Animals
Understanding the behavior and needs of the animals and managing their populations are essential elements of maintaining a thriving and balanced ecosystem in your game.
Behavior
Animals in the game operate autonomously, driven by their own instincts and requirements. They will seek out food, shelter, and social interaction according to their species and traits.
Overpopulation
Open the Faction Window by pressing F and go to the tab "Census".
Under favorable conditions, animals may thrive and multiply rapidly, leading to overpopulation. This can disrupt the natural balance of the ecosystem and potentially cause issues. Players must monitor the animal populations and intervene if necessary. One way to control overpopulation is to employ hunters to target specific species, ensuring that numbers remain in check.
But nature is robust! In the beginning your influence on nature is limited but it will grow the more people you have and the more space and resources you claim.
Benefit from Animals
Animals in the game serve various purposes beyond being a source of food. Players can utilize them as farming animals, producing valuable resources like wool or milk. These resources can, in turn, be used for crafting items such as clothing or cheese.
Additionally, citizens in the game may keep animals as pets in their homes. These pets not only provide companionship but also contribute to the household by helping to preserve goods or perform other beneficial functions.
But there are also indirect effects, such as foxes catching rodents or wolves keeping the deer population in check.
Body heat
All existing things are influenced by the temperature. Humans and animals have different strategies on how to influence their body heat.
For example:
- Clothing and quality of clothing
- Where they sleep. Better houses have better insulation and some can even be heated. People can usually recover and regain HP while they sleep.
- Whether they sleep alone or with other people or animals. For example, they can cuddle for extra warmth (and mental states).
- How well fed they are. They can warm up by burning calories (shivering). And they can cool down by sweating (body water)
- How much body fat they have (extra insulation and energy reserves)
- Paths and village efficiency: The longer people have to walk in the cold/heat, the worse it is.
- Shade and cover on your paths and workstations: For example, trees protect you from cold winds and provide shade. Flat terrain is usually the worst. In certain biomes planting trees can make a big difference.
- Sources of heat/cold: People can warm up in certain places (e.g. fireplace).
- Various effects, such as if they are old, young, happy or have special mental states.
- Special strategies like lower the body working temperature or to endure extreme cold without much movement.