Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Giant animal rampage !!Science!!  (Read 1055 times)

vipersting

  • Bay Watcher
  • Skilled Astronomer Adequate Plumber
    • View Profile
Giant animal rampage !!Science!!
« on: July 19, 2016, 06:25:20 pm »

While browsing Legends Mode, i've encountered various animal rampages across history, which seemed to have no correlation between events. In a fit of curiosity i decided to study this events with more detail. Groups of Giant Alligators, Giant Wolves and Giant Dingoes were examinated.

During the study, the following characteristics have been found:
-The groups are conformed of specific individuals (normally Historical Figures) instead of random individuals.
-The groups are generated with the attack of one or two individuals.
-Members will join and leave at yearly intervals.
-The group will evolve with the years, growing in size and power at a gradual pace.
-If the group lives enough, the group will evolve to a point in which all of its former integrants have perished/leaved; the group will continue the attacks with a new generation of combatants
-This individuals persist in the "army" until death or abandonment, instead of joining at random intervals.
-The groups will never fragment in squads; the "army" will attack as a unit for the entirety of its history.
-Group rampages are locked in a specific biome, more groups can raid in the same biomes; groups won't travel to other biomes.
-The groups are composed of a specific animal species, this groups can be: Normal, Giant or Animal men variants. There can be more than one groups of the same species.
-The group is not considered by the game as such; it won't have a name nor be affiliated to any civilization.
-The group can attack the same settlement in various occasions.
-Oddly enough, the groups will attack only in summer and spring; during autumn and winter they will remain inactive until the next year.

As an example, here's a recompilation of Rampages of the most prominent group of raiders from a world with 253 years of history. This group had a total of 105 Giant Alligators during its history, which have raided Goblin settlements for 174 years.

Condensed History of the Army:
Spoiler (click to show/hide)

Detailed chronology:
Spoiler (click to show/hide)

Map of Influence:
Spoiler (click to show/hide)

Individual Stats of Every Alligator:
Spoiler (click to show/hide)

Reproduction of the Results:
Adding the [LARGE_PREDATOR] to any animal, will produce this behaviour, if all of the following things occur:
 -Civilization builds settlement in a High Savagery Biome or extremely near to one (Mostly Goblins)
 -There's a population of that animal (Normal, Giant, Animal Man) with the tag in the same biome

As an example, replacing the [LARGE_ROAMER] tag with  [LARGE_PREDATOR] in the elephant raws will create a world were Giant elephants and elephant men start rampaging upon the goblins.  :P

Spoiler (click to show/hide)

Further Investigations:
-Player input might generate a complete stop in activity of this groups. (Fortress Mode)
-Different types of worldgen events might be generated at specific season

Here's the save with the Giant Alligator Rampages if anyone is curious: http://dffd.bay12games.com/file.php?id=12277 [v 0.43.04]

Sorry in advance for any orthographic error.

Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Giant animal rampage !!Science!!
« Reply #1 on: July 20, 2016, 02:23:17 am »

Interesting. This would explain why I occasionally have a hamlet go brown in a world with no megabeasts set to generate, and no wars around the time. Alligators are more fearsome than I thought.

Melting Sky

  • Bay Watcher
    • View Profile
Re: Giant animal rampage !!Science!!
« Reply #2 on: July 20, 2016, 11:16:47 am »

Neat.
Logged