a multiplayer game of parenting and civilization building
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It would make sense if any rules that applied to human childbirth and aging also applied to animals. Well, the real animals like wolves and horses that move around, not rabbits.
First, fake player count for each type of animal: the server dynamically decides how many animals of this type are supposed to be alive at this time and spawns new ones if necessary.
Second, sometimes animals still spawn in the wilderness, just like Eves.
Third, sometimes animals spawn as babies. Animals don't wear stuff, so the chances depend solely on that tile's temperature. (Assuming the first idea from that thread is implemented.)
Fourth, breeding animals means they should die regularly too. Aging.
Fifth, animal babies shouldn't "leak" resources, so both human and animal childbirth need a new cost associated with it that'll prevent farming newborns.
Sixth, animal Eves shouldn't leak resources either. Using the same spawn point choice algorithm for both human and animal Eves seems like an interesting constraint.
Last edited by Kinrany (2018-04-18 22:57:59)
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