Subdue Animals mod for RoM

@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.
 
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.

Callbacks limitted to specific units using the new granular callback enabling are not too bad DH and since the animals already use them (I think right?) it wouldn't add much to what we have now I suspect. While not desirable, I wouldn't suggest you totally rule out use of limitted callbacks if it enables a significant design capability for you.
 
Callbacks limitted to specific units using the new granular callback enabling are not too bad DH and since the animals already use them (I think right?) it wouldn't add much to what we have now I suspect. While not desirable, I wouldn't suggest you totally rule out use of limitted callbacks if it enables a significant design capability for you.

No callbacks are used by me anywhere. I did experiment with them way back using the immigration mod by OV as my model.
 
No callbacks are used by me anywhere. I did experiment with them way back using the immigration mod by OV as my model.

Ok, well none the less, we can contain the performance hit using the granular enabling, if the callback can be restricted to a speific unit type (or small number of types), so just bear it in mind if you think you need it.
 
Just wondering, i just started a game not even 10 turns and i have a TON of Neanderthals already, and i only see about 3 resources? Aren't they only to spawn from a resource?

Also, things have changed for some reason, they used to ALL attack (I actually really really really like this feature) when you hit the Classical Era, now its Ancient, plus some do attack, but alot of them just "fade" away?:crazyeye:

Is there anyway you can set it up for the Neanderthals to start spawning around turn 30 or so, that way everyone has a little chance to get animals?

EDIT: OK now its 100 turns, and see 2nd pic, WOW.
 
Just wondering, i just started a game not even 10 turns and i have a TON of Neanderthals already, and i only see about 3 resources? Aren't they only to spawn from a resource?

Also, things have changed for some reason, they used to ALL attack (I actually really really really like this feature) when you hit the Classical Era, now its Ancient, plus some do attack, but alot of them just "fade" away?:crazyeye:

Is there anyway you can set it up for the Neanderthals to start spawning around turn 30 or so, that way everyone has a little chance to get animals?

EDIT: OK now its 100 turns, and see 2nd pic, WOW.

Currently no spawning happens for Neanderthals happens before turn 11. It can easily be increased.
 
Do the hunter promotions increase the chance of subduing animals?
 
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.

I admit I don't like long turns, although I probably have more tolerance than the average guy. I do think the overpopualtion of subdued animals is a current weakness. I'll pretend that I actually have more understanding of the "callback" problem than I actually do and propose the following. :mischief:

If a limited number of callbacks are feasible (as Koshling suggests), maybe you could have callbacks for animal types (cats, canines, domestic herbavores, etc.) or by climate (tropical, polar, plains, steppes, etc.). If you did them by animal type, bonus stuff could depend on buildings present (processing, entertainment, animal specific, trade, etc.), if you did them by climate, bonus stuff could depend on the terrain surrounding the city (a proxy for how much a city that "knows" how to best utilize the animal) .

Another thing I've noticed is how powerful subdued animals are early in the game, especially against neaderthals. If you can subdue a couple of strength 3 or 4 animals it is pretty easy to get a forest promotion for the animals and get the neanderthal to launch a suicide attack. Maybe it would balance things a bit to give subdued animals some sort of defensive penalty against melee, archer and mounted units.
 
Do the hunter promotions increase the chance of subduing animals?

It would be cool to have a "animal trainer" promotion(s) for the scout line of units only that did this. You could have +3% for trainer 1 and an additional 2% for trainer 2.
 
It would be cool to have a "animal trainer" promotion(s) for the scout line of units only that did this. You could have +3% for trainer 1 and an additional 2% for trainer 2.

I really only want it for the canoes. I still have never subdued a crocodile. I generally have land animals coming out my ears and often delete some if they start hurting my finances but never even one croc.
 
I really only want it for the canoes. I still have never subdued a crocodile. I generally have land animals coming out my ears and often delete some if they start hurting my finances but never even one croc.

How the heck are you getting so many animals, i am lucky if i get maybe 8:confused: Are you killing off the Neanderthals as fast as you can or something?
 
I really only want it for the canoes. I still have never subdued a crocodile. I generally have land animals coming out my ears and often delete some if they start hurting my finances but never even one croc.

I have successfully subdued croc's, I think three in one game once. It was somewhat imbalancing because the early naval units are so limited in number and the subdued croc's are so much stronger. I ended up with three "super canoes" that wiped through everything.

I'm sure he'll correct me if I'm wrong, but I'm pretty sure that DH said the subdue animal probabilities are set by animal and that he set the probability of croc's being subdued to be lower than other animals.

I was actually thinking about lowering the subdue animal probabilities accross the board, but then giving scouts the ability to get a greater probability through promotion.
 
How the heck are you getting so many animals, i am lucky if i get maybe 8:confused: Are you killing off the Neanderthals as fast as you can or something?

For me it depends on the setup and luck. If I have a map with choke points/islands/smaller continents, I can usually manage the Neanderthals with not too many units, especially if I can figure out where they are mainly being generated. That leaves more focus for subduing animals and I can end up with a boatload. I do play on really big maps....
 
How the heck are you getting so many animals, i am lucky if i get maybe 8:confused: Are you killing off the Neanderthals as fast as you can or something?

Well, I play on a huge world at snail speed, so I don't see many Neanderthals. Animals are bountiful. Just a couple trackers or hunters that manage to survive a couple battles so they can level up a bit and then I subdue more animals than I can use. Especially since the city limitations are so restrictive.
 
Back
Top Bottom