BEHAVIOUR GUIDE
PATH OF TITANS
SIZE CLASSES
Along with their diet, dinosaurs and other creatures are mainly classified based on their size. Typically, these size classes represent predator-prey relationships - for example, medium-class carnivores usually prey on medium-class herbivores. As a general rule of thumb there are one or two predatory species per size class, with a much higher number of herbivorous species.
TITAN CLASS
Titan-class creatures are the largest land animals to ever walk the earth. In order to maintain their huge size they must constantly eat, though their bulk makes it difficult for them to move around quickly. Being so large they have little concern for predators, ignoring them unless they get too close.
LARGE CLASS
These are the animals that make up the uppermost levels of the food chain. Large carnivores are typically the apex predators of their respective ecosystems, claiming and patrolling vast territories, though typically take care to remain quiet so as not to alert prey to their presence. Large herbivores are more akin to animals such as giraffes or elephants. Safe from most predators due to their size, these creatures are typically rather docile, though can react extremely aggressively when provoked. No matter their diet, large-class dinosaurs have a high energy requirement, so much of their time is spent feeding or resting to preserve energy.
MEDIUM CLASS
Medium-class animals are most similar to the ‘large’ animals we see on earth today, such as lions or buffalo. These creatures are usually much more active than their larger counterparts, moving around regularly in search of food or potential mates. Medium-class animals are some of the most diverse, capable of adapting to almost any environment. As such they are some of the most commonly-seen species in the prehistoric world.
SMALL CLASS
These creatures typically occupy the lower-levels of the food chain, occupying their own niches in a world ruled by much larger animals. Small-class carnivores behave in a similar manner to medium-sized predators of today, such as coyotes or wildcats, preying quietly on smaller animals under the radar of most larger predators. The behaviour of small-class herbivores can be best compared to deer – always on high alert, these creatures are skittish and easily startled, especially by sudden noises or movement. Small-class animals will typically form groups for added protection and to take down prey more efficiently.
TINY CLASS
Tiny-class animals are at the bottom of the food chain, and therefore prefer to avoid other creatures wherever possible. Most notable for their similarity to birds, tiny-class animals are typically fast and agile, moving via brief bursts of speed rather than long, sustained trots or walks. With lots of energy, these are some of the most active animals in the Mesozoic world, rarely staying still for long. These creatures are also rather social, using superior numbers to make up for their small size. As such they are very vocal animals, using a combination of calls and expressive body language to communicate.
ANIMAL ACTIVITY
Different species of animals are active during different parts of the day. During their active hours, they behave as normal. During their inactive hours creatures are not allowed to hunt or follow with intent to hunt other players (you may continue a hunt initiated during your active hours), act overly territorial, nest or broadcast. When not resting, they must act tired, moving slowly and as little as possible. You can defend yourself or escape danger during your inactive hours if you are threatened. All juveniles are considered cathemeral.
DIURNAL
Active during the day.
NOCTURNAL
Active at night.
CATHEMERAL
Active at all times of day.
There are currently no set times for when each ‘period’ of the day starts, though a general rule of day beginning at sunrise and ending at around dusk acts as a basic guideline.
SOCIAL DYNAMICS: GROUP TYPES
HERD
Herds are large groups of herbivores that come together regardless of relation or even species (unless stated otherwise in the profile). Herds often have very little, if any, structure, and members will come and go as they please. Bonds between herd mates are rare, as other members of a herd are typically seen as little more than a means of protection.
PACK
Packs are often formed between carnivores of the same species, often related in some way. Social dynamics within packs vary widely depending on the species, though most packs are formed of related dinosaurs, primarily for hunting. Pack members will typically form close bonds with each other, and will defend each other when necessary.
CLAN
A clan is a large or small group of dinosaurs (more commonly herbivores) that is highly organised with a definitive hierarchy and structure. Strong bonds often form between clanmates, with clan members actively defending each other against attack.
HORDE
A horde is a large group of dinosaurs (more commonly carnivores) that work together in some way, though with very little structure or organisation. As such, infighting is common, and members of a horde will not protect each other (unless stated otherwise in the profile). Hoardes may form temporarily to bring down large prey, or on a more permanent basis for mutual protection.
INTRASPECIFIC AGONISTIC BEHAVIOUR
DEFINITION
Agonistic behaviour is any social behaviour related to fighting. These behaviours happen when an animal is attempting to avoid getting injured or is competing with others to access resources. Therefore dominance, submission and threat displays are key. Although all individuals will exhibit agonistic behaviour when they're feeling threatened, for the sake of clarity this section will be about intraespecific (same-species) competition and displays. This includes heriarchy positioning and bullfighting.
