Nicol.Bolas
King
in real world, peak oil is imminent
the era of human history, which will be known as the age of oil, is drawing to ends end.
since capitalism is incapable of long - term planning, the change to post - oil era will be cataclysmic:
starvation, end of cities, collapse of the very fabric of human civilization, return to medieval way of life.
drastic reduction in population due to petty wars over food and water, famine, disease, pure weather conditions.
return to slavery, feudalism, vassalage, theocracy.
so suppose a scenario in game, some sort of earth map, civilizations in various stages of modern era, military equipment and diplomacy similar to todays.
suddenly we delete all the oil resources
how well would the game simulate what happened in real life?
take this as a peak oil scenario brainstorm
military
here the simulation is the closest.
+ supposedly, the most modern technology can be sustained on uranium. but most units would not be available.
- we would still be able to build modern infantry units. this would only be possible for some time, since the advanced methods would not be available. we would see return to rifleman, or even musket man
/ fix by all modern units requiring "manufacturing plant", that needs oil to run
/ suppose the civs have just enough oil for existing tanks and ships to still run
/ fix aircraft need oil
health and food
- here the simulation is failing drastically
/ oil is a key resource for modern food production. it fuels heavy machinery and advanced soil enrichments are made from it. oil by itself is responsible for 80% increase of food production.
/ fix remove biology bonus, supermarket needs oil
/ fix industrial era onward: all tiles -1food
/ fix oil +2 food per grassland/plains/floodplains tile for cities with access to oil (very artificial and cumbersome way to fix this, but I don´t have a better idea
/ fix population unhealthiness is 1.75x industrial onward. oils gives +6 health, more +4 with supermarket.
(oil works both ways. it does reduce the healthy environment, but also enables bigger life comfort, medicines, etc. when oil ends, you will have cleaner health, but you will also see that medical supplies and facilities collapsed, lower variety of food, more coal being burn, worse working and living conditions)
economy, trade, diplomacy
/ corporations cannot just make oil. corporations disabled or their function more aligned with the realism of the scenario
/ trade is drastically reduced.
/ some resources are valued more - rebalanced many buildings and units will suddenly require certain resources to be built at all ie: factory: coal, iron, copper. forge: copper, wood.
/ most buildings and units: wood or iron or copper
/ fix happiness in all cities "we remember pre-post-oil days": -20
/ fix all food sources happiness +2
/ fix starved desperate man revolting - create barbarian random gunpowder/me lee/archery units near city
/ fix unit maintenance *3
new resource: wood
/ all forests provide. units and buildings need various amounts of forests resources to be build
research
/ scientific victory for creating artificial oil (not by corp)
/ techs are "unlearned" if they are not utilized for x game turns. you can revert the industrial era maluses mentioned previously this way.
/fix all civilizations -5 modifier "it´s survival of the fittest now"
/ raging barbarians staging revolts and uprisings with leftover military technology
/ generals taking over unhappy and unhealthy cities
/ big empires being threatened by being split up
/ VC are reset. and updated:
(mission to IO for hydrogen fuel - space)
(one with new shape of things - cultural)
(artificial miracle - scientific)
(B.F.Skinner type utopia society - diplomatic)
(sustainable development: you have reverted to ancient era and survived 200 turns or won a time victory - you get more score each time you revert)
/ diseases creating mutant empires
/ post apocalyptic techs trees
/ global warming drastically worsening the already bad crop yields (deserts, oceans destroying coastal cities
/ natural catastrophes occurring
/ as you revert in technology, cultural borders shrink and animals and mutated animals become a concern
this is to simulate the lack of resources in post-oil society
the era of human history, which will be known as the age of oil, is drawing to ends end.
since capitalism is incapable of long - term planning, the change to post - oil era will be cataclysmic:
starvation, end of cities, collapse of the very fabric of human civilization, return to medieval way of life.
drastic reduction in population due to petty wars over food and water, famine, disease, pure weather conditions.
return to slavery, feudalism, vassalage, theocracy.
so suppose a scenario in game, some sort of earth map, civilizations in various stages of modern era, military equipment and diplomacy similar to todays.
suddenly we delete all the oil resources
how well would the game simulate what happened in real life?
take this as a peak oil scenario brainstorm
military
here the simulation is the closest.
+ supposedly, the most modern technology can be sustained on uranium. but most units would not be available.
- we would still be able to build modern infantry units. this would only be possible for some time, since the advanced methods would not be available. we would see return to rifleman, or even musket man
/ fix by all modern units requiring "manufacturing plant", that needs oil to run
/ suppose the civs have just enough oil for existing tanks and ships to still run
/ fix aircraft need oil
health and food
- here the simulation is failing drastically
/ oil is a key resource for modern food production. it fuels heavy machinery and advanced soil enrichments are made from it. oil by itself is responsible for 80% increase of food production.
/ fix remove biology bonus, supermarket needs oil
/ fix industrial era onward: all tiles -1food
/ fix oil +2 food per grassland/plains/floodplains tile for cities with access to oil (very artificial and cumbersome way to fix this, but I don´t have a better idea
/ fix population unhealthiness is 1.75x industrial onward. oils gives +6 health, more +4 with supermarket.
(oil works both ways. it does reduce the healthy environment, but also enables bigger life comfort, medicines, etc. when oil ends, you will have cleaner health, but you will also see that medical supplies and facilities collapsed, lower variety of food, more coal being burn, worse working and living conditions)
economy, trade, diplomacy
/ corporations cannot just make oil. corporations disabled or their function more aligned with the realism of the scenario
/ trade is drastically reduced.
/ some resources are valued more - rebalanced many buildings and units will suddenly require certain resources to be built at all ie: factory: coal, iron, copper. forge: copper, wood.
/ most buildings and units: wood or iron or copper
/ fix happiness in all cities "we remember pre-post-oil days": -20
/ fix all food sources happiness +2
/ fix starved desperate man revolting - create barbarian random gunpowder/me lee/archery units near city
/ fix unit maintenance *3
new resource: wood
/ all forests provide. units and buildings need various amounts of forests resources to be build
research
/ scientific victory for creating artificial oil (not by corp)
/ techs are "unlearned" if they are not utilized for x game turns. you can revert the industrial era maluses mentioned previously this way.
/fix all civilizations -5 modifier "it´s survival of the fittest now"
/ raging barbarians staging revolts and uprisings with leftover military technology
/ generals taking over unhappy and unhealthy cities
/ big empires being threatened by being split up
/ VC are reset. and updated:
(mission to IO for hydrogen fuel - space)
(one with new shape of things - cultural)
(artificial miracle - scientific)
(B.F.Skinner type utopia society - diplomatic)
(sustainable development: you have reverted to ancient era and survived 200 turns or won a time victory - you get more score each time you revert)
/ diseases creating mutant empires
/ post apocalyptic techs trees
/ global warming drastically worsening the already bad crop yields (deserts, oceans destroying coastal cities
/ natural catastrophes occurring
/ as you revert in technology, cultural borders shrink and animals and mutated animals become a concern
this is to simulate the lack of resources in post-oil society