We were discussing the modeling of animals in four different threads. Things were getting confusing, so I decided to make a new, temporary thread for this topic. We will discuss all animal related issues here, and when we are finished we can post the conclusions to the proper thread and let this one fade away.
I'll start by copying the discussion to date, in chronological order. Each post will be seperated by dashes, and above the post I'll put the poster's name and the thread it was originally in.
---
LGJ, Startup Options
However, the ecology model would haveto be changed to track the use of animals like horses,oxen, etc for the tech model to work because many other places didn't have them until they migrated there. See the Americas developed the wheel and there is much use for the wheel without horses or whatnot, but without that first practical use with animals it seems they don't use it much except for toys. Egypt was the same way, until horses were brought in. Camels don't seem to work with this for some reason....i don't know of any historical places where their was camel driven modes of transportation, but i could be wrong. Anyway much of Africa remained like this because of that.
---
Richard, Startup Options
You wouldn't have to do that in the Earth game, because you would be limiting the tech tree artificially. Basically, the normal routines would be disregarded and the game would choose the tech path automatically.
But you actually make a good case for putting that in the standard game, so I'll discuss it in the ecology thread.
---
Richard, Ecology
LGJ brought up a good point in another thread. He described how the presence of certain types of anumals can affect the development of civilizations. For example, you can't develop cavalry if there are no horses on the continent, and it certainly makes no sense for a city in the arctic to be able to produce elephant mounted troops.
So, we should probably try to define the ranges of some important animals. Hunted animals and domesticated animals kept for food are not very important because those will be handled in an absrtact manner, but draft animals and animals used in war should probably be tracked. These include oxen, donkeys and mules, horses, camels, and elephants.
If a civilization has no access to good draft animals, they will probably not be able to develop intensive agriculture. They will probably turn to hunting and a nomadic lifestyle if there are good hunting grounds, and if they cannot hunt they probably won't advance much, as the agriculture requires so much manual labor that there won't be people available for other things.
We probably can't handle draft animals as an abstraction because technology determines what animals can be used. They had to invent a special collar before horses could be used to plow fields. After they used that collar, they could use horses, which were faster than oxen and plowed fields more effectively. So this means we probably should define the availability of horses, oxen, and mules seperately.
I think that war animals need to be tracked. The availability of horses and camels are definitely important to the way a civilization develops, and if we want to include elephants, their range should be defined as well. I personally don't think we need elephants, because they actually had very minor impact on ancient war. They were not effective and they were not used much.
Do you think we should include dogs and cats? Dogs were important draft animals for the eskimos and they help with farming and other things, but I don't know if this is enough of an impact to justify including them. Cats definitely have an impact on rodent populations and food loss, but again I don't know if this makes them important enought to include. Let me know what you think.
I could define the natural availability of animals by ecological province. Each province would have the following animal related data:
Domesticatable (is that a word?) animals.
Huntable animals.
Oxen
Donkeys
Horses
Camels
? Elephants, Dogs, Cats ?
The original ranges become insignifigamt after a while, however. Once people start domesticating and breeding them, they are spread all over. That aspect of things is best covered in the tech model, however. I'll make a post there to discuss it.
---
Richard, Technology
I think we should discuss technologies relating to the breeding and improvement of domesticated animals and plants. These techs are similar enough to be covered by the standard tech model, but there are a few differences that require a couple special rules. Here is my view of the situation:
I think these techs should be defined as follows:
The quality of the animal, and the civ's knowledge about how to train and use the animal.
First, the tech for a certain animal cannot exist if the civilization has no access to that animal. Native American civs could not develop the Domestic Horse technology.
The first domestic horses were not strong enough to hold a rider on their back. They were only able to pull chariots and carry lighter loads. After people developed better breeds, they were able to hold humans and light cavalry was developed. Contrary to what Civ 2 says, chariots were developed earlier and they are much less effective in warfare than mounted riders. When horsemen appeared, chariots became obsolete. But the horse still wasn't strong enough to carry a heavily armored rider. They had to develop better breeds before cataphracts or knights could be used.
Training is also an important issue. Horses have to be trained well before they will go into combat, and training them to deal with explosions in modern combat is even more difficult.
So in Clash terms, we have the following progression of the Domestic Horse level 3 technology. This chart does not show all advances and the applications have other prerequisites not shown, but it shows the general idea.
