Doviello animal mechanics

Irenicus_Jon

Chieftain
Joined
Apr 15, 2010
Messages
15
Hello all,

I was wondering if the Doviello civic (Council of the Wilds) and Guardian of Nature are additive to the city's chances of spawning an animal or do they just multiply the chances? In other words, in the case of Council of the Wilds (which says 20%), if a city has 3% chance to spawn an animal, will this become 23% or 3.6%?

Also, do the number of cities increase the chance? The number of currently controlled animals?

Thanks in advance.
 
Hello all,

I was wondering if the Doviello civic (Council of the Wilds) and Guardian of Nature are additive to the city's chances of spawning an animal or do they just multiply the chances? In other words, in the case of Council of the Wilds (which says 20%), if a city has 3% chance to spawn an animal, will this become 23% or 3.6%?

Also, do the number of cities increase the chance? The number of currently controlled animals?

Thanks in advance.

Council of the Wilds doubles the rate, it's not 20%. That 20% is for Great Generals. ;)

Guardian of Nature has no effect whatsoever on animal chances, it's actually the FoL religion itself.

The spawn chance functions like this:

MaxChance = 4
If FoL: MaxChance = MaxChance * 1.5 (6)
If Council: MaxChance = MaxChance * 2 (8, 12 with FoL)

(MaxChance - ((CityPop - 1) * 0.4)

This means that after pop 11, a city with no modifiers will stop spawning animals. If you are FoL, it cuts out at 16. If Council, 21. If both, 31. VERY good incentive to run both if you want to use animals. ;)



Edit: Currently, number of cities and number of animals do not affect the chance. Aside from the natural effect that more cities lead to more places animals can spawn, leading to higher amounts of animals. ;)
 
But you need to have FoL as the state religion, right?

I am trying to come up with an animal pack focused strat for them, think I'll go for Council/Fol next (first time around I ran Council/Arete and kept every city at 4 pop).

Also, it seems sabretooth tigers will spawn worgs (wargs?) as slaves after combat, is this intended?
 
But you need to have FoL as the state religion, right?

I am trying to come up with an animal pack focused strat for them, think I'll go for Council/Fol next (first time around I ran Council/Arete and kept every city at 4 pop).

Also, it seems sabretooth tigers will spawn worgs (wargs?) as slaves after combat, is this intended?

Yes, you must run FoL as the state religion if you want the bonus. I see it as the most thematic religion for the Doviello (at least their own specific branch of it, far more chaotic than the Elves) so I wanted to encourage using it... Between that and the Yaranga improvement, I think I did a decent job of it. ;)

Not sure about the cats, quite a bit has changed. If I remember correctly, they are meant to be able to spawn Hyenas after combat.



Here is the function which will determine what animals spawn in the next version... As you can see, some changes. No Mammoths, instead there are Boars and Gorillas. This list is compiled once a turn, and is also used for the worldspell.

Code:
	def doAnimalListDoviello(self, iPlayer):
		gc = CyGlobalContext()
		if iPlayer == -1:
			pPlayer = gc.getPlayer(gc.getGame().getActivePlayer())
		else:
			pPlayer = gc.getPlayer(iPlayer)
			
		eTeam = gc.getTeam(pPlayer.getTeam())
		
		lList = []
		BuildingClass	= self.BuildingClasses 
		Tech			= self.Techs 
		hasTech			= eTeam.isHasTech
		getBCC 			= pPlayer.getBuildingClassCount
		
		if   hasTech( Tech["Feral Bond"]):		lList += ['UNIT_FENRIS']	
		elif hasTech( Tech["Animal Handling"]):	lList += ['UNIT_HYENA_PACK']
		elif hasTech( Tech["Tracking"]):		lList += ['UNIT_HYENA']
		elif hasTech( Tech["Hunting"]):			lList += ['UNIT_WOLF_PACK']
		else:									lList += ['UNIT_WOLF']
		
		if getBCC(BuildingClass["Bear Den"]) >= 1:
			if   hasTech( Tech["Divine Essence"]):	lList += ['UNIT_SHARDIK']	
			elif hasTech( Tech["Mithril Working"]):	lList += ['UNIT_CAVE_BEAR_PACK']	
			elif hasTech( Tech["Iron Working"]):	lList += ['UNIT_CAVE_BEAR']	
			elif hasTech( Tech["Smelting"]):		lList += ['UNIT_BEAR_PACK']	
			else:									lList += ['UNIT_BEAR']	
				
		if getBCC(BuildingClass["Boar Pen"]) >= 1:
			if   hasTech( Tech["Machinery"]):	lList += ['UNIT_DIRE_BOAR_SOUNDER']
			elif hasTech( Tech["Engineering"]): lList += ['UNIT_DIRE_BOAR']
			elif hasTech( Tech["Math"]):		lList += ['UNIT_BOAR_SOUNDER']
			else:								lList += ['UNIT_BOAR']	
				
