Blazenclaw
eccentric eclectic
- Joined
- Sep 19, 2010
- Messages
- 496
I generally agree with you here, but I think this change is also addressing a slightly different point. Specifically, if a player wants to have animal unique buildings, before this change often they *must* save animals they subdue before researching the appropriate tech because unless they very specifically play with the option that allows animals to spawn inside cultural borders or on a very slow gamespeed, there's no guarantee they'll subdue another before animals stop spawning.This so called "Glut" of animals is directly related to How you play the mod. I.e. how you set up and use the Game set up options. And Preferred gameplay style, everyone has one. Those that complain about micromanaging have created their own problem. And they don't want to admit it. Why? Because it is the way they like to play their favorite Options.
It's not quite so much a "glut" I was trying to prevent, but the *necessity* of holding onto subdued animals if you wanted their unique buildings. Helping the glut was mostly a side effect of reducing the need to hold onto until later.
This is actually fairly similar to how I like to play, with the exception of animals stay out. I generally do not suffer from a glut, but do have to hunt very hard to make sure I get the necessary variety of animals before it is no longer possible.I have to hunt hard to get the necessary animals for the very important herds. Why? Because I don't use the Options: Peace Among NPCs and Animals Stay out. Instead, I do use the Options Reckless Animals and Dangerous Wildlife.