Prerequisite: Wild Horses available
Level 10: Pack animal only
Level 25(better training): Chariots available
Level 40(better breeds): Light Cavalry available
Level 55(better breeds): Heavy Cavalry available
Level 70(better training): Riders can use gunpowder weapons.
There are also a few other effects. The level of the technology helps determine the effectiveness, speed, and range of mounted soldiers. The level also does a little to determine the effectiveness of farming and transportation before the internal combustion engine.
There is also a more complicated application. If your cavalry is not trained to deal with gunpowder and you face an eneny with explosive weapons, the effectiveness of your cavalry troops will be greatly reduced. This helps explain why early guns were so effective even though their range and striking power were worse than the bows of the time.
In general, there should be a check for the reaction of your animals in a battle. Inputs are the technology your enemy is using and the tech level of the animal you are using. Depending on the results of the check, some percentage of your animals may bolt. This takes those troops out of the battle and causes confusion on your side. Military model people (if we have any), how would this be implemented in the battle system?
The spreading and trading of this tech is another unique aspect. While most techs can be copied and transferred as data, this one cannot. You have to physically deliver the better breeds of horses. Also, it is a lot harder for this tech level to decrease. In fact, it may never do down normally. The genes will stay steady or improve by themselves, as only the healthy and fit horses will breed.
Conversely, the tech will drop more easily in some situations. Ownership of a group of horses is a zero-sum game, so if someone steals or kills all of your best horses the tech will go down. This won't happen if someone steals a normal knowledge based tech. Also, assunming that the best horses are chosen for war as they usually were, extensive battlefield deaths could reduce the tech level.
So we will probably have to define a derived class of Tech objects called Breeding Techs. They will have most of the characteristics of teh base Technology class, but the methods will have to be changed to account for their differences.
Does this sound good?
---
roquijad, Technology
Use, taming and creation of new horse races is IMO such an important factor in warfare history that if a special tech system for that is needed, then we must go for it.
I like all the things you say with the exception of mixing within the same concept the actual technique of breeding/training/taming with the availability of horses themselves. What if we treat horses as a "special" in terms of the economy model?
Specials like copper or oil exist in some mapsquares and people can take advantage of them for economic production. They can also be traded. If we now make some specials, like horses, transportable, that is, a mapsquare can change to "having the 'horse' special" from not having it, then the avilability of horses is IMO modeled better.
Civs, through trade or military appropiation, could obtain horses, which in gameplay terms means changing one of the mapsquares they control to "have horses". The tech on the other side has to do with the technique itself. Together, you can produce military units with the abilities you described.
The number of military units you can produce in a turn is given by the amount of with-horses mapsquares you control, while the characteristics and types of units available depend on the tech.
The tech could also be useful to produce more with-horses mapsquares. The greater the tech level, the greater the chance for reproducing animals and get a new with-horses mapsquare.
---
roquijad, Ecology
I liked your idea for horses in the tech thread. Now I realize it is extensible to other animals. I find it great if availability of oxes, mules, etc have an impact on agriculture as well as warfare. Transportation techs would also be very related to the animals you have (if you have).
My list of important tamable animals:
Horses
Camels
Mules
Elephants
Oxes
I agree Elephants didn't play a big role in history, but I'd include for scenario purposes.
---
Richard, Technology
Rodrigo: This tech does not include the presence of wild or tame horses. Rather, the provinces in your civ must have enough wild horses (as defined in the Ecology model) before you can get the tech. Once you have the tech, horses are assumed to be integrated into the economy so IMO it would not be good to keep modeling them as a natural resource at that point.
You saw the posts out of order, so I understand the confusion. I should have mentioned that this was a continuation of the post in the Ecology thread. We should discuss the map availability of horses in the ecology model, and this thread should be dedicated to the advancement of the tech once you have the horses.
---
Richard, Ecology
Rodrigo mentioned specials in the other thread, so I looked them up on the webpage. They should do a good job of modeling the wild animals available for taming. I can add routines to the ecology model so it generates these animal specials in some of the squares that form good habitat for the animal.
However, I don't think that these specials should still be on the map after they have been tamed and integrated into the economy. At that point, I believe they should be modeled as province infrastructure.
