introducing animals

mago barca

Chieftain
Joined
Oct 2, 2008
Messages
61
Location
nz
would'nt be great if you could send animals to another continent or breed them in your own continent for cost of 100 gold or even you that as a slider anyway what do you think of it

edit effects they could be a new source of food but cause damage to naitive animals to forrests and cause unhappiness while having enviromentilisim

so on the positive you could feed colonys in on another continnet but

on the negative it could destroy forrests for them to live in and cause unhappiness if you have enviromentilisim also

the slider could be like research but in a city only and you could select a trade partner to introduce it to but at the cost of 1 food or you cold double the slider to make the progress 2x faster but at the cost of two food etc. to represent breeding not eating
it would be possible send animals like cows to help stuggling colonies but may have requirments like must be on grass so they can eat

i will edit again when i have got more ideas
 
What would be the effects? Would they be positive or negative? How is this realistically feasible? How do you mean about the slider?
 
My Civ-Variant that I am working on will have animals which move around, and have to be captured. Some will be strategic resources (Horses). Once you have captured enough, you can then build a tile improvement of "Horse Farm" (or alike), which will then reproduce more horses. (e.g. They become an asset). In addition to this, there will be a number of "exotic animals". Capturing these will be harder, and they will allow for the creation of "Circus" in renaissance times, and further a "zoo" in modern times. They will also be tradeable, with a fairly high value. Exotic animals will breed, but very slowly; they can also be killed when a city is taken. In modern times, the civ with the most exotic animals will get the bonus of a national wonder, "World's Best Zoo". Animals will also feature more prominently (i.e. domesticating cats will reduce rodent spoilage of food early game, and aviaries will give honey [luxury]).
 
effects they could be a new source of food but cause damage to naitive animals to forrests and cause unhappiness while having enviromentilisim

I always thought a game like Civ can simulate a range of exciting earth-related stuff, like tectonics. Alas, in the span of time that Civ is restricted to, tectonics can't realistically figure in place. Sim Earth did it, that would be cool if they make an actualisation of it.

But Civ can simulate a variety of other phenomenons. Like the meteo. (without this one to be related to Turns, because a turn is several years) That, would allow some very ambiantic effects that I would love to see, finally, in Civ, like Sun reflections on armors and cloud shadows on the ground.

Now, maybe there could be a simulation of the environement especially linked with animals, but I fail to see how this could have any significant and low ressource demanding in the same time, impact on the game.

Because, it could be very complicated to simulate the impact of say rabbits, on a new isle like Australia, on the environment, and this for what result in term of gameplay? A slight change of terrain, like grassland converting into plains. (on what I am awared of)
 
My Civ-Variant that I am working on will have animals which move around, and have to be captured.

Really nice! :)

Some will be strategic resources (Horses). Once you have captured enough

Only one should suffice. After all, a troop of animals is supposed to represent its frequency in a given area. If you have a tile of elephants somewhere, it means that there are a lot of elephants in there. On the same thing, if you have a unit of wolf in a given area, means that the place is infested with wolves.

The only thing that lacks in Civ4, is the migration. (elephants do not stay always in the same place, they move constantly)

you can then build a tile improvement of "Horse Farm" (or alike), which will then reproduce more horses. (e.g. They become an asset).

I think wokers should be able to build horse farms with a time. Then, it becomes instantaneously a ressource. Now, the ability to build more horse farms from this one should obey to a system similar to Civ4 cottages operation: when worked, the horse farm would grow. When it is at its maximum, workers should be able to build one other horse farm.
 
Really nice! :)
Only one should suffice. After all, a troop of animals is supposed to represent its frequency in a given area. If you have a tile of elephants somewhere, it means that there are a lot of elephants in there. On the same thing, if you have a unit of wolf in a given area, means that the place is infested with wolves.

The only thing that lacks in Civ4, is the migration. (elephants do not stay always in the same place, they move constantly)

I think wokers should be able to build horse farms with a time. Then, it becomes instantaneously a ressource. Now, the ability to build more horse farms from this one should obey to a system similar to Civ4 cottages operation: when worked, the horse farm would grow. When it is at its maximum, workers should be able to build one other horse farm.
I'm always open to changing my ideas (or at least hearing others). And alas, I haven't actually played anything more recent than standard civ 3. (And don't beat me up over my numbers herein, I'm just using nice examples).

What I was thinking is that a horse icon would represent a herd, but when you attempt to capture it, you may get anywhere from 0 to all horses, depending on how close they are being to fully domesticated (effectively a value between domesticated and wild). Capturing an animal like a horse might actually require you to hem it in, because it can move faster than you. Either that or you will have to chase it for a while in order to domesticate it.

I plan to make my animals move around (when they encounter humans), and they will obey tile-based environment rules. (e.g. a horse will not flee into a tundra).

Workers (or tribesmen as they will be in early-game) will be able to capture them (once you have the prereq tech). Once you have say, 20 horses you can then build a horse farm ("spending the horses", so now you have none). If you aren't in a position to capture them because there are none around, then you will have to trade for them (ergo American Indians). Once you have a horse farm, it will produce (e.g.) 2 horses per turn. You can sell the horse farm, and get some of your horses back if you need them in a rush

Now think of the same thing with cattle. You can have cattle farms (or something termed better!) which produces 10 cows per turn. Using a slider in the Advisor screen you can determine how much percentage (for ALL cattle farms) goes into meat (giving food [+luxury], and leather assets) or how many go into your "cow" asset.
 
Well, this is to a very close scale. I guess the techs span will be in adequation with that. (a lot of techs for one given time)

One weak thing I can see is that the map should be very crowded. If you consider horses only, how many horse tiles should be necessary in order to build a single farm? Or maybe the herds "attacked" by tribesmen would not vanish once "attacked"?

You could as well improve the number of captured animals with some new techs.
 
Well, this is to a very close scale. I guess the techs span will be in adequation with that. (a lot of techs for one given time)

One weak thing I can see is that the map should be very crowded. If you consider horses only, how many horse tiles should be necessary in order to build a single farm? Or maybe the herds "attacked" by tribesmen would not vanish once "attacked"?

You could as well improve the number of captured animals with some new techs.
Yes, I am planning to flesh out each era, but I admit it will be a balancing act. If game play reveals its too hard to catch a few horses, then I will simply make it catch one and you get the requirements for one horse farm. No, I never intended the herd to vanish once attacked, unless all members of it are captured. But yeah, my guess is your right and it will end up being catching one is enough. I can assure you though, horses will not be on every continent! Forces trade and also varying tactics against enemies :)

I have already planned several techs: Hunting, Snares, Tracking, Stalking, Early Poisons/Anaesthetics to name most of them. Some of them (as you can see/guess) will also have other effects: in reconnaissance, ambush and assassination.
 
My Civ-Variant that I am working on will have animals which move around, and have to be captured. Some will be strategic resources (Horses). Once you have captured enough, you can then build a tile improvement of "Horse Farm" (or alike), which will then reproduce more horses. (e.g. They become an asset). In addition to this, there will be a number of "exotic animals". Capturing these will be harder, and they will allow for the creation of "Circus" in renaissance times, and further a "zoo" in modern times. They will also be tradeable, with a fairly high value. Exotic animals will breed, but very slowly; they can also be killed when a city is taken. In modern times, the civ with the most exotic animals will get the bonus of a national wonder, "World's Best Zoo". Animals will also feature more prominently (i.e. domesticating cats will reduce rodent spoilage of food early game, and aviaries will give honey [luxury]).

that would be a great alternitive :)
 
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