Domesticated Animals Modmod

Here is the latest version. I fixed all the bugs except for the unhappiness with religion. I found out too late that the feature doesn't really exist. I think I could add it in python, but it wouldn't show up on the building like regular effects do, so it would be kinda hacky. It's a small compromise. Oh, I did add the Cormorant Trainer.View attachment 237562

I did not expect the unhappiness with religion to work when I first posted but you said it could so I kept it in. So no problem. :D

Does the Cormorant Trainer require a Coastal City? If not please add.

In short all that needs to be fixed is The 2 Unique buildings for the elephants need to have the same stats as the normal building and you need to add unique buildings for the Parrot Aviary and the Turkey Farm. Other than that it looks great! :D

Thank you so much!! :):):)
 
Oh also I was noticing on the tech tree that its greeting crowded where it doesn't have to be. For instance ...

Animal Husbandry is very crowded but the "Llama & Alpaca Farm" could be moved to the less crowded Construction Tech. And the "Monkey Breeder" could be moved to "Music".

I also noticed that the Trade tech was very crowded. I am not sure where to move any of them too other then maybe moving the "Oxen Farm" back to Animal Husbandry if the other ones are moved. Also I could not find the "Turkey Farm" on the tech tree.

EDIT: If Trade is too crowded perhaps the parrot aviary could require calendar instead. Unless you can think of a better tech for it.
 
Oh also I was noticing on the tech tree that its greeting crowded where it doesn't have to be. For instance ...

Animal Husbandry is very crowded but the "Llama & Alpaca Farm" could be moved to the less crowded Construction Tech. And the "Monkey Breeder" could be moved to "Music".

I also noticed that the Trade tech was very crowded. I am not sure where to move any of them too other then maybe moving the "Oxen Farm" back to Animal Husbandry if the other ones are moved. Also I could not find the "Turkey Farm" on the tech tree.

EDIT: If Trade is too crowded perhaps the parrot aviary could require calendar instead. Unless you can think of a better tech for it.


Okay, I'll make those changes. FYI, I just finished adding the 2 pet shops to the zoology buildings.
 
Okay, I'll make those changes. FYI, I just finished adding the 2 pet shops to the zoology buildings.

1. Cool!

2. Yay! Are you adding the Animal Test Lab too? It would be based on the Rodent Breeder but with whatever tweaks you thought it should have.

3. Are you going to add the unique unique buildings to the turkey and parrot buildings? I believe its Aztec and Mayan get the Parrot Aviary for half the cost. And America and Iroquois get the Turkey Farm for half the price.

4. Are you going toadd the Koi pond to the City Beautification mod? if not maybe you could add a "Zen Garden" that way you could have a combo of Koi Pond, Rock Garden, Bonsai Trees, etc all in one nice garden setting.

5. I have been testing the animal buildings in game and so far they are balanced for the early game since the are extremely expensive compared to all the other buildings. So spending hammers to build them will sacrifice other cheaper buildings you could have built. but since they last for such a long time I think they should balance out. In short I was expecting them to make the game too easy but it seems like it is having the opposite effect. Yay! Also all the unhealthiness from the animal dung adds up fast. Which gives health buildings more of a purpose.
 
After some in game Testing I have concluded that some animals should require resources. We already have ...

Horse Farm = Horse
Donkey Farm = Horse
Cow Farm = Cows
Oxen = Cows
Yak = Cows
Sheep Farm = Sheep
Goat Farm = Sheep
Pig Farm = Pigs
Elephant Trainer = Ivory
Reindeer Farm = Deer

... However I feel regional resources should require the other animals. Here are some ideas ...

Camel Farm = Incense (Both are found in the Desert)

Llama and Alpaca Farm = Potatoes (Both Originate from the Andes in South America)

Falconer = Wine (Both sort of are found in the same regions. Could not find any thing better)

Homing Pigeon Coop = Stone (Because they are called "Rock Doves" and orginally lived on rocky cliffs)

Chicken Farm = Spices (Both Originate from India)

Duck and Goose Farm = Lemons (Citrus like lemons grow in similar places that ducks and geese were domesticated such as in the Mediterranean or Asia)

Turkey Farm = Tobacco (Both originated from North America)

Parrot Aviary = Coffee (Both Coffee and Macaws originate from Central and South America)

Cormorant Trainer = Tea (Both originated in China)

Cat Breeder = Wheat (Because they were used to keep away the rodents near granaries)

Monkey Breeder = Banana (Both are found in the Jungle)

And the Dog Breeder would not need one because Dogs can be found everywhere.

What do you think?
 
After some in game Testing I have concluded that some animals should require resources. We already have ...

Horse Farm = Horse
Donkey Farm = Horse
Cow Farm = Cows
Oxen = Cows
Yak = Cows
Sheep Farm = Sheep
Goat Farm = Sheep
Pig Farm = Pigs
Elephant Trainer = Ivory
Reindeer Farm = Deer

... However I feel regional resources should require the other animals. Here are some ideas ...