This may seem odd, but as far as I can tell the equations would be the same. FE the number of horses available would be an important part of the farming and transportation infrastructure, as their presence increases the ability to complete economic activity.
But I'm getting off topic. This should be discussed in the economic thread.
I could generate lots of specials like the wild horses. Once the proper tech is researched, the specials would disappear and become a part of the province infrastructure.
However, I still think that Huntable animals should be treated abstractly. There are just too many of them and they are too widespread to be included as unique specials, so they should still be charactistics of the ecological province. This attribute would be used as a food input in the economic models, as labor turns the game into food. The ecology model would then determine the depletion of the herd in a manner similar to the deforestation checks.
Other domesticatable animals are a bit of a quandary, however. Theoretically, they should be treated like horses; they would start as specials and then become infrastructure. But there are just too many of them. I don't think anyone wants a map littered with wild chicken and wild pig specials. Then there is the fact that most common farm animals were domesticated before 4000 BC, so it would be pointless to include their wild counterparts.
But it does need to be modeled somehow. Cultures with domestic food animals are much less likely to hunt, and their diet will be different. I think there should be some modeling of the amount of farm animals in the province. And it can't be strictly economical, as some areas of the world, like the Americas, don't have animals that can be domesticated as farm animals. I need some help with this one.
A very good aspect of the specials plan is that it makes it much easier to add things like elephants, dogs, and cats. All we have to do is create the special and a couple infrastructure rules. They would simply be another instance of an existing class, so we don't have to do anything special to include them.
By the way, I should be working on adding specials to the third version of the Ecology model. While it wouldn't cover geologic specials like iron, it is the best place to model things like grapes. Mark, could you give me a list of the specials that are associated with the ecology?
I'll discuss the economic aspects more in the proper thread. What do you all think about the ecology/map generation aspect of this topic?
---
Richard, Technology
I see now how I caused some confusion. When I said that taking horses would lower the tech level, I didn't mean that the level included the quantity of animals. I meant that if the horses lost were of the best breeds, there could be a small drop in the quality of the gene pool. If you had horses of similar quality elsewhere, there would be no drop in the tech level.
---
Richard, Economy
We are discussing horses and other farm animals in the Technology and Ecology threads, and part of the conversation turned to the economic aspects of the animals. Here are some of the ideas I came up with:
There are two ways of modeling animals that I can see: specials and infrastructure.
I think the infrastructure modeling is a better abstraction. This way, the results of the animals' presence can be modeled, and they are "behind the scenes" so they won't clutter up the map. This method of modeling may seem odd, but as far as I can tell the equations for animals and other infrastructure would be the same. There are a few differences, but the "animals" class of infrastructure objects can be derived from the basic "infrastructure component" object class
FE the number of horses available would be an important part of the farming and transportation infrastructure, as their presence increases the ability to complete economic activity. Just like the amount of blacksmiths available, the amount of certain animals affects the general economic ability to do things.
But unlike most infrastructure components, animals can be moved around. They could be transferred from one province to another, and invading armies could take them home and add them to the infrastructure of their civ. Another difference is that animals are bred rather than built. You don't have to expend any inputs other than food to increase the animal infrastructure; you just have to avoid eating too many of them. This leads to another point: animals can be consumed. This is a major difference, but we should be able to take care of it by altering the methods used to calculate depreciation.
While animals integrated into the economy can be tracked like this, wild animals should be specials. But unlike most specials, they are only used once. When your civ discivers the proper tech, the wild animal specials are turned into domesticated infrastructure components.
We should probably have the following infrastructure components:
Horses
Oxen
Donkeys/Mules
Food providing animals
Camels
I also think there are some good reasons for including Dogs and Cats as well. Dogs help farm operation, and cats control granary-draining rodents.
What do you think of this? Is this a good plan, or is there a better way of modeling these animals?
---
roquijad, Technology
Yes, I got all confused.
Here's my new proposal considering also your idea to handle horses as infrastructure. I'll put all the implications for the three models here, just for simplicity.
In the tech model:
I'd suggest the tech itself shouldn't count in any horse-specific info such as genes or horse race. The tech should be only the taming/training/breeding technique. And therefore, the only special thing about this tech would be that animals are needed to develop the tech, while in other senses it's a normal tech.
