place, creating towns, cultures, ...etc.
IIRC, each plot is assigned a "cultural value" that is a percentage, modified by cultural output of a city.
I would propose to use this mechanism to allow animal to spawn in claimed but not worked wilderness in civilized empires and thus have more barbarian and animal spawn in the middle game.
principe :
-give a increase of wilderness culture to some tiles, terrain, improvement, features.
-this improves animals life time.
use :
-when tile has more than X% of wilderness culture, animal can move on it. (instead of being bared of cultural barriers)
-when a tile has more than Y% of wilderness culture, the tile counts toward barbarian tiles for creation of animals and they can be spawned on the tile.
-when tile has more than Z%, the tile counts toward barbarian tiles for creation of barbs units.
conclusion :
-life is rendered a bit more difficult for workers as animals can wander for some time into cultural borders (claiming a land is not the same as
domesticate it).
-animals exists a bit more longer
-animal are not forzen or expulsed or killed just by a new border extension.. they have some few turns to get away...
-animals still cannot enter city tiles, and animals are quickly pushed out of cultivated areas.
-forest, desert and jungles are wilder than bare flatlands, for a longer time
issues :
-no reduction of barb spawn /animal spawn with removing FoW. (only that you see them comming from farther away and reduce there spawning ground)
-no way to know where your worker can move safely.
Do you have any comments ?
I would like to have something like that in FfH.. (I can always ask )
AFAIk, there are still (some) man eating lions /tiger in the actual wilderness, way much time after those lands are claimed by nations. the only places those dangers disapeared is when man is installing in the place, creating towns, cultures, ...etc.
IIRC, each plot is assigned a "cultural value" that is a percentage, modified by cultural output of a city.
I would propose to use this mechanism to allow animal to spawn in claimed but not worked wilderness in civilized empires and thus have more barbarian and animal spawn in the middle game.
principe :
-give a increase of wilderness culture to some tiles, terrain, improvement, features.
-this improves animals life time.
use :
-when tile has more than X% of wilderness culture, animal can move on it. (instead of being bared of cultural barriers)
-when a tile has more than Y% of wilderness culture, the tile counts toward barbarian tiles for creation of animals and they can be spawned on the tile.
-when tile has more than Z%, the tile counts toward barbarian tiles for creation of barbs units.
Spoiler exemples :
exemple of application :
-hill : +1 wild/t
-forest/jungle : +2 wild/t
-toundra/desert/ice : +2wild/t
-in FoW of everybody : +1 wild/t
-improvement : -2 wild/t (humans work daily on the land)
-road : -1 wild/t (humans wander on the land).
-in first square of the fat-cross : -200 wild/t (animals are quickly pushed far from cities)
-irriagated (river, close to oasis, lake) = -3 wild/t (people are always wandering there, even if nomads)
-city square = -500 wild/t (no way that animals can enter in cities !!!)
culture on a tile : (past tile culture+ closest city culture)(std process) + wild culture.
exemples :
this way, a long un-claimed jungle will have lot of wilderness culture gained, same as forested tundra...etc.
you arrive with a settler and creat a city close to the wild north, even after 200t, a forested hill on tundra will have at max : +6wild/t = 1200wilderness points. and the closeby tundra/river/forest you settle on has : +4-3=100wilderness.
so when you settle: city is automatically immune to animal wandering. (100-500=0)
closest tile hill/forest/tundra get : 1200wild + 6wild/t -200wild(in 1st square) : in 7 turns wild culture is at 0. so for 7 turns, animals can wander on it. (less if a civ cultural output is created at city formation (cannot remember)
when a desert tile is claimed in the 4th ring, turn 200... tile has roughly 500wild culture, +2/turn, citys produces 10/culture on this tile. (somewhere on the forums there are the mechanism for increase of tile culture)
in 100t, culture of the tile will be : 700wild / 1000civ. so Wilderness of the tile will be : 41%
if X, Y and Z are respectilvely 50%, 60% and 75 % :
on this far away desert, claimed by the elves capital :
thresholds are reached after : 60t, 40t, 18t
thus for 18t the tile will count for barbs numbers, for 40t, lions can thrive there and the tile will count for animal numbers and for 60t, the lions will still be able live there.
-hill : +1 wild/t
-forest/jungle : +2 wild/t
-toundra/desert/ice : +2wild/t
-in FoW of everybody : +1 wild/t
-improvement : -2 wild/t (humans work daily on the land)
-road : -1 wild/t (humans wander on the land).
-in first square of the fat-cross : -200 wild/t (animals are quickly pushed far from cities)
-irriagated (river, close to oasis, lake) = -3 wild/t (people are always wandering there, even if nomads)
-city square = -500 wild/t (no way that animals can enter in cities !!!)
culture on a tile : (past tile culture+ closest city culture)(std process) + wild culture.
exemples :
this way, a long un-claimed jungle will have lot of wilderness culture gained, same as forested tundra...etc.
you arrive with a settler and creat a city close to the wild north, even after 200t, a forested hill on tundra will have at max : +6wild/t = 1200wilderness points. and the closeby tundra/river/forest you settle on has : +4-3=100wilderness.
so when you settle: city is automatically immune to animal wandering. (100-500=0)
closest tile hill/forest/tundra get : 1200wild + 6wild/t -200wild(in 1st square) : in 7 turns wild culture is at 0. so for 7 turns, animals can wander on it. (less if a civ cultural output is created at city formation (cannot remember)
when a desert tile is claimed in the 4th ring, turn 200... tile has roughly 500wild culture, +2/turn, citys produces 10/culture on this tile. (somewhere on the forums there are the mechanism for increase of tile culture)
in 100t, culture of the tile will be : 700wild / 1000civ. so Wilderness of the tile will be : 41%
if X, Y and Z are respectilvely 50%, 60% and 75 % :
on this far away desert, claimed by the elves capital :
thresholds are reached after : 60t, 40t, 18t
thus for 18t the tile will count for barbs numbers, for 40t, lions can thrive there and the tile will count for animal numbers and for 60t, the lions will still be able live there.
-life is rendered a bit more difficult for workers as animals can wander for some time into cultural borders (claiming a land is not the same as
domesticate it).
-animals exists a bit more longer
-animal are not forzen or expulsed or killed just by a new border extension.. they have some few turns to get away...
-animals still cannot enter city tiles, and animals are quickly pushed out of cultivated areas.
-forest, desert and jungles are wilder than bare flatlands, for a longer time
issues :
-no reduction of barb spawn /animal spawn with removing FoW. (only that you see them comming from farther away and reduce there spawning ground)
-no way to know where your worker can move safely.
Do you have any comments ?
I would like to have something like that in FfH.. (I can always ask )