Dawn of Man

Dawn of Man

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Biomass
   
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1.155 MB
13 Jun, 2024 @ 3:23pm
13 Jun, 2024 @ 3:40pm
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Biomass

Description
The vanilla Continental Dawn scenario is great, but how come as we’re hitting our stride with agriculture, there seems to be very little left to hunt. Then its a scramble to get your population up farming… and fed without overload… Raiders are still doing just fine, always fresh, always well fed.

Looking at what’s happening behind the scenes, fauna evolution has mostly been replaced by extinction. The amount of total biomass on the land has dropped… significantly.

This scenario, “Biomass”, is an attempt to keep the resource level more constant by replacing fading animals with like animlas that would occupy roughly the same niche. Tameable animals replace tameable, herbivores replace herbivores, predators replace predators… all with roughly the same biomass by converting disappearing animals to numeric resources then adding those resources to the newly evolving animal groups by increasing their numbers in that ratio.

Hopefully you'll enjoy a very similar scenario to the vanilla, but with the addition of stable fauna resources, providing the option of remaining a hunting clan for longer, and seriously reducing your farm load.

Please let me know if something doesn’t work or may be improved

Acknowledgement: @tanyfilina.
This basic idea came from “New Continental Maps”, thank you.
10 Comments
The Viral Divinity 11 Jun @ 10:48pm 
Seems kinda broken.
UglyBird 5 Apr @ 4:42pm 
UglyBird 2 minutes ago
These lines also needs to be fixed:
"<action type="SetAnimalPopulation" animal_types="bear" min="13" max="25" era_factors ="0.0 0.25 0.5 0.75 1 1"/>"
Remove first '0.' from era_factors.

<action type="SetAnimalPopulation" animal_types="bear" min="13" max="25" era_factors ="0.0 0.25 0.5 0.75 1 1"/>
Remove first '0.' from era_factors.
UglyBird 5 Apr @ 4:26pm 
This needs to be rectified in the scenario files:
"<action type="SetAnimalPopulation" animal_type="mammoth" min="10" max="15" era_factors ="11 0.75 0.5 0.25 0 0"/>"
Change '11' to '1' to fix mammoth numbers.
ciapas 23 Feb @ 6:53am 
I think you need to adjust the probability of animals appearing. The only change this mode make is the number of mammoth in the early game stage. I don't feel any changes in numbers of other animals. Played about 10 games with this mode so far, and never succeeded to hunt 5 woolly rhino. Animals still fades in time, I don't feel any increases in the number of animals. It's sames as vanilla game after neolithic. In conclusion this mode does not accomplish its purpose 'providing the option of remaining a hunting clan for longer, and seriously reducing your farm load.', It only helps you secure bone,meat and raw skins easily in the early game by mammoth hunting.
Boogieman 23 Feb @ 6:48am 
Will this mod ever see an update? or is it dead?
X21 3 Oct, 2024 @ 10:33am 
en francais
svp merci
funababbit 25 Aug, 2024 @ 7:49am 
I have just started with Biomass, I hope it solves the issue that was starting to make the game boring. It is, as you suggest, the disappearing animals that seem to impose starvation as a necessary part of the progression in every game. Worse, as I found my village nearing agriculture, even large animals seem to produce little. There is also a significant and concurrent problem with the drying up of dry skins, making it impossible to provide skins outfits and housing for the new population. As a result, I set my leather maximum down to 5, rather than using up dry skins essential for other purposes.

One thing I notice in the early stages of a new game with Biomass is an abundance of mammoths. These over-match a few villagers with only wooden spears. My experience with mammoths has been that hunting them usually results in a few villagers being killed. For the first time in any of the many games I've played, I spent my first winter relying entirely on fish.
Thank you.
Maximaaal 20 Jul, 2024 @ 3:08am 
even before playing this mod, the picture looks great!
TR0LL  [author] 10 Jul, 2024 @ 4:13am 
@CCWARD12 - thanks for the information, I still haven't been able to track down what's causing it, but think its something to do with having no wolves until the Neothlithic era, I may need to just hardcode dogs in. Hopefully that will work.
CCWARD12 6 Jul, 2024 @ 7:37pm 
It seems like the dogs dont auto generate?