Kangaroos with sinew

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Rossato
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Kangaroos with sinew

Postby Rossato » Mon Apr 21, 2008 3:28 pm

After goats were removed from plains, our region ran out of sinew. Why not give some to kangaroos?
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Jos Elkink
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Postby Jos Elkink » Mon Apr 21, 2008 3:32 pm

Can sinew not be traded with other regions?
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ceselb
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Postby ceselb » Mon Apr 21, 2008 3:36 pm

Sinew added to kangaroos.

This is a pretty bad place they're in Jos. No wood or limestone on that island and surrounded by invading forces.
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Postby T-shirt » Mon Apr 21, 2008 5:34 pm

That's a bad excuse for adding sinew.

Can limestone please be added to scarabs. My character has travelled over 50 locations without finding any limestone.
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Postby Dapre » Mon Apr 21, 2008 6:02 pm

but.. due to anatomy kangaroos do have sinew.. scarabs don't have limestone.
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Piscator
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Postby Piscator » Mon Apr 21, 2008 6:44 pm

And I seem to remember that kangaroos even have exceptionally strong sinews. That's why the can jump so well.
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Postby T-shirt » Mon Apr 21, 2008 6:54 pm

Oh, I have no objection against kangaroos having sinew. It's just the reason that the place they live is tough for characters that I find silly.
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Rossato
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Postby Rossato » Mon Apr 21, 2008 7:19 pm

Well, we used to have sinew, but now the goats are gone. And kangaroos have lots of sinew in RL, that's why I didn't asked for sinews in an ostrich, in example.
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Doug R.
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Postby Doug R. » Mon Apr 21, 2008 8:26 pm

Let's not be hasty, please. Adding sinew to kangaroos may mess things up in other places. Rossato, can you please PM me information that can help me determine what island you're on? The location ID of any location your character is at is sufficient (the number at the end of the URL when you click the location's dynamic link). That way I can assess the impact of adding sinew to roos on other locations with roos, and possibly come up with a better solution.
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Doug R.
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Postby Doug R. » Tue Apr 22, 2008 12:25 am

I checked and the sinew shouldn't cause any problems elsewhere. My main concern was the chinese area, but a number of sinew producing animals have migrated into there in the last year, so it's not an issue.

I couldn't actually find your location; the island is way too big, and the tool I use to narrow it down is malfunctioning, so that eliminates any other solutions until I finish the animal assignments globally.
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Jos Elkink
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Postby Jos Elkink » Tue Apr 22, 2008 8:22 am

Doug R. wrote:My main concern was the chinese area, but a number of sinew producing animals have migrated into there in the last year, so it's not an issue.


Does this imply that every area *should* have sinew? I mean, I guess I already lost this battle years ago :) - but when I placed resources originally, I always envisioned long distanced trade to come out of it. Sailing is pretty common in Cantr by now and it would be a serious pity if there is little reason to sail long distance for trade, because all but the most scarce materials are available in every region anyway.
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ceselb
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Postby ceselb » Tue Apr 22, 2008 11:44 am

I agree, but not for basic things like sinew, especially when there's no alternative since the area hardly has any iron.
Animals are the very base of existence and animal products should be available nearly everywhere. Since there are no means for domestication and bringing live animals with you, this has to be the case, for now.
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Doug R.
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Postby Doug R. » Tue Apr 22, 2008 1:05 pm

Jos Elkink wrote:
Doug R. wrote:My main concern was the chinese area, but a number of sinew producing animals have migrated into there in the last year, so it's not an issue.


Does this imply that every area *should* have sinew?


Strictly speaking as the shepherd here, I've always made it a point to keep existing resources as they were when making changes. In this case, restricting mountain goats to hilly and mountainous areas deprived these plainsfolk of sinew. It was something I did that caused this resource lack. Yes, I did it eons ago, and yes, you can argue that they should have adapted to it by now (I actually asked, and apparently they had so much sinew in storage, it took this long to run out), but from my perspective, I took it away unknowingly, and they wanted it back, so I felt it needed to go back.

Now, if a region never had sinew, I would be sure not to give them any, and in the case of the Chinese area that traditionally had none, but has it now due to natural migration, I asked them if they wanted me to take it away when I do the Chinese animals.

From a personal perspective, I think everyone should be able to make rope. If the animals aren't sufficient for it, you can typically can find vines or bark to make it (actually much more common than sinew rope, I would think). Unfortunately, these things aren't available in the game, so I agree with ceselb that animals should provide the barest necessities, i.e. iron-less healing food (eggs), rope (sinew), clothing (fur/hide), food (meat)and protection (weapons/shield), and that everyone should have access to these basics.

If you removed every resource from the game except stone (for the fire pit and cooking stone), every character should be able to survive (eat, heal, clothe, hunt, defend). In fact, I'll go so far as to suggest that stone should even be removed as a requirement for the fire pit and for cooking eggs. If I need to make fire, a lack of rocks isn't gonna stop me; I can just dig a hole with my hands. Also, you can cook an egg just by tossing it into the fire whole (I did it in boy scouts - I was supposed to scramble and cook it in a orange peel, but that seemed like too much effort to me).
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mtm21
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Postby mtm21 » Tue Apr 22, 2008 2:28 pm

Cool! I'm going to call one of the towns with Kangaroos, Australia! Thanks for thinking about us Aussies!!!!
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mtm21
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Postby mtm21 » Tue Apr 22, 2008 2:32 pm

How about Koalas and Emus next? 8)
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