Hunting and Animal Husbandry
Two ways to put meat and materials on the table. Hunting wild game with spears, bows, and traps, and raising your own livestock for eggs, wool, milk, manure, and food.
Meat, hides, and animal products come from two systems that grow with you. Early on you hunt wild game with thrown spears, a bow, and traps, which feeds you and pays the Hunting chapters. Later you raise your own animals in pens, which gives a steady, self-sufficient supply of eggs, wool, milk, manure, and meat without leaving the village. Both run on skills and technology, and both reward setting them up before you actually need the output.
Hunting wild game
You hunt with thrown spears, a bow and arrows, and traps, with a rabbit trap as the early staple (setting one is a Chapter II goal). Skinning a kill needs a knife. The Hunting skill governs all of it, and reaching higher levels unlocks perks, including a wildlife-highlight perk around Tier 2 that makes spotting game far easier and helps you eat through winter.
The chapters structure your hunting progression:
| Chapter | Hunting goal |
|---|---|
| II (A Survivalist) | Set a rabbit trap, hunt an animal |
| IV (Into the Wilderness) | Build a Hunting Lodge, hunt 3 fox or boar |
| VIII (A Big Game) | Acquire a bow, hunt 1 moose, 1 wisent, 1 bear |
Passive animals like rabbits and deer flee when you approach, so the challenge is closing the distance or trapping them. Aggressive animals like boar, wolves, wisent, and bears fight back, so big-game hunting in Chapter VIII wants real gear and care. Hunting and the Survival technology category feed each other: hunting, gathering, and fishing generate Survival points, which unlock hunting buildings and schemes for hunting gear, campfires, and traps.
Animal husbandry
Raising livestock is unlocked through the Farming technology category and gives your village its own supply of products. Each species has its own building:
| Building | Animal | Main products |
|---|---|---|
| Henhouse | Chickens | Eggs and chicks (need a rooster plus hen) |
| Pigsty | Pigs | Manure, a key Fertilizer input |
| Cowshed | Cows | Milk |
| Fold | Sheep and goats | Wool (sheep), Milk (goats) |
| Goose House | Geese | Goose products |
| Apiary | Bees | Honey and related goods |
You assign Animal Breeders to tend the pens, and their Farming skill sets their efficiency. Most animals, bees aside, eat animal feed, so a working pen needs a feed supply.
Breeding and products
Breeding needs an adult male and an adult female of a species together. Offspring appears with a per-male reproduction chance that varies by species (per Neoseeker):
| Species | Reproduction chance |
|---|---|
| Sheep, Goats | 14% |
| Chickens, Pigs, Cows, Geese | 15% |
| Horses | 25% |
| Donkeys | 26% |
Some products need the right tool on the worker: a worker shearing sheep for Wool needs Iron Shearing Scissors, and one milking goats needs a Bucket. Chickens give eggs and chicks but need a rooster alongside the hens. Lifespans and maturation are tracked, so a pen needs management over time: pigs mature in about a year with an adult lifespan around 18.75 years, and sheep live around 12.5 years (per Neoseeker).
Pigs are worth keeping even if you do not want pork, because their Manure is a key Fertilizer input. Pair a Pigsty with the rot-to-fertilizer trick and your fields run on a self-made fertilizer supply.
Tying it together
Hunting and husbandry close several loops at once. Hunters and Fishermen plus a Cook keep food production running so the village feeds itself. Pigs feed your fertilizer supply, sheep and goats and cows give wool and milk for the crafting and food chains, and chickens give eggs. Set the pens up before winter and they keep producing while wild food gets scarce, which is exactly when a self-sufficient village pulls ahead of one that still hunts for every meal.
Related: Survival: Food, Water, Temperature, Health, Farming and the Seasonal Cycle, and Villagers, Jobs, and Mood.