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Animal Trapping Why Do People Trap Animals? The most obvious reason people would trap was for meat. Aside from food, pelts were also very valuable. Why Would Somebody Trap Rather Than Hunt? Trapping differs in effect from hunting in many ways. Trappers are less efficient at taking animals than hunters are when the animals are abundant. When animals are around only in incidental quantities, trappers are more efficient. Trappers require less equipment. Trapping is safer than hunting. Trappers tend to get more pelts when trapping than hunters do hunting. |
| How effective a trapper
is will be represented in ATUs or Animal Trapping Units. ATUs are generated
based on the ranks of your trappers. Add up all of the ATUs your trappers
generate and compare that to the charts below to see how much game of various
kinds they can bring home.
Tools- Hunters require no special tools to do their work. Many trappers insist that the smell of manufactured tools can remain on the traps fashioned with them which scares off game. Most of their traps are made with twine, sticks and rocks. They craft their traps themselves which generally consist of simple snares, pits, nets and cages. Most trappers spend most of their time crafting new traps which are often damaged or destroyed in the course of catching game. |
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Further Factors that Effect Trapping Efficiency
Effects of the Seasons on Trapping
All of the numbers above represent peak trapping during the spring, summer and fall months. Trapping in winter is far more difficult because of the elements and the steps a trapper must take to keep himself warm. Trapping during winter imposes a 50% penalty to the trapper's ATUs.
Distance Between Home and the Trapping Range
The farther a Trapper must travel each day to the place he intends to trap has an effect on his efficiency. The biggest problem is not simply the long walk to and from work each day, but also the long walk home carrying 100 lbs of animal carcass. Each hex away a trapper travels from the hex his home is located at is a 5% efficiency penalty. Trappers can trap their own hex for no penalty at all, but even adjacent hexes suffer the 5% penalty. The next ring of hexes out would then be a -10% penalty.
The Spooked Effect
Wild animals do not feel safe around people. The more people you have in an area, the more animals will be scared away. When trapping incidental animal resources you must take into effect how many people are working in the hex that is being trapped. For each person working or living in a hex besides for the trapper himself, a trapper suffers a -5% penalty to the ATUs he generates. This can make it challenging to trap, requiring that trappers spread themselves thin for the best results. (Example: A hex has 10 lumberjacks cutting lumber and 5 trappers trapping. Each trapper takes a 70% loss to their normal ATUs generated due to the 14 other people in the local woods). The Spooked Effect only applies to Trapping Incidental animal resources and not to animals that are an actual resource of the hex. Animals that exist as resources for a hex have courage in numbers, defend their territory and return to their territory even when temporarily scared away.
Trapping Existing Animal Resources
|
Animal Resource |
ATUs |
Animals / Meat |
Hides |
| Dove | 200 | 100 Animals / 1 Unit of Meat | 10 units of Down |
| Duck | 20 | 4 Animals / 1 Unit of Meat | 2 units of Down |
| Squirrel | 100 | 50 Animals / 1 Unit of Meat | 50 units of Animal Hide |
| Geese | 10 | 4 Animals / 1 Unit of Meat | 1 unit of Down |
| Rabbits | 100 | 50 Animal / 1 Unit of Meat | 50 units of Animal Hide |
| Beaver | 20 | 4 Animals / 1 Unit of Meat | 4 units of Animal Hide |
| Racoon | 20 | 4 Animals / 1 Unit of Meat | 4 units of Animal Hide |
| Chicken | 20 | 15 Animals / 1 Unit of Meat | 1 unit of Down |
| Fox | 100 | 25 Animal / 1 Unit of Meat | 25 units of Animal Hide |
| Pheasant | 20 | 15 Animals / 1 Unit of Meat | 1 unit of Down |
| Quail | 50 | 50 Animals / 1 Unit of Meat | 4 units of Down |
| Turkey | 10 | 2 Animals / 1 Unit of Meat | 1 unit of Down |
| Sheep | 10 | 1 Animal / 2 Units of Meat | 50% unit of Wool |
| Emu | 10 | 1 Animal / 1 Unit of Meat | 1 unit of Down |
| Goats | 15 | 1 Animal / 1 Unit of Meat | 25% unit of Wool |
| Elk | 15 | 1 Animal / 5 Units of Meat | 25 units of Animal Hide |
| Deer | 15 | 1 Animal / 2 Units of Meat | 25 units of Animal Hide |
| Bison | 20 | 1 Animal / 15 Units of Meat | 50 units of Animal Hide |
| Cattle | 20 | 1 Animal / 15 Units of Meat | 40 units of Animal Hide |
| Moose | 20 | 1 Animal / 10 Units of Meat | 25 units of Animal Hide |
| Boar | 30 | 1 Animal / 2 Units of Meat | 10 units of Animal Hide |
| Bear | 50 | 1 Animal / 10 Unit of Meat | 50 units of Animal Hide |
Trapping Incidental Game Animals
|
Terrain Type |
Meat |
Hides |
| Forest | 1 unit of Meat per 50 ATUs | 5 units of Animal Hide per 50 ATUs |
| Woods | 1 unit of Meat per 50 ATUs | 5 units of Animal Hide per 50 ATUs |
| Plains | 1 unit of Meat per 75 ATUs | 4 units of Animal Hide per 75 ATUs |
| Hills | 1 unit of Meat per 75 ATUs | 3 units of Animal Hide per 75 ATUs |
| Mountains | 1 unit of Meat per 100 ATUs | 3 units of Animal Hide per 100 ATUs |
| Swamps | 1 unit of Meat per 100 ATUs | 3 units of Animal Hide per 100 ATUs |