Wildlife on SolarCiv
SolarCiv's Earth is alive with wildlife: pigeons in the big cities, gulls along the coast, ducks and swans on rivers and lakes, owls in the woods at night, crows in the fields, red deer on the moors, great white sharks off the coast, squirrels in the parks, penguin colonies in the far south, and earthworms under your feet.
The animals work with an ordinary Minecraft client. No mods or resource pack are needed.
Animals live where they really live
Wild animals only appear where their real-world counterparts do:
- red deer in Europe;
- grey squirrels in eastern North America and in British, Irish and northern Italian parks;
- red squirrels across Europe and northern Asia, but in Britain mostly in Scotland;
- great white sharks off South Africa, Australia, California, New England and in the Mediterranean;
- emperor and Adélie penguins around Antarctica;
- African penguins at the Cape.
They also need the right spot:
- woods for squirrels;
- deep sea for sharks;
- a shoreline for penguins.
To see what belongs where you're standing:
| Command | What it shows |
|---|---|
/geo wildlife | The tracked animals whose real-world range covers your spot |
/geo animal <name> | Where an animal lives, its real-world conservation status, and whether it belongs here (e.g. /geo animal great_white_shark) |
Every animal is one of a finite population
Wildlife isn't endless. Each area (roughly 500 × 500 blocks) holds a set number of each species, and the animals you meet are members of that population.
- Walking away doesn't change anything. Animals that go out of view, unload with their chunk or are around during a restart are still there.
- A death is permanent. Every animal killed is one fewer in that area.
- Populations recover at their real pace. Squirrels breed quickly, red deer more slowly, and great whites very slowly indeed.
- Animals spread from busy areas into quieter ones. An area that has been hunted out can be recolonised, but only if a neighbouring area still has some.
- Extinction is real. If an area loses its last one and nothing lives nearby, it stays empty.
This applies to the birds too: seagulls, pigeons, ducks, swans, geese, owls and crows.
SolarCiv doesn't stop anyone hunting, even rare animals. Towns and nations decide their own rules (reserves, hunting seasons, bans), and enforcing them is up to players. When you take one of the last animals in an area, you'll be told how few are left.
Wildlife on the map
On the map, every town's profile has a Wildlife section, with three numbers for each species:
| Column | Meaning |
|---|---|
| In range | The species' real-world range covers the town |
| Out now | Animals inside the town's claims when last counted |
| Estimated nearby | A modelled population for the surrounding area, not a head count |
It also lists recent changes nearby, such as "Red deer gone from this area" or "returned to this area".
Guides in this section
- Birds: seagulls, pigeons, ducks, swans, geese, owls and crows
- Wild animals: red deer, great white sharks, squirrels, penguins and earthworms
- Holding, hunting and wildlife products
- The Wildlife Journal and Bird Seed
- Pigeon keeping: taming, lofts, training, breeding, carrier pigeons and racing
- Wildlife for towns: mayor toggles