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Trapping (Civ5)

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Trapping

Trapping (Civ5)

Technology of the Ancient era

Cost 55 20xScience5
Required techs Animal husbandry (Civ5) Animal husbandry
Leads to Horseback riding (Civ5) Horseback riding
Units enabled None
Buildings enabled Camp (Civ5) Camp
Circus (Civ5) Circus
Notes

None

Trapping (Civ5)

Technology of the Ancient era

Cost 55 20xScience5
Required techs Animal husbandry (Civ5) Animal husbandry
Leads to Civil service (Civ5) Civil service
Units enabled None
Buildings enabled Camp (Civ5) Camp
Circus (Civ5) Circus
Notes

None

Trapping (Civ5)

Technology of the Ancient era

Cost 55 20xScience5
Required techs Animal husbandry (Civ5) Animal husbandry
Leads to Civil service (Civ5) Civil service
Units enabled None
Buildings enabled Camp (Civ5) Camp
Trading post (Civ5) Trading post
Circus (Civ5) Circus
Notes

None

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"Even brute beasts and wandering birds do not fall into the same traps or nets twice."
–Saint Jerome

Game InfoEdit

Some animals cannot be domesticated and grown in human-controlled environments - they need to be hunted in their natural habitats. The Trapping technology allows your Workers to build Camps for hunting on resources such as Deer and Ivory. Also allows the construction of the first 20xHappiness5 Happiness-producing building, the Circus, in cities which have access to Horses or Ivory.

Historical InfoEdit

Humans have been trapping animals for millennia. It's a form of hunting that is nearly as old as man himself. Throughout history hunters have used a huge variety of traps to ensnare their prey - employing everything from covered pits to hidden nets to spring-jawed metal contraptions. In 17th-18th century North America, French-Canadian trappers would spend years in the wilderness trapping huge quantities of fur-bearing animals before bringing them to an eastern settlement for sale, with many of the valuable pelts ending up as hats and other garments adorning wealthy Europeans. Russian hunters did much the same in Siberia and other remote Eurasian territories.

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