Non-Sentient Creatures
Posted: Thu Sep 07, 2023 11:06 am
I know some of these suggestions have been offered in the past, but in light of the arrival of aquatic creatures with Oceania, I thought I'd bring the topic up again and expand on it.
It's hard to tell exactly what algorithms are driving the non-sentient creatures' behaviors behind-the-scenes. Only Vic knows that, so forgive me if some of the following is already the case.
Control of territory
Non-sentient creatures should only "control" the hex (aka tile) they currently occupy. They should never control adjacent hexes (animals do not typically sent out units to recon in force).
When a non-sentient creature moves from a hex, control of that hex should revert to its former status before the creature occupied it. Animals do not set up any sort of government or military administration to maintain control and it's somewhat silly that when a herd of animals run across a road, then the entire logistics structure is in dissarray and broken.
General Behavior
Often it feels as if non-sentient creatures operate like well-trained military units. Groups of non-sentient creatures should not act in coordinated fashion.
Non-sentient creatures should not seek out and attack valuable targets (in human terms). Instead, creatures should typically avoid human contact and seek out targets that are valuable in their own terms.
For example, a species of grazers should probably wander towards grasslands or savanna. A species of tall herbivores might seek forests, and so on. Exceptions to this could be species with attributes such as Killer and perhaps some more aggressive carnivore species that might actually attack human enclaves or military units.
Migratory Creatures
As an interesting immersion feature (admittedly less important for actual game-play) that could be very cool is to give certain species seasonal, predictable migration patterns to and from known regions that are widely spaced. Maybe during the migration, a species might be more aggressive towards a unit blocking its path. Players would begin recognize that they need to garrison certain roads and assets during certain times of the year.
It's hard to tell exactly what algorithms are driving the non-sentient creatures' behaviors behind-the-scenes. Only Vic knows that, so forgive me if some of the following is already the case.
Control of territory
Non-sentient creatures should only "control" the hex (aka tile) they currently occupy. They should never control adjacent hexes (animals do not typically sent out units to recon in force).
When a non-sentient creature moves from a hex, control of that hex should revert to its former status before the creature occupied it. Animals do not set up any sort of government or military administration to maintain control and it's somewhat silly that when a herd of animals run across a road, then the entire logistics structure is in dissarray and broken.
General Behavior
Often it feels as if non-sentient creatures operate like well-trained military units. Groups of non-sentient creatures should not act in coordinated fashion.
Non-sentient creatures should not seek out and attack valuable targets (in human terms). Instead, creatures should typically avoid human contact and seek out targets that are valuable in their own terms.
For example, a species of grazers should probably wander towards grasslands or savanna. A species of tall herbivores might seek forests, and so on. Exceptions to this could be species with attributes such as Killer and perhaps some more aggressive carnivore species that might actually attack human enclaves or military units.
Migratory Creatures
As an interesting immersion feature (admittedly less important for actual game-play) that could be very cool is to give certain species seasonal, predictable migration patterns to and from known regions that are widely spaced. Maybe during the migration, a species might be more aggressive towards a unit blocking its path. Players would begin recognize that they need to garrison certain roads and assets during certain times of the year.