Topic: Ecology of plants and animals

beng
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Joined: 2023-07-03, 20:41 UTC+2.0
Posts: 29
OS: Debian 13
Version: 1.21 build 6 i think
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Pry about Widelands
Location: singapore
Posted at: 2025-12-06, 07:15 UTC+1.0

Perhaps some ecology could be added to the game, like to get wild animals for hunters you need forests. Planting forests generates animals that move in and near the forest. Removing the forests causes the animal numbers to decline. The animals can spread the forest by spreading seeds so a forest with animals will gradually grow. The gamekeeper should be like the beekeeper that needs to be near farms - have to build near a forest so it can speed up animal recruitment.

And fish need breeding grounds like swamps or coral reefs so the fish breeder makes swamps or reefs at the coast. Alternatively, the fish breeder could make ponds on land that the fisherman can fish in.

Also carnivorous animals should eat herbivorous animals, so wolves should eat deer and foxes eat rabbits. If there are too many herbivores, they eat the young trees so the forest gradually shrinks. Having some carnivores balances this.


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kaputtnik
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Joined: 2013-02-18, 20:48 UTC+1.0
Posts: 2769
OS: Archlinux
Version: current master
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One Elder of Players
Location: Germany
Posted at: 2025-12-06, 10:01 UTC+1.0

beng wrote

Also carnivorous animals should eat herbivorous animals, so wolves should eat deer and foxes eat rabbits.

If i am not mistaken this is already be implemented. See https://github.com/widelands/widelands/pull/3718


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