In the ecology model:
For other animals such as oxes, mules, etc the ecology model indicates if they exist in the province or not and how many of them there're. For horses it's the same, but we can split them, only because of their importance in history, in, say, 3 races. Wild/Ancient/Natural horses, FirstBreed horses, SecondBreed/Nowadays horses (or simply horse1, horse2, horse3). Of course, in the ecology generator only Wild horses appear in the beginning of the game.
In the economic model:
It sure sounds really odd to consider animals as infrastructure, but it makes a lot of sense. However, a couple of differences between "real" infrastructure and "animal" infrastructure make me prefer to simply manage animals as a new feature in the econ model.
People and the govt can invest in real infrastructure, increasing it, while this would be kind of strange for animals. Real infrastructure can't be moved/stolen/traded, while animals can. Real infrastructure doesn't "grow" by itself, while animals do (they multiply).
So why don't we just add animals as a new "thing" in terms of what a province has in the economy model? Having their own properties (such as tradable) ensure a better modeling. I believe for the econ model is really simple to include them as a factor to production. I propose the econ model to have a "animal force" variable. Just one variable related to animals as input to production. Using the info from the ecology model about what animals are present, we compute this "animal force" like, FE:
Number_of_horses3*1
+Number_of_horses2*0.7
+Number_of_horses3*0.4
+Number_of_oxes*0.6
+Number_of_mules*0.7
+...
The econ model then treats animal force as a normal infrastructure variable for production.
How the three models interact?
The ecology generator creates "wild horses" as a special. Once a mapsquare with horses is within an economic/political province, the special disappears from the map and a number of Horse1 appears in the province stock.
The same is done with other animals. The province then has a list of animals in stock like:
Number_of_horses1
Number_of_horses2
Number_of_horses3
Number_of_mules
Number_of_oxes
etc
The ecology model also manages, each turn, their multiplication, increasing number of animals in stock via a base value and a modifier given by the tech system (the breeding/taming tech). Then the econ model uses the number of animals to compute "animal force" as an input to production.
Animals this way can be traded, stolen, killed and moved without problems. It just changes the stock. Everytime a military unit is created that uses horses, the number in stock is reduced and the military unit gets part of its properties based on the horse race and breeding/training/taming tech level.
The higher the tech level is, the higher the probability for a new race of horses to appear, unless the horse3 already exist in the province.
In this way IMO everything has sense. For simplicity instead of having a large list of animals, we can aggregate the least important ones and have only:
Horse1
Horse2
Horse3
Camels
Other1: mules, oxes, etc
Other2: cats, dogs, etc
What about animals for consumption (like pigs)?
In the ecology generator I'd give each mapsquare a "wild life" value according to climate, etc. All mapsquares conforming an economic province would be summed to create a "wild life food value" that would act as a multiplier for food production in the econ model. This multiplier can in time be also affected by the Breeding Tech, so the better the tech level, the greater the multiplier.
What do you think, Richard?
---
LGJ, Technology
Well i don't think we need to model many animals. Like everything else, just those important to history (outside religion...cuz there we can have anything modeled). Horses are definatly one. Dogs are too, though mainly in the beginning. Dogs are also the first animal to be domesticated (or rather wolves were).
Here's the list of what I think is essential to model:
Camels
Dogs (Formerly wolves)
Horses
Elephants
Cars (maybe...Other than reducing mice/rat population and religious importance i don't see any use).
Livestock in general
Remember everything we add makes things more complicated so think carefully what is really needed.
---
Richard, Technology
roquijad:
The problem with taking horse quality out of the tech equation is that it becomes hard to do tech prerequisites that way. You need a certain breed of horse for heavy cavalry, and if that isn't in the tech it becomes difficult to define the time that your civ can make those knights.
It is possible that we could ignore prerequisites and use the horses as required inputs in the production function. So when you order a province to make knights, it checks to see if it has enough horses of the right quality. Those horses are taken out, and the quantity and average quality of the province's horses decreases (they took the best horses).
While that would work, it seems like it would generate more micromanagement than the tech level approach.
This multi-topic thing is getting out of hand. Posts are getting missed or read out of order. We haven't really begun to discuss the military aspects of this, and I think the population model might get dragged into the discussion as well. So, I'll copy everything we have to date into a new thread devoted to this topic. That way we can have a semi-coherent discussion of the issue. When we have finished, then we can post our conclusions to the proper model threads.
