Subdued Animals in C2C discussions

Are Pigeons meant to attack? Losing a stone ax man to several in succession is ..... irksome. :/

JosEPh
 
Are Pigeons meant to attack? Losing a stone ax man to several in succession is ..... irksome. :/

JosEPh

Animals are universely ferocious in C2C! I'm thinking of adding an <iAggressiveness> tag to the definitions so we can adjust them a bit. That way we can have tigers jump you almost all the time, but pigeons never initiate an attack on you for example.

We'd need to ensure that we didn't set aggressiveness TOO low though, or else it would make the 'passive' hunting you can do with scouts and so on ineffective (but yeh, pigeons, well...)

For any but the very highest aggressiveness settings (if we did that) I'd also change the animal AI to do a cursorary evaluation of relative strengths to prent the fish-attacking-serious-ships syndrome which is sooo unrealistic (might still get canoes attacked but any serious ship would get attacked much less).
 
I fell victim to the 5%. :p

JosEPh :0
 
I there a plan to sacrifice animals in collosseums or arenas and bring bonus and happines?
 
I there a plan to sacrifice animals in collosseums or arenas and bring bonus and happines?

Yes. I am waiting for the XML tag to give happiness for X turns to be implemented. There is still a bug or two in the system we are using, but we are getting there.
  • Butcher subdued animal - needs a few tweaks for buildings
  • Add to cultural heritage :culture: + :science:. Buildings like cave painting, story tellers hut, scribal school, library and university affect the amount.
  • Study :science:. Buildings like butcher and biology lab affect the amount.
  • Fight +:) for x turns. Buildings like colosseum and arena affect the result.
  • Sacrafice - still not sure what to do here.
 
Sacrifice could also do a one time reduction of Crime Property in city (and surrounding plots if crime spreads that way too)?

Cheers
 
This is something I've been meaning to ask, I'm currently in Renaissance and getting a very big stockpile of subdued sea animals due to they committing suicide against my mighty caravels, but can't build anything more with them: I have the wonder that provides a free Song of the Sea in every city, so no Mith of Sea, therefore can't build any more buildings with those animals. Only a few Gov. Pets and Menageries here and there, but that's it.

What do you think would be best to do with all those animals in my situation?

- Add to cultural heritage: does it add :science: / turn? The tooltip says for example "1", not "+1". Can I build multiple culture heritage in a single city?
- Wait for new techs that enable new buildings for the animals to build. Are there any of those? I don't see any in the Pedia (I see the "enclosement" ones, but those do not seem to apply to subdued sea animals).
- Just delete them and save the :gold: / turn in maintenance. It would bother me a bit having to go find and delete all sea animals that have been subdued by my ships in between turns... :rolleyes:

Yes. I am waiting for the XML tag to give happiness for X turns to be implemented. There is still a bug or two in the system we are using, but we are getting there.
  • Butcher subdued animal - needs a few tweaks for buildings
  • Add to cultural heritage :culture: + :science:. Buildings like cave painting, story tellers hut, scribal school, library and university affect the amount.
  • Study :science:. Buildings like butcher and biology lab affect the amount.
  • Fight +:) for x turns. Buildings like colosseum and arena affect the result.
  • Sacrafice - still not sure what to do here.

Would this be the solution to my problem? :D

Thanks in advance!
 
This is something I've been meaning to ask, I'm currently in Renaissance and getting a very big stockpile of subdued sea animals due to they committing suicide against my mighty caravels, but can't build anything more with them: I have the wonder that provides a free Song of the Sea in every city, so no Mith of Sea, therefore can't build any more buildings with those animals. Only a few Gov. Pets and Menageries here and there, but that's it.

What do you think would be best to do with all those animals in my situation?

- Add to cultural heritage: does it add :science: / turn? The tooltip says for example "1", not "+1". Can I build multiple culture heritage in a single city?
- Wait for new techs that enable new buildings for the animals to build. Are there any of those? I don't see any in the Pedia (I see the "enclosement" ones, but those do not seem to apply to subdued sea animals).
- Just delete them and save the :gold: / turn in maintenance. It would bother me a bit having to go find and delete all sea animals that have been subdued by my ships in between turns... :rolleyes:



Would this be the solution to my problem? :D

Thanks in advance!

Those will be mostly Tales_Of the sea animal. Keep one of each whale so you can build the whale myths at whaling. The rest of the Tales_Of units should be used for their once off science and culture boost. The Tales_Of are meant to be used up quickly since you already got a food and hammer boost when you caught them.

The remaining Subdued animals may be useful. Later some of the subdued fish can build two types of fish pens. At marine biology you can build marine institutes of varying kinds.
 
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