Global warming & inflation mod?

maxp779

Chieftain
Joined
Feb 21, 2011
Messages
42
Are there any mods to do something about global warming and inflation? I gather neither are capped in any way and eventually the world will turn into a giant desert with a high inflation rate.

Im currently playing a huge marathon continents game where theres been two nuclear wars and both continents look to be about 50-60% desert now and its getting worse every turn. At this rate myself and the AI will starve to death before the anyone gets wiped out :(
 
I was playing an epic RFC game as Spain where I had conquered ~60% of the world, with my only rivals being America and Mongolia. During one of my many many wars against Mongolia, we had a massive nuclear exchange. He had brought a 80 unit stack of doom into Iran, which I controlled, from the Kazakhstan area, and I had always kept at least 5 tactical nukes in all my border cities so that any SODs near me would get wiped out. I had moved a bunch of tactical nukes there in preperation for taking a city (once I had taken Samarkand I was going to stock it with nukes), and I decided to use one or two on the SOD. It turns out I accidentally had all 15 selected... lol. The SOD went bye-bye, and I was out of nukes. Now, at 2271 (when my game's files corrupted and I had to reinstall and lost all my saves :( ), there was more desert than regular terrain left.
 
The BUG, BAT, AND BULL Mods address Global Warming issues. Not exactly sure how they do it, but I have played multiple games well into the Future Era's with Nuclear exchanges, and haven't had a rampant problem with those mods.

You can check them out over in the ModPak Forum, which is also where you can get info on how they specifically address the question, and any other Mods that may address it. I don't know the details, but I do believe the general consensus was that Civ IV Global Warming was broke when it was released and attempts to fix it never amounted to a good work around.

As to inflation, I've never seen anything to alter it, though I am no expert. I would suggest searching the above forum, and it's FAQ thread to see if there are any Mods that address it.
 
Heres my continent after nuclear exchanges:

civ4screenshot0000d.jpg


It has seen better days :lol:

Those mods look great, i gather the BAT mod contains BUG and BULL as well yeah?
 
BUG itself is worked into a large number of Mods on this site, you will find it everywhere. It is a major informational assist, doesn't change anything about game play. BULL does quite a bit with Graphics and art work. And yes, BAT includes both. These descriptions are pretty basic, I would suggest a thorough reading of their features in the Mods section that is dedicated to those specific Mods. as that will provide you a much better understanding than my simple statements. I can tell you as a User of all of those Mods that they are all well worth it, well supported through this site, and will add major amounts of playability to the game.
 
Here is another approach, which is the one that I used. The following is a quote from a thread on the subject a couple of years ago by Roland Johansen. I used the CustomAssets approach, which he addresses in the last paragraph and is actually a separate quote in answer to me asking if it would work that way.


I've seen many discussion threads about global warming and I can't remember someone defending it as being a great mechanism to simulate real world global warming. However, there are quite a lot of players who just don't want to mod their game because they want to stick with the standard rules or because they don't have enough general computer knowledge. There are also quite a lot of players who have changed the global warming mechanisms. Usually a bad experience with the mechanism during a game is more convincing than someone describing the mechanism in theory.

It's quite easy to for instance remove global warming from the game. The file GlobalDefines.xml which exists for every version of the game (vanilla, Warlords and BTS) holds many parameters that effect the game. One of them is:

Code:
<Define>
<DefineName>GLOBAL_WARMING_PROB</DefineName>
<iDefineIntVal>20</iDefineIntVal>
</Define>
Changing the 20 to 0 removes global warming from the game.

The file is located in:
...\Civilization 4\Assets\XML
...\Civilization 4\Warlords\Assets\XML
...\Civilization 4\Beyond the Sword\Assets\XML

depending on the version of the game that you wish to change. It's preferable to create a tiny mod out of it than changing the original file(s). If you do change the original files, then make a backup of the file first so that you can revert back to the original files.


You can copy the file from the main game directory to a similar position in the customassets folder (so under the xml directory) and then change the 20 into 0 in that copied file to remove global warming. Files in the customassets directory are looked at first when the game is looking for game rules. It's not a real mod which I prefer but it's an easy way to do it and easily reversible.
 
In my mod, I've completely redesigned how global warming works (and changed a bunch of other things). I haven't changed the inflation rate though. It's true that inflation gets to be crazy-high late in the game, but I don't think it is bad for gameplay. Economies are usually very strong late in the game anyway. If inflation was modded to stay at a more realistic rate, some other costs would need to be increased to compensate.

I'm pretty sure the only change BUG mod make to global warming is to make the probability scale differently on different game speeds. (Which would help reduce warming a hell of a lot if you are playing on marathon.)
 
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