I'll start by copying the discussion to date, in chronological order. Each post will be seperated by dashes, and above the post I'll put the poster's name and the thread it was originally in.
---
LGJ, Startup Options
However, the ecology model would haveto be changed to track the use of animals like horses,oxen, etc for the tech model to work because many other places didn't have them until they migrated there. See the Americas developed the wheel and there is much use for the wheel without horses or whatnot, but without that first practical use with animals it seems they don't use it much except for toys. Egypt was the same way, until horses were brought in. Camels don't seem to work with this for some reason....i don't know of any historical places where their was camel driven modes of transportation, but i could be wrong. Anyway much of Africa remained like this because of that.
---
Richard, Startup Options
You wouldn't have to do that in the Earth game, because you would be limiting the tech tree artificially. Basically, the normal routines would be disregarded and the game would choose the tech path automatically.
But you actually make a good case for putting that in the standard game, so I'll discuss it in the ecology thread.
---
Richard, Ecology
LGJ brought up a good point in another thread. He described how the presence of certain types of anumals can affect the development of civilizations. For example, you can't develop cavalry if there are no horses on the continent, and it certainly makes no sense for a city in the arctic to be able to produce elephant mounted troops.
So, we should probably try to define the ranges of some important animals. Hunted animals and domesticated animals kept for food are not very important because those will be handled in an absrtact manner, but draft animals and animals used in war should probably be tracked. These include oxen, donkeys and mules, horses, camels, and elephants.
If a civilization has no access to good draft animals, they will probably not be able to develop intensive agriculture. They will probably turn to hunting and a nomadic lifestyle if there are good hunting grounds, and if they cannot hunt they probably won't advance much, as the agriculture requires so much manual labor that there won't be people available for other things.
We probably can't handle draft animals as an abstraction because technology determines what animals can be used. They had to invent a special collar before horses could be used to plow fields. After they used that collar, they could use horses, which were faster than oxen and plowed fields more effectively. So this means we probably should define the availability of horses, oxen, and mules seperately.
I think that war animals need to be tracked. The availability of horses and camels are definitely important to the way a civilization develops, and if we want to include elephants, their range should be defined as well. I personally don't think we need elephants, because they actually had very minor impact on ancient war. They were not effective and they were not used much.
Do you think we should include dogs and cats? Dogs were important draft animals for the eskimos and they help with farming and other things, but I don't know if this is enough of an impact to justify including them. Cats definitely have an impact on rodent populations and food loss, but again I don't know if this makes them important enought to include. Let me know what you think.
I could define the natural availability of animals by ecological province. Each province would have the following animal related data:
Domesticatable (is that a word?) animals.
Huntable animals.
Oxen
Donkeys
Horses
Camels
? Elephants, Dogs, Cats ?
The original ranges become insignifigamt after a while, however. Once people start domesticating and breeding them, they are spread all over. That aspect of things is best covered in the tech model, however. I'll make a post there to discuss it.
---
Richard, Technology
I think we should discuss technologies relating to the breeding and improvement of domesticated animals and plants. These techs are similar enough to be covered by the standard tech model, but there are a few differences that require a couple special rules. Here is my view of the situation:
I think these techs should be defined as follows:
The quality of the animal, and the civ's knowledge about how to train and use the animal.
First, the tech for a certain animal cannot exist if the civilization has no access to that animal. Native American civs could not develop the Domestic Horse technology.
The first domestic horses were not strong enough to hold a rider on their back. They were only able to pull chariots and carry lighter loads. After people developed better breeds, they were able to hold humans and light cavalry was developed. Contrary to what Civ 2 says, chariots were developed earlier and they are much less effective in warfare than mounted riders. When horsemen appeared, chariots became obsolete. But the horse still wasn't strong enough to carry a heavily armored rider. They had to develop better breeds before cataphracts or knights could be used.
Training is also an important issue. Horses have to be trained well before they will go into combat, and training them to deal with explosions in modern combat is even more difficult.
So in Clash terms, we have the following progression of the Domestic Horse level 3 technology. This chart does not show all advances and the applications have other prerequisites not shown, but it shows the general idea.
