Subdued Animals in C2C discussions

A herd is not the same as a vicinity bonus - so a herd of sheep provides a tradeable sheep resource, but not a vicinity bonus one (perhaps it should though?)

@Hydro/DH et al - we could adjust the DLL code that evaluates vicinity bonuses to include any bonus provided by a building in that city - what do you think?

For what its worth I've always found it frustrating that it doesn't so I completely agree with such a tweak!
 
A herd is not the same as a vicinity bonus - so a herd of sheep provides a tradeable sheep resource, but not a vicinity bonus one (perhaps it should though?)

@Hydro/DH et al - we could adjust the DLL code that evaluates vicinity bonuses to include any bonus provided by a building in that city - what do you think?

I've only been asking for it since Afforess built the vicinity building stuff.:p
 
Culture could use the boost.

JosEPh
 
This culture which is overall culture related, yes???

JosEPh

Well if they chnage it. Then a "Herd -Bison" could enable the Sioux culture if you also had Native Culture (North American) + Grassland OR Plains nearby. Rather than having a bison resource on the map near your city.

This would also mean you could sometimes control which city built which "culture wonder". Which has not been the case until Great Farmer. But by the time you could get the great farmer most cultures were already taken.

In short it will be both easier to get and harder since it will be that much easier for the AI to get too.
 
Since you've made the Culture changes I rarely, if ever get, a European or Asian Culture. I get Tons of Native American. Was beginning to wonder if these "other" cultures even existed. Occasionally I get a middle eastern culture opportunity if I use David as a Leader.

So if this would open up the chance for European or Assian for me I'm fine with it.

JosEPh
 
Since you've made the Culture changes I rarely, if ever get, a European or Asian Culture. I get Tons of Native American. Was beginning to wonder if these "other" cultures even existed. Occasionally I get a middle eastern culture opportunity if I use David as a Leader.

So if this would open up the chance for European or Assian for me I'm fine with it.

JosEPh

Makes no difference at all for your base culture, it's the next set beyond that (the specific cultures) it'll give you a slight dgree more control over, though given that animals tend to be regional anyway, I don't think it'll be that significant.
 
Since you've made the Culture changes I rarely, if ever get, a European or Asian Culture. I get Tons of Native American. Was beginning to wonder if these "other" cultures even existed. Occasionally I get a middle eastern culture opportunity if I use David as a Leader.

So if this would open up the chance for European or Assian for me I'm fine with it.

JosEPh

What leader/nation do you take? The one effect that leader/nations give atm is the unique buiding Culture (Region) [such as culture (American) or Culture (Asian)] which are pre-reqs for certain cultures. Without conquering a city with the Assimilation option on, you're consigned to one region for your cultures.
 
What leader/nation do you take? The one effect that leader/nations give atm is the unique buiding Culture (Region) [such as culture (American) or Culture (Asian)] which are pre-reqs for certain cultures. Without conquering a city with the Assimilation option on, you're consigned to one region for your cultures.

I always play random/random and I drew a South American leader in my current game, and believe me it's really sucking for cultures (and on an island so nobody to conquer for ages)
 
I always play random/random and I drew a South American leader in my current game, and believe me it's really sucking for cultures (and on an island so nobody to conquer for ages)

I hear that, even worse if the same as you have PLUS in a Tundra one at that.:sad:
 
I always play random/random and I drew a South American leader in my current game, and believe me it's really sucking for cultures (and on an island so nobody to conquer for ages)

I hear that, even worse if the same as you have PLUS in a Tundra one at that.:sad:

Totally agree here. That's one of the reasons I refuse to play anything but an accurate earth map. It just doesn't make sense. Hopefully this can be addressed in some way when dynamic leaders/cultures gets introduced. That way you start with a base leader with no culture/civ attachments and eventually your base culture (European, Asian, etc) gets defined by the resources/terrain around you.
 
Since you've made the Culture changes I rarely, if ever get, a European or Asian Culture. I get Tons of Native American. Was beginning to wonder if these "other" cultures even existed. Occasionally I get a middle eastern culture opportunity if I use David as a Leader.

So if this would open up the chance for European or Assian for me I'm fine with it.

JosEPh

I often manage to have Minoan, Greek and Goth early. Then, if no one build them, French, England and Portuguese.
But lot of european and asian culture come during Medieval Era or Renaissance Era.
 
In my game as Sumeria I've been getting cultures right and left. I think I've got 6 now. Part of that is probably due to the fact that there aren't any other powerful players with middle-eastern culture.
 
It would be nice if we could pick a random leader/CIV filtered by culture (frex: Any European). It would be even nicer to pick our base culture in game.
 
@Dancing Hoskuld, Thunderbrd and ls612

I was thinking that perhaps the wild animals should get some abilities to make them more unique. For example ...

- Cats = Camouflage or even stealthy.
- Wolves and Dogs = Can "see" stealthy units
- Snakes = Withdraw promotion and poisonous snakes could get venom once the Combat mod is put in.
- Herd Animals = Could have an extra defensive bonus
- Bears = Bonus vs Melee Units or even Amphibious promotion to cross rivers (Tigers and Crocs could get amphibious too)

Also what about terrain bonuses for animals on native terrains. Such as Polar Bears on Ice or Camels in the Desert.

I just think some of the wild animals should get free starting promotions and/or abilities unique to them.
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Honestly, nearly everything in the combat mod was considered as a result of thinking down the road of trying to deepen our animals a bit. For example, Herd Animals would generally have the Stampede ability, yes, venom from snakes, Wolves - Surround and Destroy specialists, Cats - early withdrawal and power strike (lunge), Skunks - Repel, Tortoises - Armor, Elephant - Overrun, Badgers - DigIn, etc... on and on the list goes. You can point to an animal inspiration throughout nearly the whole set of combat mod tags so far.
 
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