Camel Farm = Incense (Both are found in the Desert)

Llama and Alpaca Farm = Potatoes (Both Originate from the Andes in South America)

Falconer = Wine (Both sort of are found in the same regions. Could not find any thing better)

Homing Pigeon Coop = Stone (Because they are called "Rock Doves" and orginally lived on rocky cliffs)

Chicken Farm = Spices (Both Originate from India)

Duck and Goose Farm = Lemons (Citrus like lemons grow in similar places that ducks and geese were domesticated such as in the Mediterranean or Asia)

Turkey Farm = Tobacco (Both originated from North America)

Parrot Aviary = Coffee (Both Coffee and Macaws originate from Central and South America)

Cormorant Trainer = Tea (Both originated in China)

Cat Breeder = Wheat (Because they were used to keep away the rodents near granaries)

Monkey Breeder = Banana (Both are found in the Jungle)

And the Dog Breeder would not need one because Dogs can be found everywhere.

What do you think?
The Aztec and Maya should get a UB that givens more :food: and less of everything else
 
And for the record. Though a silly joke, its rarely practiced, and its not just ALL dogs. It's a specific breed that's raised to eventually be eaten, but even then it's eaten as an aphrodisiac, which may very well be the same as other ethnic remedies made from animal parts or organs.
 
@Afforess

What's the status? Are the minor tweaks fixed so it can be put into AND?

My in game testing seems to show they work well. They are extremely hard to get early in the game and once in mid game when you can afford them your unhealthiness goes through the roof. This is yet another reason why the water mod will be so useful. Its only until much later that I can fight the unhealthiness effects. Also the landfill and other health wonders seems to be much more valuable now.

Oh also i think the resources i posted in the other post are a must for balance sake since getting so many buildings for nothing seems unbalanced.
 
Updated. The only known things I left out are some of the UB I never made, but I don't plan on adding those. Everything else should be fixed.
View attachment 238883

This is looking great!! I only found 3 minor problems with the main buildings not having a resource requirement while the unique building did.

Camel Farm
General Camel Farm need Incense Req. The UB is fine.

Llama and Alpaca Farm
General Llama and Alpaca Farm need Potatoes Req. The UB is fine.

Cat Breeder
General Cat Breeder need Wheat Req. The UB is fine.

Just fix these 3 things and it will be done! :D And hopefully you can add it to A New Dawn. :D

Thank you so much!! :):):)

Hydro ~
 
So I was rethinking the Animal Shrine if you want to included it with this or the zoological buildings. How is this?

oscar.jpg


Animal Shrine
Cost: 50
Happiness: +1

Req Tech: Animal Husbandry, Preisthood, Aesthetics

Obsolete: Ecological Engineering

Special Abilities

  • +2% Culture with Cow
  • +2% Culture with Deer
  • +2% Culture with Elephant
  • +2% Culture with Fish
  • +2% Culture with Fur
  • +2% Culture with Horse
  • +2% Culture with Pig
  • +2% Culture with Sheep
  • +2% Culture with Whale
  • +5% Gold with Tourism
 
This is looking great!! I only found 3 minor problems with the main buildings not having a resource requirement while the unique building did.

Camel Farm
General Camel Farm need Incense Req. The UB is fine.

Llama and Alpaca Farm
General Llama and Alpaca Farm need Potatoes Req. The UB is fine.

Cat Breeder
General Cat Breeder need Wheat Req. The UB is fine.

Just fix these 3 things and it will be done! :D And hopefully you can add it to A New Dawn. :D

Thank you so much!! :):):)

Hydro ~

Please don't forget about this Afforess. Its so close to being finished. I really want to see it make it into A New Dawn as soon as possible. Thanks again! :D
 
hmm, a cow farm giving food only? i'd find it more reasonable if animal farms would not increase food income since you usually need more food for them then you get form them.

benefits from animals should be rather additional hammers: a static +1 :hammers: for cow-leather for example. production bonus form animals you utilize other than for food should be percentual, e.g. +10% :hammers: form horses. furthermore meat was considered a luxury the common people could not afford, so a happiness modifier would seem convientient too.
 
hmm, a cow farm giving food only? i'd find it more reasonable if animal farms would not increase food income since you usually need more food for them then you get form them.

benefits from animals should be rather additional hammers: a static +1 :hammers: for cow-leather for example. production bonus form animals you utilize other than for food should be percentual, e.g. +10% :hammers: form horses. furthermore meat was considered a luxury the common people could not afford, so a happiness modifier would seem convientient too.

There is a Tannery building in the game that simulates the leather.
 
hmm, a cow farm giving food only? i'd find it more reasonable if animal farms would not increase food income since you usually need more food for them then you get form them.

That is why I have the Tailor Shop in EB to give a bonus for leather goods.
 
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