Subdued Animals in C2C discussions

I find hunting not too bad at the bottom band - actually I prefer it as there tends to be MORE animals in my experience - I find a heck of a lot of moose, foxes, musk ox, penguins and seals. However if you want a wider range of animals then yes hunting around here is difficult. It is also relatively difficult around this region as the 2 main sources of food/hammers are the musk ox - which is aggressive and decent base strength - and the moose - which has high base strength - other than that I find it enjoyable to be near this region. Another reason I like it near the south is no1 wants to build cities in that region until later in the game so animals spawn for longer too
You must be playing with a mod that removes the spawn ranges on animals. Musk Ox only appear in the north in the base C2C.
 
In my last game, where I'm making this complaint based off of... not a single penguin nor seal was seen nor killed. It was pretty barren with the exception of a few stray eagles and oddly flamingos... maybe some stray lizards... but certainly nothing of serious note and the hunters hunting distantly were far more experienced than those hunting in the south/near my borders.
 
Suggestion by Nevershutup

Can the Myth etc buildings be replaced by a Tech style tree?
Currently there are a few types of myth these define when the buildings go obsolete and change the values of what they provide.
  • Non-ocean animals
  • Taxonomy (ancient) non-ocean animals
  • Ocean animal small
  • Ocean animal large
  • Taxonomy (ancient) ocean animals
Each Myth provides one :science: which is later replaced by :culture:. Some make other buildings cheaper. (For another discussion but it should probably be local stability rather than :culture:.)

Each Story provides one :education:.

Each Stories provides one :education: in its city and basically a free Story building in every city.
 
My experience with sea hunting so far: somewhat frustrating. When I get around to building my first boats, I anticipate being able to hunt all of the animals I see (well, I can see them when I play with Hide and Seek off) wandering along the coast. But those animals retreat from the coast to the sea and rarely venture to the coast. When I research seafaring, they retreat to the ocean and rarely venture into the sea where I can reach them. Is it intended for sea hunting kills to be fairly rare compared to land animal kills? Are sea animals coded to run away from boats (as opposed to most land animals, which just wander around)?
 
What game settings and version are you using?

My current game (latest release) - on Noble in Classical Era, I can attack or be attacked by sea creatures nearly every turn (coastal or Sea).
 
What game settings and version are you using?

My current game (latest release) - on Noble in Classical Era, I can attack or be attacked by sea creatures nearly every turn (coastal or Sea).

Monarch or Immortal difficulty, C2C_World Standard Size map (temperate, medium sea level). Up until my current game, Hide and Seek was off.

I have Peace Among NPCs off, so far I've been satisfied with the number of land animals with it off (there is healthy competition between the AI and me for animals, and areas can get overhunted and then it takes a few turns for more animals to spawn). Do you play with Peace Among NPCs on? Maybe with it off, sea animals are killing each other so their numbers are lower?

(Reckless Animals and Animals Stay Out are also off, Teleport Hunting Awards is on).

There was a point in a previous game where I had Seafaring and I could see a lot of whales hanging out in the ocean, rarely venturing closer to land. Although that might make some sense for whales to not spend a lot of time in Sea tiles. Maybe I'm not prioritizing building boats enough and the AI is sending outriggers into my territory and overhunting my coastal waters.
 
My experience with sea hunting so far: somewhat frustrating. When I get around to building my first boats, I anticipate being able to hunt all of the animals I see (well, I can see them when I play with Hide and Seek off) wandering along the coast. But those animals retreat from the coast to the sea and rarely venture to the coast. When I research seafaring, they retreat to the ocean and rarely venture into the sea where I can reach them. Is it intended for sea hunting kills to be fairly rare compared to land animal kills? Are sea animals coded to run away from boats (as opposed to most land animals, which just wander around)?
All animals are designed to flee to safety when attacked. Most will flee to safety if they sense something human near by that is stronger than them. This latter was toned down for land animals and birds not sure if it was for sea animals.

Yes it is more difficult to kill sea animals than land animals but it should be about the same as birds that can fly. They have this extra dimension they can travel in that humans can't.
 
I can see how you might want sea hunting to be more difficult. I'll try out different things. But based on my experience so far, I would vote for tuning down sea animal cowardice at least a little. On land, as you progress through the prehistoric era (and gain access to better hunting units) you gain an advantage over land animals: your hunters are faster than most land animals and (apart from birds) there is almost no escape for land animals. At sea, all a sea animal has to do to escape is move a tile or two out (at least on standard maps) towards the sea or ocean. So to me, land hunting feels satisfying in a way that sea hunting does not.

Though I'm not sure what setting results in Harrier getting a lot more sea animals than me. Maybe I am hanging around too much in certain areas with my boats? If a sea animal flees a boat, will it ever move back towards the coast if I move my boat away from the general area?
 
Sea animals, like birds, can simply submerge (rather than fly) to easily disengage from the battle with a ship. They are tough to catch for a while. Equipment was planned to give 'pursuit' against these with fishing equipment and nets. Eventually perhaps we'll get that in place.
 
To be clear, my main issue was not with sea animals fleeing combat when attacked. It was with there being (in my experience) few sea animals around to attack or to be attacked by. (At least on the coast and sea).
 
To be clear, my main issue was not with sea animals fleeing combat when attacked. It was with there being (in my experience) few sea animals around to attack or to be attacked by. (At least on the coast and sea).
If you are playing with Hide & Seek, you'll get more due to other enemies not seeing them as often and what you need to see them mostly is submersion visibility promos on a ship in the group.
 
You are confusing the Elasmotherium (Rhinoceros) with the Megatherium (Ground Sloth).
Yup. My apologies. Although I did also get a Giant Rhino in that session (probably accounts for the confusion) and they, too, are extremely tough beasties... though it's less of a surprise in their case.
 
@Dancing Hoskuld I've noticed that a few specific story and stories buildings are present from the very start (see the attachment).

I know that they show up because in zAnimals_CIV4BuildingInfos.xml they are coded as being buildable, where a value of -1 means it is impossible to directly build it.

The problem is that these buildings clog up the city screen for a while as you don't have the necessary myths to construct them, even more so in the case of stories, which requires libraries and these are only available in the ancient era.

Would you allow me to make it so that they wouldn't show up until the necessary animal myth requirement are present?
 

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