Drakarska
Epic Dadness
@ [Y]:
So you are proposing the following, did I understand correctly? :
1. There are no resources like sheep, pig etc. in the beginning of the game. There are only, grazing grounds. On those grazing grounds you can build pastures.
2. You somehow captivate wild mouflon, boar etc.
3. You bring it to a pasture, settle the wild animal there. You now have a pasture with sheep, pig etc.
4. Your pasture grows with time.
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So, first of all, a side note: The point 3 is probably difficult to implement. Therefore I'd suggest that the captivated animal can sacrifice itself and a pasture appears on the tile (so, just like the work boat). I think it will be very easy to implement then.
I think you want to take advantage of the fact that animals are transportable and you want to be able to build a pasture, where-ever it pleases you, not only there where some wild sheep hangs around. Because of that, you want to simulate the animal domestication process in detail. Am I right? The thing is, that not only the animals but almost every resource has spread from somewhere to somewhere else during the whole history of mankind. Grains, lemons, banana, tobacco, cotton,... So in the real world, the resources are overall much more dynamic than in the Civilization IV. Even the minerals like iron or gold should be much more dynamic, because, the old mineral resources are exhausted, and new ones are discovered all the time. So making the animal domestication more dynamic is not more important than making the other resources more dynamic.
Just a little counter-point to your post if you don't mind.
In regards to #3. C2C and ROM AND2 already implement theses features. You use your "hunter" unit to capture said critter and use the appropriate tech to allow it to integrate into your empire. For example, at the animal domestication ( which ever one, we'll use bovine in this example) tech, your hunter has a percentage chance to capture said critter for your civ, and then once animal husbandry tech unlocks, you have a chance to allow a pasture to create the resource permanently.
As for grains, fruits, veggies, etc, I don't have a problem with the current set up. What I wouldn't mind seeing however, is maybe something along the lines of being able to grow your own resource once you gain access to it, I. E. via trade or whatever. Or even being able to make hybrid foods once you unlock a certain tech or three

As to mineral resources, again, in various mods, there is a depletable resource option available, which makes trading and diplomacy a great deal more interesting.
On a personal note. I'm a huge mod player ( with RI in my top 3 favs) and haven't played vanilla BTS in years. I also enjoy playing various mods for their own particular uniqueness, so I'm certainly not advocating mix and matching from various other mods. However, occasionally, when I switch from finishing up one game in a different mod, then starting another new game from a totally different mod, I sometimes catch myself saying why the hell isn't this feature from so and so mod in the mod I'm currently playing?
Would I love to see a few new added features included into RI? of course I would. But I also respect the Dev's vision of where they want their mod to go, so I'm quite willing just to make a few observations, see what happens, and then once again enjoy their labor of love.