DOMINANCE DISPLAYS IN HERDS
Herds will often show agonistic behaviour when it requires fighting for access to breeding rights or other resources. In these animals, dominance is often expressed by invading each other's space, bitting and otherwise showing blatantly aggressive body language. This is especially true for bachelors and lead males in herds which are polygamous. In these settings, males are fighting over breeding rights and/or territory.
These encounters are quick, harsh, but are short-lived since they're not a bullfight. They can start over an animal looking at the other and showing explicit aggression or whenever displaying for mates. This could get them hurt, but eventually they settle down and the conflict ends as fast as it started. The other members of the herd do not intervene when this happens. This escalation can continue (having short bursts of dominance displays) for quite a while until a bullfight starts. Dominance displays might also be shown in herds that prioritise certain traits or individuals over others, without breeding rights being on the line.
BULLFIGHTING
When a bullfight starts, competing individuals will try to look as threatening as possible without actually attempting to do any damage at first. Most confrontations will end in this stage. However, when a bullfight does happen, it is rather often quick and brutal, and sometimes has lethal consequences. The loser will often be rejected and chased away by the lead or maybe even the whole group. Check your profile to see how bullfighting should go for your species.
DOMINANCE DISPLAYS IN PACKS & CLANS: HERIARCHY
Socially tight units usually call for hierarchy displays. Most common examples that come to mind from which we may drive inspiration from are chickens, lions and wolves, just to name a few known examples. These confrontations are more likely to be more drawn out than dominance displays in fights, and most of the time, damage is not a concern. In packs which depend on order to function, all the members might even join in to reprehend a rebellious pack member. Picking on each other is more frequent but is more subtle, and body language cues are vital to these animals. Heriarchy is reinforced rather often or whenever pressed by resources, depending on profile.
When playing as a social animal in a pack, try to keep fights to a minimum and use body language and calls. Explain your intentions to any players who might not be getting the idea, as not everyone is familiar with dominance displays or may display differently.
HUNTING BEHAVIOURS
AMBUSH HUNTER
These carnivores rely on stealth to remain undetected by their prey. They spend many hours lying in wait for an opportunity to strike. When they are close enough to their prey, ambush hunters will spring out of hiding and attack, catching their target unaware and dealing heavy damage before they are able to respond. Should an ambush fail, predators will usually give up the hunt.
ENDURANCE HUNTER
These carnivores hunt by slowly wearing down their prey, with such hunts lasting several hours or even days. Whether they are able to sustain a long pursuit or simply keep pressure on their target for long enough, these dinosaurs use their stamina to their advantage. Like ambush hunters, endurance hunters are very patient animals, but rather than remaining still are almost constantly on the move.
PURSUIT HUNTER
Pursuit hunters use their speed to chase down prey. They prefer to attack animals that will not fight back, as chasing fleeing prey is much easier than confronting it head-on for these quick animals. These animals will typically give up if they are not able to quickly catch up to their prey, as they are unable to maintain high speeds over long distances.
MOBBER
Some carnivores form much larger, temporary groups, called 'mobs' to bring down challenging prey. These animals slowly wear down their target, taking it in turns to attack and overwhelm it. These groups have no organisation and will typically disband after the kill has been made.
SCAVENGER
Most of a scavenger’s food is stolen off the kills of other animals. They will only hunt in the most desperate of situations, and will typically choose the easiest target. Unlike other animals, scavengers do not claim bodies, though body-down rules still apply.
OPPORTUNIST
These carnivores are not picky about what they eat and will always choose the easiest method possible to secure a meal. They will typically prioritise scavenging but may actively hunt, almost always targeting the smallest and weakest member of a group to maximise their chance of success.
CANNIBALISTIC
For these animals, one of the easiest sources of food is another member of their own species. While cannibalistic predators typically prefer to hunt juveniles, they will actively hunt any member of their species regardless of age.
PREDATOR REACTIONS
FIGHT
These animals react aggressively to potential threats, with their first instinct being to stand their ground and fight as long as the danger is not too great. Preferring to avoid injury where possible, they will first attempt to intimidate their predator using loud calls and similar threatening tactics. However, they will not hesitate to fight back fiercely if attacked.
FLIGHT
Some animals' first reaction to a potential threat is to run, and prioritize moving as far away from predators as possible, and will only fight back if the threat is small or if there is no opportunity to flee.
FREEZE
These animals will instinctively hide upon encountering a predator – either in a burrow or in thick foliage – using their small size or camouflage to escape detection. Experts at holding their nerve, these animals can remain perfectly still for hours, and will only venture back out into the open when the threat is no longer present.
REPRODUCTIVE BEHAVIOUR
MONOGAMOUS
MONOGAMOUS (SEASONAL)
POLYGAMOUS
PROMISCUOUS
Monogamous animals only have a single mate, and will typically remain together for several breeding seasons or even for life.
These animals only have a single mate at a time, but will usually have several mates over the course of their lifetime.
