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Dwarf Fortress => DF Gameplay Questions => Topic started by: roachmilkfarmer on July 26, 2020, 02:40:36 pm

Title: Advancing a civilization's animal knowledge with many forts.
Post by: roachmilkfarmer on July 26, 2020, 02:40:36 pm
Someone told me to ask this here.

Wiki says an individual fort would take 88 years of caravan trade to have it's civilization knowledge of a kind of animal bumped up to "expert".

Could I speed this up by setting up multiple forts all with advanced animal trainning operations for one specie (as long as their individual knowledge was higher than the civilization's level), or would my retired forts stop contributing to the civilization with their giant tortoise knowledge?
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: knutor on July 26, 2020, 03:30:29 pm
I've no idea how it progresses, but I would think more successful acts of training/animal would drive the chances upwards.

The game does not report success/unseccess, however, the player can achieve unsuccess by placing a taming request on a creature not able to reach a taming activity zone.

I only play one fort, cannot help with your main inquery.

The fastest way I found is with many Animal Tamers, and many animal kids, all set to A, any available tamer. Just using one highly skilled tamer, a bunch of times, works, but is slowed down by his/her NEEDS and path finding.. 

Off duty medics make great tamers, as their job, medic is 90% inactivity, especially once your soldiery gets good at dodging.

If you run dfHack.
Spoiler (click to show/hide)
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: knutor on July 26, 2020, 03:37:40 pm
Another, unsuccess training occurs with trainig requests on named flyers, this bugs the trainer out forever, until named pet is sent to a reachable 1z high activity zone.

Again, sorry for not having any knowledge on the AI training in 2nd and 3rd forts. If you took their fort with an Animal Trainer with a breeding pair of partially tamed pets, I suppose it would be possible.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: PatrikLundell on July 27, 2020, 04:35:03 am
Training knowledge is transferred back to the civ at a very slow rate, with my unreliable memory thinking it is 1% per year (this is provided there is knowledge to transfer, of course). It's also impossible to ever reach the Tame level for a species.

I don't know if multiple retired player fortresses have been tried, but I'd expect only the current one to contribute, but not that this is a guess only.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: FantasticDorf on July 28, 2020, 04:03:05 am
For all intensive purposes, fully taming a species is just a unimplemented feature 

Training knowledge is transferred back to the civ at a very slow rate, with my unreliable memory thinking it is 1% per year (this is provided there is knowledge to transfer, of course). It's also impossible to ever reach the Tame level for a species.

I don't know if multiple retired player fortresses have been tried, but I'd expect only the current one to contribute, but not that this is a guess only.

Its based on animal value, high value yet common animals (likely through internal breeding programmes, you can breed yeti's wild but if you modded the game, you could train them much easier) will jump up quickly, providing you cycle letting unicorns & dragons go wild then be retrained, you'll earn the most collective experience. Its poorly balanced, mundane creatures will be hard to tame at a civ level even if the individual experience of the will be high, crundles are worth nothing, and are absolutely everywhere.

GCS's often accrue experience quite well, and they're not wholly uncommon either and have the best conditions for going wild again for repeat application upon reproduction (same with cave dragons) but no published DF player tests have ever tamed them.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: PatrikLundell on July 28, 2020, 07:24:04 am
You can't tame GCS fully, as they have no child state.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: FantasticDorf on July 28, 2020, 10:41:42 am
You can't tame GCS fully, as they have no child state.

It would be possible from the unachievable domesticated status, through repeated civilization experience, i was mentioning it as a easy target because of that fact rather than waiting for them to wind down and become feral again. When domesticated civ-knowledge animals from [ANIMAL] (on entity modding for 'always availbile') or finding them in the wild (horses for instance) are tamed, they become tame adults.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: knutor on July 30, 2020, 01:30:02 pm
GCS are breeding in my dry moat. Once sufficient numbers exist, Ill seal dry moat up, Carve fortifications in outer wall of moat and cheat untame the GCS in dfHack. tame -set 9, so they fire their webs.

Gameplan: Anything coming close to outer wall will be webbed through fortifications. This should keep me in silk. May slow down my hauling, however.