Prerequisite: Wild Horses available
Level 10: Pack animal only
Level 25(better training): Chariots available
Level 40(better breeds): Light Cavalry available
Level 55(better breeds): Heavy Cavalry available
Level 70(better training): Riders can use gunpowder weapons.
There are also a few other effects. The level of the technology helps determine the effectiveness, speed, and range of mounted soldiers. The level also does a little to determine the effectiveness of farming and transportation before the internal combustion engine.
There is also a more complicated application. If your cavalry is not trained to deal with gunpowder and you face an eneny with explosive weapons, the effectiveness of your cavalry troops will be greatly reduced. This helps explain why early guns were so effective even though their range and striking power were worse than the bows of the time.
In general, there should be a check for the reaction of your animals in a battle. Inputs are the technology your enemy is using and the tech level of the animal you are using. Depending on the results of the check, some percentage of your animals may bolt. This takes those troops out of the battle and causes confusion on your side. Military model people (if we have any), how would this be implemented in the battle system?
The spreading and trading of this tech is another unique aspect. While most techs can be copied and transferred as data, this one cannot. You have to physically deliver the better breeds of horses. Also, it is a lot harder for this tech level to decrease. In fact, it may never do down normally. The genes will stay steady or improve by themselves, as only the healthy and fit horses will breed.
Conversely, the tech will drop more easily in some situations. Ownership of a group of horses is a zero-sum game, so if someone steals or kills all of your best horses the tech will go down. This won't happen if someone steals a normal knowledge based tech. Also, assunming that the best horses are chosen for war as they usually were, extensive battlefield deaths could reduce the tech level.
So we will probably have to define a derived class of Tech objects called Breeding Techs. They will have most of the characteristics of teh base Technology class, but the methods will have to be changed to account for their differences.
Does this sound good?
---
roquijad, Technology
Use, taming and creation of new horse races is IMO such an important factor in warfare history that if a special tech system for that is needed, then we must go for it.
I like all the things you say with the exception of mixing within the same concept the actual technique of breeding/training/taming with the availability of horses themselves. What if we treat horses as a "special" in terms of the economy model?
Specials like copper or oil exist in some mapsquares and people can take advantage of them for economic production. They can also be traded. If we now make some specials, like horses, transportable, that is, a mapsquare can change to "having the 'horse' special" from not having it, then the avilability of horses is IMO modeled better.
Civs, through trade or military appropiation, could obtain horses, which in gameplay terms means changing one of the mapsquares they control to "have horses". The tech on the other side has to do with the technique itself. Together, you can produce military units with the abilities you described.
The number of military units you can produce in a turn is given by the amount of with-horses mapsquares you control, while the characteristics and types of units available depend on the tech.
The tech could also be useful to produce more with-horses mapsquares. The greater the tech level, the greater the chance for reproducing animals and get a new with-horses mapsquare.
---
roquijad, Ecology
I liked your idea for horses in the tech thread. Now I realize it is extensible to other animals. I find it great if availability of oxes, mules, etc have an impact on agriculture as well as warfare. Transportation techs would also be very related to the animals you have (if you have).
My list of important tamable animals:
Horses
Camels
Mules
Elephants
Oxes
I agree Elephants didn't play a big role in history, but I'd include for scenario purposes.
---
Richard, Technology
Rodrigo: This tech does not include the presence of wild or tame horses. Rather, the provinces in your civ must have enough wild horses (as defined in the Ecology model) before you can get the tech. Once you have the tech, horses are assumed to be integrated into the economy so IMO it would not be good to keep modeling them as a natural resource at that point.
You saw the posts out of order, so I understand the confusion. I should have mentioned that this was a continuation of the post in the Ecology thread. We should discuss the map availability of horses in the ecology model, and this thread should be dedicated to the advancement of the tech once you have the horses.
---
Richard, Ecology
Rodrigo mentioned specials in the other thread, so I looked them up on the webpage. They should do a good job of modeling the wild animals available for taming. I can add routines to the ecology model so it generates these animal specials in some of the squares that form good habitat for the animal.
However, I don't think that these specials should still be on the map after they have been tamed and integrated into the economy. At that point, I believe they should be modeled as province infrastructure.
This may seem odd, but as far as I can tell the equations would be the same. FE the number of horses available would be an important part of the farming and transportation infrastructure, as their presence increases the ability to complete economic activity.
