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Author Topic: Advancing a civilization's animal knowledge with many forts.  (Read 2075 times)

PatrikLundell

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Re: Advancing a civilization's animal knowledge with many forts.
« Reply #15 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.
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Iä! RIAKTOR!

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Re: Advancing a civilization's animal knowledge with many forts.
« Reply #16 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?
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PatrikLundell

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Re: Advancing a civilization's animal knowledge with many forts.
« Reply #17 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.
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Leonidas

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Re: Advancing a civilization's animal knowledge with many forts.
« Reply #18 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.
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Iä! RIAKTOR!

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Re: Advancing a civilization's animal knowledge with many forts.
« Reply #19 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.
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delphonso

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Re: Advancing a civilization's animal knowledge with many forts.
« Reply #20 on: August 02, 2020, 12:33:11 am »

Only during world generation. This is rigid after world gen.

roachmilkfarmer

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Re: Advancing a civilization's animal knowledge with many forts.
« Reply #22 on: August 04, 2020, 07:23:35 pm »

Thank you all for your replies. I'm learning much.
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