Subdued Animals in C2C discussions

I'll be wanting to make the tarantula a poison generator but I don't really care until I get to defining specific poison types.

Still wont do anything outside a city even then. It is just too small to be useful. You can't eat it and it has no body parts that can be turned into fish hooks or needles.
 
I guess, it is also a question of size. Larger animals can supply more nutrients, mass of the food. Tarantulas would support maybe some microelements, or macroelements, but would it be sufficient amount of proteins, etc. ?
 
I just read the earlier posts about setting up a game preserve inside your civ's borders. I like the idea of a game preserve improvement that spawns already subdued animals occasionally, maybe give it a hammer & commerce malus to represent the prohibitions against development there. If it spawns already subdued animals instead of animals you have to hunt, it won't alarm non-combat units into stopping their actions, and you wouldn't be able to setup up an xp-farm to level your generals during peace time.

You could even make it a series of special improvements only buildable by hunter units who have a high enough level or the right promotions, which consumes the unit and places the improvement.

So a unit with Hunter 3 & Desert 1 could make a Desert Hunting Preserve on Desert or Dunes, a unit with Hunter 3 & Hills 1 could make a Highlands Hunting Preserve on Hills or Peaks, etc. This would be a way to use land that's outside your city's radius but still inside your borders, and a way to 'retire' high level hunters after the map fills out and they don't have anywhere to hunt anymore.
 
Spwning subdued animals would go around problem of spawning barbarians within borders.
Quite good idea to consume a hunter unit in order to create such preserve. In longer time it would pay off with many animals.
 
The current spawn method only spawns things in neutral territory.

We have improvements that change neutral territory into your territory, why shouldn't one convert your territory to neutral?
 
You can, and I have, the problem comes when a friendly nation takes the plot. What then!
Don't they have to pillage the natural preserve before it can be anything other than neutral? does AI even pillage improvements that are in neutral zone?

Perhaps hunter units could have a special tag that only allows them to keep the plot neutral as long as it is stationed at a natural preserve; like a park ranger or something.

Edit: But then again, the natural preserve would need to spawn barb units right? hmm...
 
They would be spawned subdued, not barbarian. If that is possible to create a civ unit by spawning.
 
You can, and I have, the problem comes when a friendly nation takes the plot. What then!

Same as it always means when a 'friend' pillages your improvements. It means you're no longer friends...:lol:

They would be spawned subdued, not barbarian. If that is possible to create a civ unit by spawning.

Well the concept as I presented it was a "Hunting Preserve", so it spawns wild (which currently equals barb) animals to be hunted.
 
It looks like, wild animals could have a separate from barbarians category. This may be a lot of work to do, but also increase turn-processing-time, not sure.
 
Using everything as is now
1. If the "Hunting Preserve" is to spawn any animals it would have to be wild animals.

2. To do this the plot it is built on would have to be barbarian territory as we can't make it neutral territory.

3. This means it has to be a fortification as only improvements that are defined to be like fortifications can claim land. The land claimed would be of the team building it. A new bit of code would be needed to claim it for the barbarians and expel all non barbarian units.

4. any non barbarian entering the plot with the improvement would claim the plot. IE there is no need to pillage it.​

So basically we can't do this at the moment. The barbarian improvements I have been working on are for slave revolts and bandits. They would build the improvement/fort and need to be kicked out for you to get your land back. They would also spawn more revolting slaves or bandits if you left them alone.

edit It would be possible to have an improvement that spawns subdued/tamed animals like the Biodome but it would be more time intensive than the wonder.
 
I'll look into discussing out and implementing something for this side of things eventually but there's too many other projects to focus on at the moment. I like that this has inspired some thought on how to go about it all though.
 
I can't find "animal myth requirement" in the in-game Sevopedia list. I can find it indirectly by clicking on the name in a myth building but the animal myth requirement doesn't appear in my list of buildings. Or am I just overlooking it?
 
I can't find "animal myth requirement" in the in-game Sevopedia list. I can find it indirectly by clicking on the name in a myth building but the animal myth requirement doesn't appear in my list of buildings. Or am I just overlooking it?

That is correct. It is graphical only which stops it showing in the indices but not the pedia.
 
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