Animals who have polygamous reproductive behaviour often form harems, with one dominant individual having several mates and typically reserving breeding rights in a particular group.
Promiscuous animals do not have a specific breeding pattern, and dinosaurs will mate with any individual freely.
Screenshot credit: taken by Fabrication#6052
INFANTICIDE & SIBLINGCIDE, ABANDONMENT AND SHUNNING
ATTENTION TO PROFILE & GAMEPLAY EXPERIENCE
Animals may have different behaviours depending on stress levels, their species and their own individual variation. In our profiles, we attempt to simplify and exclude behaviours which may alter the gameplay experience. The profiles which cover filicide and shunning will have an explicit section for it. Abandonment may happen if the profile allows for it, in any case in which it doesn't state that the parents will take care of its offspring at the cost of their lives.
FILICIDE and SIBLINGCIDE must be accepted beforehand to avoid conflict with the no baiting rule. If you invite people to your nest to kill them or attack them without previous warnings, (nesting post warning, or the profile stating it can happen), it is considered a rule-break or otherwise rude to the player. Clarifiying if there's possibility of the offspring being abandoned when the profile doesn't cover it is also a good idea.
FILICIDE & SIBLINGCIDE
Siblicide (killing of the sibling by a nest-mate) and filicide (killing of the offspring by the parents) generally only occur when resources, specifically food sources, are scarce.
Other conditions such as predators on the prowl or high stress levels may cause this reaction. Profiles will explicitly show that it occurs commonly, and you should stick to what it says, unless all parties agree to it (whether via a nesting post, or via privately agreeing to it).
Profiles make an effort to showcase a particular gameplay style. In this same spirit, social animals don't generally kill their young or their siblings, or openly show rejection to them. Instead, they will abandon them.
ABANDONMENT
Abandonment may happen individually when the offspring is sick or otherwise "defective", and it may happen to the whole litter if the parents are sick themselves. Other stress factors than illness might also cause it.
It is also way more common in carnivores than in herbivores due to how herds' main protection in the event of predation is the number of individuals.
Abandonment will show itself as neglect and lack of attention, but not aggression unless the profile states it. Leaving the offspring on a space which does not tend to their needs -such as a lack of comfort, warmth or otherwise ineffective for proper protection- and refusing to tend after them -such as not feeding them, not cleaning them or not looking after them if they stray behind- are clear signs of abandonment. This should not be confused with shunning.
SHUNNING
Shunning occurs whenever a change stresses the members of a group, or a new member that doesn't quite fit, arrives. Group members may avoid getting close to the "odd one" and they may also restrict it from eating or enjoying any group activities or sharing resources. Some profiles are more likely to show this behaviour than others, so keep this in mind.
Albinos and other animals with staggering visual mutations may be treated this way. Offspring which is born with these conditions might be more likely to be abandoned, but it will not be shunned by their parents. Shunning might be exihibted by other animals in a herd or in a pack when the "odd one" is a young adult or an adult. Breeding selection might also cause shunning, and this is very common in profiles which have a recommended subspecies.
Screenshot credit: taken by Solar#1784
ELDERLY, YOUNG, AND SOLITARY BEHAVIOURS
YOUNG AGE STAGES
Most young animals are either very wary or playful. The majority of the behaviour you'll need to know will be described in the profile, but here is where your dinosaur's personality really shines.
Wary individuals might be neophobic (show aversion to new things or new places), or show signs of dominance or submission early on. Most quirks are easy to act and don't affect how the profile works, so if you want your animal to be scared of something in this stage and be over it when it grows up, you can!
When social animals are abandoned by their parents or by their group, they might either grow distrustful of others of their own species or might develop attachment to other creatures as a resort.
SOLITARY BEHAVIOUR
Solitary behaviour in animals will depend on their social tendencies.
Animals that usually live in herds or packs will often show signs of looking for other members of their own species. They may also exihibit symptoms of depression or high stress when these needs are not fulfilled. Some individuals however might be more aloof or resistant to loneliness. When in a group, social animals will exihibit their personalities more and let loose.
On the other side of the spectrum, animals that do not live in groups will be at their highest comfort levels when left alone. This is when they might show their true personality and interact with the environment, and their stress levels will lower.
ELDERLY BEHAVIOUR
Elderly animals are often slow-moving or less likely to be riled up when compared to their younger counterparts.
Depending on their profiles, elderly animals might be more patient or more alert and knowing of their surroundings. They may also know how to take care of young better and if the profile allows it, partake in babysitting.
Elder carnivores often have many ailments and might struggle to hunt more often. Elder herbivores will struggle to keep up with the rest of their herd or group if they have one.
Grumpiness and other changes of personality might depend more on how you portray the individual, but always refer to the profile for context.
Players are more than welcome to role-play illnesses with visual symptoms to be a clear target for predators.