Taming takes so long that the fox grows up to an adult at 15 days or so. Thing runs around the hilly map at mach 4 for the entire time, prompting my pawns pathfinding to falter half the time due to hunger, sleep, drink, ect, and you cant even time it for a specific hour because the distance changes so rapidly. I guess its realistic, but Its such a sunken cost thing. What happened? Fox id been training for the past 2 hours decided at 80% tameness to retaliate and become impaled by a steel spear. that, plus the taming rate decay is enough that one failed taming resets almost the entire process, and god forbid you try to train a predator like a wolf or fox. Honestly, love the new changes, but the fact animals are pathinding in a 3d environment means that to get up close is nearly impossible based on verticality. which might take a long ass time, and hope to god the animal isnt feeling sleepy, or IF ITS BIRTHDAY COMES UP. However, what time did you start it? did you plan on your pawns eating, drinking, and sleeping schedule? How about the animals? Are you in a hilly biome where the map has a lot of verticaclity? well, the 25% has degraded by ~10% by the time 24 hours has passed and your pawn can BEGIN pathfinding to the animal again. You go to tame, its practically a coinflip, 25% is added to the tameness, sweet. one tame at say, 50% chance, like a deer, and say you start with a really good animal dude, 20 animal husbandry. Or one of the many tips and tricks filled guides below.Just a bit salty that you can only tame/train once every 24 hours, the tameness/trainedness decays pretty quickly in that time. If you’d like to see more guides here at Slyther Games, visit our guide hub. What animals do you think should be added to Going Medieval? Be sure to let us know in the comments and maybe even the developer will see. But it’s a little bit sillier since Seagulls do the hauling. Flotsam is another fun city builder I’ve written about before that also has this mechanic. Hauling is a neat feature animals have in RimWorld that can be definitely come in handy. But they’d be great for fighting and/or hauling supplies between stockpiles. Wolves will likely be difficult to tame if the developer makes that possible when the update is implemented. But as far as I know, they’re not in Going Medieval currently. Chickens would be another good example of an animal worth taming for eggs. For example, if a cow is added, you may be able to get milk from them. Depending on the type of animal, you may be able to train them to fight, haul, or simply give certain resources. The Animal Handling skill description mentions training animals as part of the developer’s future plan. And even if there isn’t one in place, you’ll still want a settler who’s more likely to succeed. It wouldn’t surprise me if the developer has a system where animals can fight back on failed attempts. You’ll want to prioritize having a settler with a high Animal Handling skill do your taming. The mechanic for taming animals will most certainly revolve around the Animal Handling skill. Especially with some inspiration from how it works in RimWorld, another similar colony sim game. However, this is purely speculation on how the feature will work. If you’d like to see our two cents on how this system will probably work when it’s implemented, continue reading our guide for now. The developer has a roadmap with taming wildlife and animal husbandry included in it. With that said, this isn’t currently in the game since Going Medieval is still in Steam Early Access. One of the many skills each settler has is Animal Handling for taming, feeding, training, and hunting animals. Going Medieval is a city builder/colony sim game where you may be wondering how to tame animals.
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