Animal spawning unbalanced a lot of things.
3 Problems i see currently:
-festival
It's now problem and lousily cheap(2-3 scouts) to get 2 wolfpacks. Place them in some wood, let them declare nationality(so open border scouts from others do not kill them) and festival building tunrs from +1 happy +20% culture into +2 happy, + 3 culture, + 20% culture.
There is no reason for creative and the AI does not use this, so is handicapped in culture war. The idea of FFH2, that culture is rare si destroyed.
Even dens can be used, if no open border is there, dens can be just be let alive, if they are inside cultural borders all spawned animals remain and one has enough to improve festivals further. I even once had a bear den, which was excellent, because as soon as i had hunters, all my newfound cities had +3 culture.
-wolve recuits and training grounds
wolves often spawn in mass in tundra and ice. As one seldom selttles there and they can be quickly sealed off due to +3 culture from wolf cages, they can be left there.
Since they are after 100 turns about 50 wolves and packs there, there are 6 or so per square and one can attack them without leaving own borders, so little risk.
This has two important effects, first a few hunters there can capture number of hunters packs per turn. These packs need 4 turns for healing with medic 1.
So in case of war, one can quickly and freely produce expendable str 2,mv 2 units. This is not that useful if the enemy drags hunters along, but as it is nearly for free its nice and the AI doesn't do it.
Later the more useful effect of training can be used. A axeman or maceman with bronzeweapons can get the missing XP to 5 by killing just 1 or 2 wolves and that way has drastically improved chances to survive his first battle. This is especially powerful with raider civic.
Of course this only works with closed borders or on a seperate island, but if one has a den then closed borders are worth the ability to have +1 ahppy,+3 culture per city, +1-3 xp per unit and ability to recruit 1-3 units per turn in times of need.
-spiders + city states
this is the most unbalancing luck based problem
when hunter are there spiders are no longer relevant, but beforehand they are game winners. I have a game on immortal, where 4 turns after researching animal handling my, of course having saved a promotion, scout with animal promotion walked upon a forested hill and then won defending against a giant spider with 30 percent chance - my spiders roled over 2 neighbours counquering 12 cities.
I had to disband 30 spiders and baby spiders to handle costs, but thanks to city states, marcket and elder huts i only had a dip of 25 turns. I stopped playing the game, when i got sailing and started thinkng about getting 30 spiders to conquer the dragon hort on neighbouring ilse. Since i had several barb cities and large uncontrolled areas i could at any time create a few dozen baby spiders for free.
I did only built 1 warrior for every city, no other military units.
On a pangaea map i would have won around turn 150-200 - and all because a single scout turned lucky.
I think it would even work on deity, if one starts with agriculture and researches animal handling first and is lucky with the first scout.
I think it should not depend on a few chances(50% chance unexperienced scout wins first combat, chance spider is nearby, 10-40% chance that scout wins against spider) to get a free, str 4 and invisible army of money limited size around turn 45.
3 Problems i see currently:
-festival
It's now problem and lousily cheap(2-3 scouts) to get 2 wolfpacks. Place them in some wood, let them declare nationality(so open border scouts from others do not kill them) and festival building tunrs from +1 happy +20% culture into +2 happy, + 3 culture, + 20% culture.
There is no reason for creative and the AI does not use this, so is handicapped in culture war. The idea of FFH2, that culture is rare si destroyed.
Even dens can be used, if no open border is there, dens can be just be let alive, if they are inside cultural borders all spawned animals remain and one has enough to improve festivals further. I even once had a bear den, which was excellent, because as soon as i had hunters, all my newfound cities had +3 culture.
-wolve recuits and training grounds
wolves often spawn in mass in tundra and ice. As one seldom selttles there and they can be quickly sealed off due to +3 culture from wolf cages, they can be left there.
Since they are after 100 turns about 50 wolves and packs there, there are 6 or so per square and one can attack them without leaving own borders, so little risk.
This has two important effects, first a few hunters there can capture number of hunters packs per turn. These packs need 4 turns for healing with medic 1.
So in case of war, one can quickly and freely produce expendable str 2,mv 2 units. This is not that useful if the enemy drags hunters along, but as it is nearly for free its nice and the AI doesn't do it.
Later the more useful effect of training can be used. A axeman or maceman with bronzeweapons can get the missing XP to 5 by killing just 1 or 2 wolves and that way has drastically improved chances to survive his first battle. This is especially powerful with raider civic.
Of course this only works with closed borders or on a seperate island, but if one has a den then closed borders are worth the ability to have +1 ahppy,+3 culture per city, +1-3 xp per unit and ability to recruit 1-3 units per turn in times of need.
-spiders + city states
this is the most unbalancing luck based problem
when hunter are there spiders are no longer relevant, but beforehand they are game winners. I have a game on immortal, where 4 turns after researching animal handling my, of course having saved a promotion, scout with animal promotion walked upon a forested hill and then won defending against a giant spider with 30 percent chance - my spiders roled over 2 neighbours counquering 12 cities.
I had to disband 30 spiders and baby spiders to handle costs, but thanks to city states, marcket and elder huts i only had a dip of 25 turns. I stopped playing the game, when i got sailing and started thinkng about getting 30 spiders to conquer the dragon hort on neighbouring ilse. Since i had several barb cities and large uncontrolled areas i could at any time create a few dozen baby spiders for free.
I did only built 1 warrior for every city, no other military units.
On a pangaea map i would have won around turn 150-200 - and all because a single scout turned lucky.
I think it would even work on deity, if one starts with agriculture and researches animal handling first and is lucky with the first scout.
I think it should not depend on a few chances(50% chance unexperienced scout wins first combat, chance spider is nearby, 10-40% chance that scout wins against spider) to get a free, str 4 and invisible army of money limited size around turn 45.