Flora And Fauna



  • That sounds like animals evolving and carrying their genes to future generations.



  • @cr4zyc4t
    There are pledge tiers that already involve animal taming so it's safe to say it is within the scope of the game. Although taming bunny's and wolves would be an exclusively perk for high tier backers in Vanilla(no mods) Eco, I suspect taming of some of the other animals would be possible for any user who chooses that skill set for their current character.
    https://www.kickstarter.com/projects/1037798999/eco-global-survival-game



  • @SketchBookGames Ya i went back through the KS page and saw that about taming, I'm curious if it will be like a non-combat type that's purely ascetics or if it would involve a skillset unto the tamed animal and a bunny and wolf could only have been attainable through KS campaign (locking out a 'beast tamer' from getting them until said mod unlocked it again).



  • Apart from wolves and bunnies, I think animal taming should be accessible for everyone with 'useful' animals. For instance, horses for transportation, chickens and cows (or goats?) for milk. Horse taming should be more difficult than chickens. What about birds of prey for hunting?



  • The taming relates to the animal being a pet which I am still not entirely sure if they will be useful in any way or just a status symbol.
    Since you are limited to how much you can carry, you'll require modes of transport to move resources around and therefore horse-type animals within the biome (the elk in this case) could become very helpful (possibly after researching since pulling a cart becomes too tiring for you).



  • ¿Is the elk the only horse-type animal?



  • I'm hoping there will be actual horses :) Would love to try being a horse trainer!



  • I'm a bit intrigued if animals will breed and evolve along time so more domesticated versions will become available. That's why I wondered how time is managed in the platform, although I guess that question is beyond the scope of this thread.



  • A lot of this stuff would be quite interesting, but I imagine (in comparison to other things) quite low priority.

    The exception of course being domestication which it very important.



  • I believe it was said somewhere that time plays out at a pretty accelerated pace, from stone age to near future in the course of about a month real time. I'm sure at that time scale it would be realistic for selective breeding to produce effects within a few days of play time.



  • Even if it is not that fast, look how dog breeds have changed in the last hundred years. And that wasn't straightforward. I think 200 to 300 years for breeding a dog (like creature) from a wolf if you know what you are doing.



  • I hope that a lot of these thinks can we mod, because the dev-team has to make the whole game with the complex impacts etc. and we have to make the minor changes we'd like to have in the game :).



  • The modding API is an intresting thema. Maybe a own thread worth.



  • Great idea, I will create it :)



  • I'm interested in intergenerational changes as well. One thing that occurs to me is that some people "farm" wild animals for hunting season in a similar way - they condition them to appear at a feeder, and then stake out and kill animals at or near the feeder at hunting season. There was a person in my grandmother's neighborhood who did this with a local deer just out his back door, so it came by for feedings and wasn't afraid of him, and he shot it the first day of hunting season. The neighborhood as a group banned hunting in the neighborhood immediately after that, so it might follow very closely to the Eco model.

    The element of these that is common is a flexible behavior regime that includes adjusting flight distance. The animals with a high flight distance remain safer, but lose out on easy, convenient energy (food). Animals that are able to adjust or more quickly alter their flight distance can get more food and energy, at no risk, until hunting season.

    "Taming" animals might, at first, just be selecting those animals who have a lower flight distance and keeping those who have the lowest, eventually developing animals who are unafraid of people if not affectionate and tame. Further than that might involve raising animals from infancy to make them imprint on people or become dependent. These adjustments, however, might make the animals less likely to survive in the wild. That would be part of the trade-off. Domestic sheep might take a while to figure out they should flee from a wolf pack that has already killed a few of them, meaning that they would require protection from a more discerning personality, or have different flight distances based on perceived threat.



  • I also mentioned this on the main Kickstarter page, but if plants respond to local conditions, could fire be modeled as a plant that requires fuel, accelerants, other chemicals or burnable material to "grow" - and its "health" could be modeled on the amount of "nutrients" (fuel). It would have a much faster growth, consumption, reproduction, and death cycle than a normal plant, and respire at a much higher rate, but you could also "feed" it or "poison" it if you knew what would work on a fire.

    Oh, and if plants can "grow" on human constructions, this would take care of fire spread to buildings as well... : )



  • That's a unique approach to fire... And I mean that as a compliment.



  • An interesting fact about forest fires I learned: Having dead wood lying around is a huge hazard for an area. It lights much easier than live wood and burns much hotter and longer than brush, making it capable of lighting trees that would otherwise have survived.

    I actually got to take part in a volunteer project once where we chopped up dead trees, chipped them, and spread the chips so that if a fire did start in the area, it would quickly move through the brush and leave the trees alive.



  • @thomthom yep you could change the biome of a region by terraforming it like that.

    @eat_those_lemongs & @Gritmonger I want to apply for a grant to add evolutionary features at some point :)

    @luisjoliva Re time: it will have to be a different scale based on the thing being simulated. IE, you can make technological breakthroughs in a few days, and those can represent dozens of years, but trees and crops also grow in a few days, which can represent a year or less. The time rate wont be consistent across sims, just to make the whole thing work.

    @cr4zyc4t that kind of stuff would be pretty cool in evolution addition, but even just localized domestication could be something interesting to add. I want to add animal-power, ie, plowing fields with oxen, transport via horses, etc. Wolves and hares are for KS backers only, but probably some other species will be generally tamed (as @Mantolwen mentions)

    @luisjoliva we'll be adding more species, not sure which yet, except the HOARY MARMOT which we will be adding for sure.

    @TaminoSch re mods: I like the way you think :) Mods for this kind of stuff will really stretch our efforts, and possibly make it into the official game if they work well enough.

    @Gritmonger that person sounds like a total psychopath. Flight distance will be an important thing to tweak, and higher hunting skill will let you get closer.



  • @JohnK Yeah, he was the reason they banned hunting. That kind of behavior is sometimes what drives laws in the first place: almost every law has an interesting pastiche of how it got implemented. All the warnings about putting gasoline soaked clothes in washing machines that are printed in every washing machine made no sense to me until I learned that people in the United States used to do home-dry-cleaning using open pans of gasoline.


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