Global Warming

IrishDragon

Legend
Joined
Mar 1, 2006
Messages
519
I know most games end before global warming really kicks in (unfortunately imo), but I think some improvements can be made to global warming that would improve the game.
First, from K-mod:

In standard BtS, global warming is a bit of a joke. It is triggered by the wrong things, you can't really do much to prevent it, and it hits the world in a harsh and unintuitive way. I've completely changed it.

In short, it works like this:
Every point of unhealthiness is counted across the world. If this total is more than some threshold amount then global warming becomes possible, and the likelihood increases as long as the unhealthiness total is above the threshold. There is an environmental advisor which can tell you all the details (on the same screen as the financial advisor).

When global warming strikes, it no longer removes the tile improvement, and it doesn't turn the tile straight into desert, so each strike is far less severe than in original BtS. Also, global warming is more likely to strike cold tiles before hot tiles. eg. The ice caps are likely to melt before your plains get turned into desert.

Positive healthiness (eg. from hospitals) does not reduce the global warming pollution, but a environmentalism and public transport have been changed so that they do reduce unhealthiness rather than increase healthiness.

As global warming becomes more likely, civilizations start to get a happiness penalty which is based on their relative contribution to global pollution.

In standard BtS global warming typically either did nothing, or it completely trashed the world; by contrast, global warming in K-Mod will not trash the world - at least not before someone wins the game - but the effects of global warming will ramp-up towards the end of the game, giving a kind of sense of urgency and tension, this helps build up to a _climactic finish_ at the end of the game.

Secondly, in civs in abundence, jarkov included a mod which temporarily opened up Greenland to settling during the middle ages. Don't see the harm in doing this and giving the Vikings the possibility of settling a city there every now and then, and its already included in the Viking stability maps

Also, in k-mod, the op claims that he has got the ai to run twice as fast; from version 1.05 of his changelog he says ' Fixed a major performance problem in the original BtS code. The AI's turns will now take around half the time they took before. ie. The AI is now 100% faster.' Doesn't say what the bug is, but might be well worth looking into if it isn't already fixed here.
 
Yeah, I'm aware of K-Mod.
 
Actually, Viking settlement of Greenland may or may not open up the possibility of denying conquerors to anyone who wants them through the accidental Work Boat nonsense. I advocate opening it up to settlement, but delaying it until the Industrial Age.
 
Why don't change the Viking UP to be able to cross ocean before Astronomy, but takes 1-2 movement each turn to prevent over-exploration (instead 1/2, IIRC cmiiw)
Then their UU changed to something enable them to give bonus for raze and pillage cities from the sea.. Their UU should be something sea-related, I think.
Neither Berserker nor Huscarl walking through the Blackforest~
 
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