I can confirm GCS have no childstate.  Trick, I am guessing, will be keeping my Weavers alive and all out of the dry moat. Its got a roof and levered access. Crossfingers.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: Iä! RIAKTOR! on July 30, 2020, 04:36:39 pm
You can buy tame GCS, if caravan is from civ that have spiders as pets. More spiders will born as tame.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: PatrikLundell on July 30, 2020, 04:41:26 pm
I'd guess kobolds have GCS as pets, but they don't trade...
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: Fleeting Frames on July 30, 2020, 06:36:30 pm
It's possible to raid them and steal their livestock.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: PatrikLundell on July 31, 2020, 01:25:26 am
Yes, but that's a curious way of buying from a caravan...
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: Iä! RIAKTOR! on July 31, 2020, 06:49:03 pm
I'd guess kobolds have GCS as pets, but they don't trade...
They can be modded for trade. Their only problem - they lack wagon pullers (or pack animals). Stolen items bug isn't real problem. Friendly kobolds rarely exist in world.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: delphonso on August 01, 2020, 12:07:32 am
To OP, this should be relatively testable, right? If you capture and tame a creature, getting the fort's familiarity to quite high, then retire and start again, 4 forts would put this into a reasonable range of testing (22 years, if consistent).

It's possible to raid them and steal their livestock.

Obtaining tame creatures (via trade or raid) will do nothing for training experience or familiarity.

Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: Iä! RIAKTOR! on August 01, 2020, 12:29:25 am
To OP, this should be relatively testable, right? If you capture and tame a creature, getting the fort's familiarity to quite high, then retire and start again, 4 forts would put this into a reasonable range of testing (22 years, if consistent).

It's possible to raid them and steal their livestock.

Obtaining tame creatures (via trade or raid) will do nothing for training experience or familiarity.
Tame creatures give birth of tame creatures. So you can have tame pop of GSC or crundles.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: PatrikLundell on August 01, 2020, 03:33:25 am
To OP, this should be relatively testable, right? If you capture and tame a creature, getting the fort's familiarity to quite high, then retire and start again, 4 forts would put this into a reasonable range of testing (22 years, if consistent).

It's possible to raid them and steal their livestock.

Obtaining tame creatures (via trade or raid) will do nothing for training experience or familiarity.
Tame creatures give birth of tame creatures. So you can have tame pop of GSC or crundles.
Yes, but the topic of the thread was about advancing the civ animal knowledge, and acquiring fully tame animals does nothing to help that effort, which is what delphonso pointed out.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: Iä! RIAKTOR! on August 01, 2020, 03:48:47 pm
To OP, this should be relatively testable, right? If you capture and tame a creature, getting the fort's familiarity to quite high, then retire and start again, 4 forts would put this into a reasonable range of testing (22 years, if consistent).

It's possible to raid them and steal their livestock.


Obtaining tame creatures (via trade or raid) will do nothing for training experience or familiarity.
Tame creatures give birth of tame creatures. So you can have tame pop of GSC or crundles.
Yes, but the topic of the thread was about advancing the civ animal knowledge, and acquiring fully tame animals does nothing to help that effort, which is what delphonso pointed out.
If your fort have fully tame pop, you cannot embark in second fort with them?
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: PatrikLundell on August 01, 2020, 03:55:54 pm
No. The animals you can embark with are determine at the creation of the civ. That's one of many things that don't change dynamically over history (I assume it's intended to be addressed some time in the unscheduled future). The only way to get tame animals from a previous fortress is through migrants that have these animals as pets (and you'd need a bit of luck to get those particular dorfs as migrant rather than other dorf). Even so, a tame population in a fortress is a different thing from the both the fortress and the civ knowledge of taming.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: Leonidas on August 01, 2020, 04:50:56 pm
No. The animals you can embark with are determine at the creation of the civ. That's one of many things that don't change dynamically over history (I assume it's intended to be addressed some time in the unscheduled future). The only way to get tame animals from a previous fortress is through migrants that have these animals as pets (and you'd need a bit of luck to get those particular dorfs as migrant rather than other dorf). Even so, a tame population in a fortress is a different thing from the both the fortress and the civ knowledge of taming.
It might also be possible to walk the animals in with adventurers.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: Iä! RIAKTOR! on August 01, 2020, 09:58:30 pm
No. The animals you can embark with are determine at the creation of the civ. That's one of many things that don't change dynamically over history (I assume it's intended to be addressed some time in the unscheduled future). The only way to get tame animals from a previous fortress is through migrants that have these animals as pets (and you'd need a bit of luck to get those particular dorfs as migrant rather than other dorf). Even so, a tame population in a fortress is a different thing from the both the fortress and the civ knowledge of taming.
No dynamics? But there is (at least, was) taming by clowns. As example.So dynamics is.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: delphonso on August 02, 2020, 12:33:11 am
Only during world generation. This is rigid after world gen.
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: FantasticDorf on August 04, 2020, 05:09:23 pm
Just a helpfully scientific thread undertook on this very subject.  (http://www.bay12forums.com/smf/index.php?topic=121150.0)
Title: Re: Advancing a civilization's animal knowledge with many forts.
Post by: roachmilkfarmer on August 04, 2020, 07:23:35 pm
Thank you all for your replies. I'm learning much.