AdvCiv has a global warming module which I think is amazing. I'll run it down briefly, (though just check the manual: https://github.com/f1rpo/AdvCiv/raw/master/manual.pdf):
- Every civ produces an arbitrary pollution value, based sick faces from population, buildings, power and apparently resources.
- Over time the pollution value builds up to a specific global warming marker. As it reaches and hits the global warming marker, negative events begin to occur in the form of certain tiles changing (tundra to grasslands, grasslands to plains, plains to desert, ice to ocean).
- This does have some minor unfortunate effects in that:
-- You can't replant trees seemingly, and taking actions like building recycling centres, adopting environmentalism and so on don't seem to significantly reduce pollution.
-- Because of this global warming is basically inevitable, half the map will be plains by 2020 and all desert by 2100.
I would love for this to be adapted to DoC, although with a few minor changes:
- Bump up the effect environmentalism and nature reserves have on keeping pollution down. To be fair, the inability to chop jungle as in vanilla will probably nullify the worst of the effects.
- Allow a global resolution to ban fossil fuels (coal+oil). This would cause mid-tier civs to be shat on and suddenly lose out on coal plants and so on, and maybe even get stuck in that era, but hey, why not? Of course advanced civs with aluminium and solar/hydro/nuclear power will quite happily be able to chug along.
- If we're really feeling adventurous, take a look at a more variable module that would allow for horsehocky like little cold ages/dark ages, so that parts of the central world belt might get a bit less inhabitable, and reflect some of the population disasters that many Dark Ages empires felt.
Anyway, after the code rework and the map rework are done, it would be awesome to have a working global warming module along with some sort of little ice age module.
- Every civ produces an arbitrary pollution value, based sick faces from population, buildings, power and apparently resources.
- Over time the pollution value builds up to a specific global warming marker. As it reaches and hits the global warming marker, negative events begin to occur in the form of certain tiles changing (tundra to grasslands, grasslands to plains, plains to desert, ice to ocean).
- This does have some minor unfortunate effects in that:
-- You can't replant trees seemingly, and taking actions like building recycling centres, adopting environmentalism and so on don't seem to significantly reduce pollution.
-- Because of this global warming is basically inevitable, half the map will be plains by 2020 and all desert by 2100.
I would love for this to be adapted to DoC, although with a few minor changes:
- Bump up the effect environmentalism and nature reserves have on keeping pollution down. To be fair, the inability to chop jungle as in vanilla will probably nullify the worst of the effects.
- Allow a global resolution to ban fossil fuels (coal+oil). This would cause mid-tier civs to be shat on and suddenly lose out on coal plants and so on, and maybe even get stuck in that era, but hey, why not? Of course advanced civs with aluminium and solar/hydro/nuclear power will quite happily be able to chug along.
- If we're really feeling adventurous, take a look at a more variable module that would allow for horsehocky like little cold ages/dark ages, so that parts of the central world belt might get a bit less inhabitable, and reflect some of the population disasters that many Dark Ages empires felt.
Anyway, after the code rework and the map rework are done, it would be awesome to have a working global warming module along with some sort of little ice age module.