		if getBCC(BuildingClass["Gorilla Hut"]) >= 1:
			if   hasTech( Tech["Precision"]):	lList += ['UNIT_KONG_TROOP']
			elif hasTech( Tech["Bowyers"]):		lList += ['UNIT_KONG']
			elif hasTech( Tech["Archery"] ):	lList += ['UNIT_GORILLA_TROOP']
			else:								lList += ['UNIT_GORILLA']
				
		if getBCC(BuildingClass["Griffin Weyr"]) >= 1:
			if   hasTech( Tech["Armored Cavalry"]): lList += ['UNIT_ROC']	
			elif hasTech( Tech["Warhorses"]): 		lList += ['UNIT_GRIFFON_PACK']	
			elif hasTech( Tech["Stirrups"]):		lList += ['UNIT_GRIFFON']	
			elif hasTech( Tech["Trade"]):			lList += ['UNIT_HIPPOGRIFF_FLIGHT']	
			else:									lList += ['UNIT_HIPPOGRIFF']
				
		if getBCC(BuildingClass["Stag Copse"]) >= 1:
			if hasTech( Tech["Religious Law"]):	lList += ['UNIT_ELK']	
			else:								lList += ['UNIT_STAG']
		
		return lList

As you can see, Wolves come in with the palace and the Recon line. Bears come in on the Melee line. Boars are Construction/Siege. Gorillas are Archery. Griffins are Mounted. Stags are Divine.

Doviello animals should be able to compete with standard units of other civs; So far the testers haven't cried unbalance, so I think it's good. ;)
 
I just completed a game with the Doviello and quite enjoyed it.

I think FoL ties in with them thematically, but I wasn't able to spam yarangas (you need to build them over colder terrain like tundra etc, right?) The game was broken (so to speak) when I started getting the cats though, since two sabretooth cats can for the deadly 24 str 3-6 first strikes sabretooth pack, not much stands a chance against that. The pakcs can also spawn single cats after combat, though the single cats can only spawn hyenas as you mentioned.

Looking at that, I understand sabretooth are not going to be in the next version? Also, it appears you can control what animals can spawn through your empire if you ignore certain buildings, is that correct?

Currently I like the concept of Doviello (much improved from the FFH version). They feel like the "nature's wrath" counterpart to the elves.

Another question, is it possible to terraform tiles to the cold climates? Sort of like what the Illians do automatically? Do the ice spells have anything like that?
 
I just completed a game with the Doviello and quite enjoyed it.

I think FoL ties in with them thematically, but I wasn't able to spam yarangas (you need to build them over colder terrain like tundra etc, right?) The game was broken (so to speak) when I started getting the cats though, since two sabretooth cats can for the deadly 24 str 3-6 first strikes sabretooth pack, not much stands a chance against that. The pakcs can also spawn single cats after combat, though the single cats can only spawn hyenas as you mentioned.

Correct, needs to be in Tundra and Ice. They're available to everyone, but the Doviello get bonuses for them.

Main reason for updating the spawn list was because new animals have been added, and stats have been shifted around, without updating the Doviello.... Some things were becoming broken.

For instance, Hippogriffs were originally stronger than Griffins. Stats were changed, but the Doviello spawn order was not.

Also, animals no longer spawn other animals after combat, or upgrade after combat (exceptions being Hamsters and the Cats; Both have a chance to spawn other animals still).

Looking at that, I understand sabretooth are not going to be in the next version? Also, it appears you can control what animals can spawn through your empire if you ignore certain buildings, is that correct?

Correct, that was the other one removed (couldn't think of it). If it was JUST the Sabretooth, I'd have left it... But then it would have been massively strong. And I did not want them to have Lions, at all. The only animal they get that isn't found in Tundra is the Gorilla... And that may end up being a Yeti-type animal, if I can reskin it well enough. ;)

And yes, by not building certain Dens you can avoid certain animals. Keep in mind though, that's not customizable by city. The buildings are National Wonders, and building it once allows the animal to spawn everywhere.

Currently I like the concept of Doviello (much improved from the FFH version). They feel like the "nature's wrath" counterpart to the elves.

Yes, that was pretty much what I wanted with them. An FoL civ that represents the Feral nature of, well, Nature. They already had a lot of lore for it, but the mechanics weren't there. So I added them. ;)

They were the second civ I worked on; First was the Malakim. So the changes have been in for just over a year (April of last year).

Another question, is it possible to terraform tiles to the cold climates? Sort of like what the Illians do automatically? Do the ice spells have anything like that?

Yes, but it's a bit expensive... Ice3 allows you to do it.
 
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