![]() Studies have put the dog’s domestication at anywhere from 18,000 to 30,000 years ago, give or take a few thousand years. In its simplest form, to domesticate an animal means to tame it, through breeding and training, to need and accept the care of humans. “We don’t think they are truly domesticated,” says Warren, who prefers to refer to cats as “semi-domesticated.” There’s some debate over whether cats fit the definition of domesticated as it is commonly used, says Wes Warren, PhD, associate professor of genetics at The Genome Institute at Washington University in St. Scientists say there is little that separates the average house cat ( Felis Catus) from its wild brethren ( Felis silvestris). But cats entered into the human sphere relatively more recently, probably around 5,000 to 10,000 years ago, and can still do well without someone opening a can for them. But in all likelihood, dogs were domesticated long before cats-that is, if cats are actually even domesticated.ĭogs have been by man’s side for tens of thousands of years, and have come to rely heavily on the symbiotic relationship with humans to survive. Conversely, any outstanding profit will increase alignment with the associated faction.Given the subjective nature of the question, there may never be an answer as to whether dogs or cats make better pets. However, with high enough speechcraft they will tolerate up to a 20% loss. At a minimum, merchants will only accept trades at a 5% loss per transaction. The durability and quality of items will also influence each item’s value. Perceived value will be exponentially higher when buying from a merchant, even if players have a huge supply already or attempt a refund. There is no underlying currency or fixed value, each item’s worth is determined by the faction’s supply and demand. Players will want to use a Going Medieval settler with speechcraft to gain better deals. Neutral merchants will not deal in weapons and armor, but will change their minds if the faction becomes friendly during the excursion. Neutral parties can walk through locked doors just like settlers. They will be escorted by a few armed guards, but will not attack or be hampered by traps. They sell weapons and chapel decorations.Īfter the Cartography Table is made, merchants from friendly and neutral settlements will randomly arrive. The Church of the Third Coming: Church of Restitution zealots, looking to crush anyone that doesn’t follow the religion.The Ancrene Disciples: a Restitution cult operating outside the official Church.The Circle of Avalon: Oak Brethren devout that oppose both the Church of Restitution and wild cannibals.They specialize in textbooks and research. The Philosophers of the Natural: scholars who seek knowledge over having blind faith.They dislike both Oak Brethren and Restitution followers. The Hersey of the Rose: a loosely organized anti-religion group. ![]() Their wares tend to be simple everyday items. The Kingdom of York: a peasant uprising that wishes to dissolve the monarchy, but otherwise tries to stay neutral.They trade refined high-quality items and the facilities to make more. The Band of the She-Wolf: nobles that support the Queen’s French heirs as rightful successors to the throne.Their goods help with protection from raids and combat. They are against cannibalism but still allow bandits to operate. The Faithful Sons of England: loyalists to the King who will stop at nothing to bring civilized order.there won’t be two Restitution factions at once. There are eight possible factions, but those following a similar philosophy will likely not be in the same region - i.e. Players can get on their good side by producing items they favor, harming their enemies, or refraining from actions they dislike. Each map of Going Medieval will spawn a few factions within the area.
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