But I'm getting off topic. This should be discussed in the economic thread.
I could generate lots of specials like the wild horses. Once the proper tech is researched, the specials would disappear and become a part of the province infrastructure.
However, I still think that Huntable animals should be treated abstractly. There are just too many of them and they are too widespread to be included as unique specials, so they should still be charactistics of the ecological province. This attribute would be used as a food input in the economic models, as labor turns the game into food. The ecology model would then determine the depletion of the herd in a manner similar to the deforestation checks.
Other domesticatable animals are a bit of a quandary, however. Theoretically, they should be treated like horses; they would start as specials and then become infrastructure. But there are just too many of them. I don't think anyone wants a map littered with wild chicken and wild pig specials. Then there is the fact that most common farm animals were domesticated before 4000 BC, so it would be pointless to include their wild counterparts.
But it does need to be modeled somehow. Cultures with domestic food animals are much less likely to hunt, and their diet will be different. I think there should be some modeling of the amount of farm animals in the province. And it can't be strictly economical, as some areas of the world, like the Americas, don't have animals that can be domesticated as farm animals. I need some help with this one.
A very good aspect of the specials plan is that it makes it much easier to add things like elephants, dogs, and cats. All we have to do is create the special and a couple infrastructure rules. They would simply be another instance of an existing class, so we don't have to do anything special to include them.
By the way, I should be working on adding specials to the third version of the Ecology model. While it wouldn't cover geologic specials like iron, it is the best place to model things like grapes. Mark, could you give me a list of the specials that are associated with the ecology?
I'll discuss the economic aspects more in the proper thread. What do you all think about the ecology/map generation aspect of this topic?
---
Richard, Technology
I see now how I caused some confusion. When I said that taking horses would lower the tech level, I didn't mean that the level included the quantity of animals. I meant that if the horses lost were of the best breeds, there could be a small drop in the quality of the gene pool. If you had horses of similar quality elsewhere, there would be no drop in the tech level.
---
Richard, Economy
We are discussing horses and other farm animals in the Technology and Ecology threads, and part of the conversation turned to the economic aspects of the animals. Here are some of the ideas I came up with:
There are two ways of modeling animals that I can see: specials and infrastructure.
I think the infrastructure modeling is a better abstraction. This way, the results of the animals' presence can be modeled, and they are "behind the scenes" so they won't clutter up the map. This method of modeling may seem odd, but as far as I can tell the equations for animals and other infrastructure would be the same. There are a few differences, but the "animals" class of infrastructure objects can be derived from the basic "infrastructure component" object class
FE the number of horses available would be an important part of the farming and transportation infrastructure, as their presence increases the ability to complete economic activity. Just like the amount of blacksmiths available, the amount of certain animals affects the general economic ability to do things.
But unlike most infrastructure components, animals can be moved around. They could be transferred from one province to another, and invading armies could take them home and add them to the infrastructure of their civ. Another difference is that animals are bred rather than built. You don't have to expend any inputs other than food to increase the animal infrastructure; you just have to avoid eating too many of them. This leads to another point: animals can be consumed. This is a major difference, but we should be able to take care of it by altering the methods used to calculate depreciation.
While animals integrated into the economy can be tracked like this, wild animals should be specials. But unlike most specials, they are only used once. When your civ discivers the proper tech, the wild animal specials are turned into domesticated infrastructure components.
We should probably have the following infrastructure components:
Horses
Oxen
Donkeys/Mules
Food providing animals
Camels
I also think there are some good reasons for including Dogs and Cats as well. Dogs help farm operation, and cats control granary-draining rodents.
What do you think of this? Is this a good plan, or is there a better way of modeling these animals?
---
roquijad, Technology
Yes, I got all confused.
Here's my new proposal considering also your idea to handle horses as infrastructure. I'll put all the implications for the three models here, just for simplicity.
In the tech model:
I'd suggest the tech itself shouldn't count in any horse-specific info such as genes or horse race. The tech should be only the taming/training/breeding technique. And therefore, the only special thing about this tech would be that animals are needed to develop the tech, while in other senses it's a normal tech.
