Dancing Hoskuld
Deity
@DH - this portion of the mod is looking great!
Here is an expansion of an idea that has previously been presented by others. It would give players more choices of what to do with subdued animals, help with the problem of having to disband subdued animals when the number becomes unsustainable, let players plan and target a specific city for quicker improvements/growth, and create more differentiation between different types of buildings. How about letting subdued animals be 'slaughtered' in cities (using an action button)?
You could have different effects of 'slaughter' based on the buildings in the city and the type of subdued animal. For example:
No special buildings = same number of food and production as if killed in wild
Tannery = extra gold
Meat Processing Building = extra food
Hut type tied to specific animal (e.g. igloo for the penguin) = extra production
Special bonus building for some animals = e.g. ivory processing building giving extras for slaughtering subdued elephants and mammoths
I don't think some of these buildings even exist; just trying to lay out a basic concept.
It is fairly easy to have an animal use the "Conduct a trade mission" giving hammers, gold or even food. However it scales with map size, game speed, and difficulty. Which makes it difficult to get a balanced result. I will see if I can come up with an experimental use of the existing functions.
To create new missions linked with specific buildings brings up the "callback" problem which can increase game turns considerably.