Animal Domestication

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Feb 27, 2020
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155
New feature. Animal Domestication
Does anyone else find it strange that sheep/cows/horse etc are rooted to certain tiles?

New feature should be that once you research the appropriate tech (animal husbandry), for each type of animal you have pastured you can use builder ability to 'place' another herd. This would allow you to more freedom with tile placement but would keep it from getting out of hand.
 
I started to play Civ 6 vanila last week, I did my first game in real map, real location.
I choice Montezuma and I was very happy to don't be able to do horses untill be able to cross the ocean and settle and Great Britain.
Acctually, had horse resource around Buenos Aires, but was not enought to do a single horseman unit.
 
New feature. Animal Domestication
Does anyone else find it strange that sheep/cows/horse etc are rooted to certain tiles?

New feature should be that once you research the appropriate tech (animal husbandry), for each type of animal you have pastured you can use builder ability to 'place' another herd. This would allow you to more freedom with tile placement but would keep it from getting out of hand.

Yeah, I had this same thought. By the way your username is totally on point for this discussion topic!

In the future I would like to see a more careful distinction between resources like gold and truffles, that are actually tied to their specific locations, and wheat, coffee, sugar, sheep, etc., which have generally been developed in one place and spread from there. if anything, a mechanic that reflected the spread of these things would be pretty cool.
 
Yes. There have been some good thread discussions on this - but it should keep coming up because it's such a good idea. Like @The Civs 6 said Plant domestication as well.

Firaxis: please make all resources/luxuries 'stockpiles' like strategics are, and allow 'x for 30 turns' trading of stockpiles. I tried moding this and but trading and luxuries don't work correctly. Even if it's not in the official game it let us mod it in.
 
Yes. There have been some good thread discussions on this - but it should keep coming up because it's such a good idea. Like @The Civs 6 said Plant domestication as well.

Firaxis: please make all resources/luxuries 'stockpiles' like strategics are, and allow 'x for 30 turns' trading of stockpiles. I tried moding this and but trading and luxuries don't work correctly. Even if it's not in the official game it let us mod it in.

I mean think about what Kansas, Nebraska and Iowa would look like if you made them in Civ. They would literally be covered in wheat or corn squares. Plus I don't think this is some crazy idea - implementing something like this idea would be a significant buff to tall play styles that cultivate the land and reap the rewards of that cultivation.
 
Depends on the resource and some places on the globe are better for growing things than others. Cocoa and vanilla are notoriously hard to transplant and only do well in certain areas while tea and coffee can be grown just about anywhere in their climate zone though they might not taste as good as other areas. Some areas are better at producing horses while others better at producing sheep and high quality wool. Think of the tiles those resources appear on as the best spots in the world to produce that resource.
 
Depends on the resource and some places on the globe are better for growing things than others. Cocoa and vanilla are notoriously hard to transplant and only do well in certain areas while tea and coffee can be grown just about anywhere in their climate zone though they might not taste as good as other areas. Some areas are better at producing horses while others better at producing sheep and high quality wool. Think of the tiles those resources appear on as the best spots in the world to produce that resource.

Taking your point, I would say that the story of civilizations using crops that like a specific environment is a small part of the story of history, while civilizations (think about the Indo-Europeans spreading cattle and wheat cultivation) spreading 'their' crops is a rather massive part of the story.
 
Depends on the resource and some places on the globe are better for growing things than others. Cocoa and vanilla are notoriously hard to transplant and only do well in certain areas while tea and coffee can be grown just about anywhere in their climate zone though they might not taste as good as other areas. Some areas are better at producing horses while others better at producing sheep and high quality wool. Think of the tiles those resources appear on as the best spots in the world to produce that resource.

Yes, it depends on the resource. But, as well as some resources need a particular climate/soil, others can spread anywhere in temperate climates, like corn, wheat, horses, cows chickens and pigs. Additionnally, one can spread out its regional resource into a worldwide commerce by massively transforming the land, example : palm oil. I know plantations, especially the way they look, already kind of represent that, not to mention their gold output, but it could be more vast and ambitious than simply that.

"Normal" farms are already supposed to cultivate "something", because well, without resource you can't make farms, but it would be nice to specialize any farm, with various bonuses. You need gold ? Plant corn. You need more food ? Plant wheat. You are surrounded by marshes ? Plant rice ! Of course you should have access to them, and be able to grow them, but you may have need an alliance with another civ in order to trade this kind of things.

It's not true that you can mass product a resource only in its native environment. As to quality, it's not always, if not never, true either. As to reputation, I recognize this is the hardest thing to change about a resource. And that would be the strongest argument in order to not been able to duplicate resources, "we both have wine but yours is Champagne, I want it". But the reputation of corn or wheat ?
 
resources have a very scattershot placement in Civ games.

for animals, you should be able to herd them back to your civ, keeping them fed and breeding them, and keeping them away from disasters, to get the strongest (and best tasting!) variety.
similarly for vegetable resources.
for minerals, well they're difficult to move...Remember in Civ 4 where each mine you dug had a percentage chance of finding a resource every turn? I wish that feature would make a come-back. Only you would need a scout or worker to probe for minerals rather than immediately "knowing" where they are.
 
Hypothetical "I were designing a new version from the ground up" mode
1) At the beginning of the game, bonus resources are tied to a small part of the map. Lets say rice for example being found around the tropics of one of the continents.
2) A civilization builds an improvement on the bonus resource. China farms the rice tile. All Chinese cities now gain +1 food per city (In game assumption that the rice is being used throughout China)
3) Civilizations meet each other and trade their bonus resources. China meets India, which has access to cows. China and India decide to trade rice for cows. Now, for the rest of the game, both China and India have access to cows and rice, so all their cities are gaining +2 food per turn. (In game assumption that some Indian farmers plant the rice, while some Chinese farmers begin herding cows).
4) India meets Indonesia, who have access to pigs. India can trade rice for pigs, if they so choose.

And in this way, all bonus resources are eventually spread all across the globe. I wouldn't have them appearing on individual tiles or resources being planted however, I think that adds a layer of complexity the mechanic doesn't need. The main benefit should be the +1 food per city imo.
 
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