Subdued Animals in C2C discussions

I don't get why animals are linked to certain parts of the map anyway. They should be linked to certain types of terrain

They are but terrain is not linked to certain parts of the map. Nor are resources. In the full implementation we hope to actually map to continents rather than the broad brush we are using now.
 
I don't get why animals are linked to certain parts of the map anyway. They should be linked to certain types of terrain

They are as well. For instance Tundra + North Pole = Musk Oxen while Tundra + South Pole = Penguin. Because Penguins don't live at the North Pole and Musk Oxen don't live at the South Pole. But they both live in tundra type terrain.
 
@Dancing Hoskuld

Here is a Capuchin Monkey. It should go in the Jungles of Central and South America. Also the subdued version should give the same stuff as the Mandrill and Lemur do.

On a side note this was a pain in the butt to get done. It had so many errors. I had to redo it over and over. I am so happy to get this working. Also this is the first "true" monkey.

Enjoy! :goodjob:
 
Thanks. I still have not gotten the sea lion working. Every time you add a new one it just delays all the stuff I am doing elsewhere because these are easy but time consuming.
 
@DH,

I have a problem, what do I do with all the subdued fish units now that I'm in the Ren Era? I can't use them for food or research. What happened to the harvest part?

Also only 1 city can have the Myth of the Sea and if you do that you can't use Song of the Sea anywhere else later on. These 2 need to be opened for every coastal city to use. Too restrictive.

I've got fish units stacked in cities and no way to use them till I make a new coastal city and then because of the restrictions on Myth and Song I can only use 3 or 4 in the new city and it's done too.

Does something open up in Industrial or Modern Era for sea units to be used on?

The "Harvest" function imho should always be available no matter how many other uses you've put the units to use for in a city.

I'm avoiding sea animals like the plaque right now cause I just don't have a use for them.

JosEPh
 
Sea critters are special because your capital may not be on the coast. Which means that if it was not on the coast you would not have any sea critter myths. To fix that I made it so that you can choose where you want the myths to go by making a "Myth of the Sea" which is the same restriction as Palace for the other myth buildings. The "Song of the Sea" stops you being able to build any myth buildings in other cities.

At the start of the game you only get "Tales of ...". When you capture a sea creature you get :food:, :hammers: and "Tales of..." back at the nearest city. The "Tales of..." can then be used for a Myth building or +1:science: and +1:culture:. (@AIAndy for some reason the science outcome is no longer showing on the hover over.) You can't butcher them because you already have.

As time goes by you start to be able to capture sea animals, the smaller fish first. When you do you don't get any :food: or :hammers: just the "Subdued...". Depending on your latitude and what Admin buildings you have you can build "Fish Pens" and later "Coastal Fisheries".

At "Marine Biology" iirc, you can start to capture the larger sea animals. "Marine Biology" opens up a number of sea creature related buildings.

Edit "Tales of Narwal" and "Tales of Dugong" can build myth buildings n any city.
 
Sea critters are special because your capital may not be on the coast. Which means that if it was not on the coast you would not have any sea critter myths. To fix that I made it so that you can choose where you want the myths to go by making a "Myth of the Sea" which is the same restriction as Palace for the other myth buildings. The "Song of the Sea" stops you being able to build any myth buildings in other cities.

At the start of the game you only get "Tales of ...". When you capture a sea creature you get :food:, :hammers: and "Tales of..." back at the nearest city. The "Tales of..." can then be used for a Myth building or +1:science: and +1:culture:. (@AIAndy for some reason the science outcome is no longer showing on the hover over.) You can't butcher them because you already have.

As time goes by you start to be able to capture sea animals, the smaller fish first. When you do you don't get any :food: or :hammers: just the "Subdued...". Depending on your latitude and what Admin buildings you have you can build "Fish Pens" and later "Coastal Fisheries".

At "Marine Biology" iirc, you can start to capture the larger sea animals. "Marine Biology" opens up a number of sea creature related buildings.

Edit "Tales of Narwal" and "Tales of Dugong" can build myth buildings n any city.

I was wondering why there are two kind of 'subdued' sea animals... thanks for the explanation.

What's quite disturbing IMO is that those "Tales of..." act like subdued animals : you can group them with canoe for example for protection. is there any way to make them unmovable (like tribe guards), or to decrease the Power they have.
 
I was wondering why there are two kind of 'subdued' sea animals... thanks for the explanation.

What's quite disturbing IMO is that those "Tales of..." act like subdued animals : you can group them with canoe for example for protection. is there any way to make them unmovable (like tribe guards), or to decrease the Power they have.

Sure, set them all to DOMAIN_IMMOBILE. I can do that if DH doesn't mind.
 
Sure, set them all to DOMAIN_IMMOBILE. I can do that if DH doesn't mind.

About that - the tribal guardian (if you select him) claims to have 1/1 movement left - this is rather confusing. Can he be made to have 0 movement points as WELL as beign DOMAIN_IMOBILE (and similarly any others you chnage that way)
 
About that - the tribal guardian (if you select him) claims to have 1/1 movement left - this is rather confusing. Can he be made to have 0 movement points as WELL as beign DOMAIN_IMOBILE (and similarly any others you chnage that way)

I don't know if I found all possible causes of that divide by 0 error, so I'd prefer to leave him at 1 movement for stability purposes.
 
I don't know if I found all possible causes of that divide by 0 error, so I'd prefer to leave him at 1 movement for stability purposes.

I don't think there'd be a problem if he had 0 move and the immobile domain setting. I believe the latter would clear up any issues from what I can see.
 
What's quite disturbing IMO is that those "Tales of..." act like subdued animals : you can group them with canoe for example for protection. is there any way to make them unmovable (like tribe guards), or to decrease the Power they have.

What I would like to do is to be able to have them re-base to another sea or lake side city but there is only one type of re-base and that is for aircraft and missiles.

I can reduce their combat strength to zero.
 
I will be changing the strength of the "Tales of..." units to zero and increasing their speed since they are not physical creatures.

I have updated the first post with a better description of subdue animals, I still need to add information about the hunter line. When I have I will use it as a base for the concepts page.
 
In my current game i havent seen any animals at all. Right below my is alot of tundra and i am on a pretty small landmass of thats the problem
 
Small landmasses reduce the chance of animals. If you were at the south pole you would probably be over run by penguins. There should be some walrus' wandering around if you have that resource. I have not been able to get the Sea Lion unit to work yet.
 
Me too I don't have any animals (svn version 3795) new game huge Pf2 I have discovered a big part of the map with 3 wanderers and 2 scout and don't see any !!!
 
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