In the ecology model:
For other animals such as oxes, mules, etc the ecology model indicates if they exist in the province or not and how many of them there're. For horses it's the same, but we can split them, only because of their importance in history, in, say, 3 races. Wild/Ancient/Natural horses, FirstBreed horses, SecondBreed/Nowadays horses (or simply horse1, horse2, horse3). Of course, in the ecology generator only Wild horses appear in the beginning of the game.
In the economic model:
It sure sounds really odd to consider animals as infrastructure, but it makes a lot of sense. However, a couple of differences between "real" infrastructure and "animal" infrastructure make me prefer to simply manage animals as a new feature in the econ model.
People and the govt can invest in real infrastructure, increasing it, while this would be kind of strange for animals. Real infrastructure can't be moved/stolen/traded, while animals can. Real infrastructure doesn't "grow" by itself, while animals do (they multiply).
So why don't we just add animals as a new "thing" in terms of what a province has in the economy model? Having their own properties (such as tradable) ensure a better modeling. I believe for the econ model is really simple to include them as a factor to production. I propose the econ model to have a "animal force" variable. Just one variable related to animals as input to production. Using the info from the ecology model about what animals are present, we compute this "animal force" like, FE:
Number_of_horses3*1
+Number_of_horses2*0.7
+Number_of_horses3*0.4
+Number_of_oxes*0.6
+Number_of_mules*0.7
+...
The econ model then treats animal force as a normal infrastructure variable for production.
How the three models interact?
The ecology generator creates "wild horses" as a special. Once a mapsquare with horses is within an economic/political province, the special disappears from the map and a number of Horse1 appears in the province stock.
The same is done with other animals. The province then has a list of animals in stock like:
Number_of_horses1
Number_of_horses2
Number_of_horses3
Number_of_mules
Number_of_oxes
etc
The ecology model also manages, each turn, their multiplication, increasing number of animals in stock via a base value and a modifier given by the tech system (the breeding/taming tech). Then the econ model uses the number of animals to compute "animal force" as an input to production.
Animals this way can be traded, stolen, killed and moved without problems. It just changes the stock. Everytime a military unit is created that uses horses, the number in stock is reduced and the military unit gets part of its properties based on the horse race and breeding/training/taming tech level.
The higher the tech level is, the higher the probability for a new race of horses to appear, unless the horse3 already exist in the province.
In this way IMO everything has sense. For simplicity instead of having a large list of animals, we can aggregate the least important ones and have only:
Horse1
Horse2
Horse3
Camels
Other1: mules, oxes, etc
Other2: cats, dogs, etc
What about animals for consumption (like pigs)?
In the ecology generator I'd give each mapsquare a "wild life" value according to climate, etc. All mapsquares conforming an economic province would be summed to create a "wild life food value" that would act as a multiplier for food production in the econ model. This multiplier can in time be also affected by the Breeding Tech, so the better the tech level, the greater the multiplier.
What do you think, Richard?
---
LGJ, Technology
Well i don't think we need to model many animals. Like everything else, just those important to history (outside religion...cuz there we can have anything modeled). Horses are definatly one. Dogs are too, though mainly in the beginning. Dogs are also the first animal to be domesticated (or rather wolves were).
Here's the list of what I think is essential to model:
Camels
Dogs (Formerly wolves)
Horses
Elephants
Cars (maybe...Other than reducing mice/rat population and religious importance i don't see any use).
Livestock in general
Remember everything we add makes things more complicated so think carefully what is really needed.
---
Richard, Technology
roquijad:
The problem with taking horse quality out of the tech equation is that it becomes hard to do tech prerequisites that way. You need a certain breed of horse for heavy cavalry, and if that isn't in the tech it becomes difficult to define the time that your civ can make those knights.
It is possible that we could ignore prerequisites and use the horses as required inputs in the production function. So when you order a province to make knights, it checks to see if it has enough horses of the right quality. Those horses are taken out, and the quantity and average quality of the province's horses decreases (they took the best horses).
While that would work, it seems like it would generate more micromanagement than the tech level approach.
This multi-topic thing is getting out of hand. Posts are getting missed or read out of order. We haven't really begun to discuss the military aspects of this, and I think the population model might get dragged into the discussion as well. So, I'll copy everything we have to date into a new thread devoted to this topic. That way we can have a semi-coherent discussion of the issue. When we have finished, then we can post our conclusions to the proper model threads.
Comment