Better Disasters mod - does this exist?

HiRezAudio

Prince
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Dec 29, 2007
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Is there a 'Disasters' mod that can do the following, please?
1 - Adds Earthquakes, Tornadoes & Tsunamis?
2 - Removes the ridiculous CO2 causing insane flooding mechanic?
 
Is there a 'Disasters' mod that can do the following, please?
1 - Adds Earthquakes, Tornadoes & Tsunamis?
2 - Removes the ridiculous CO2 causing insane flooding mechanic?
Tornadoes are already in the game AFAIK.
 
Doesn't remove global warming entirely, but the Take Your Time Ultimate mod on Steam can set the triggers to such a high level that they don't fire.
 
Tornadoes are already in the game AFAIK.
Well, Duh! How thick am I!!
Of course, you are correct - I just got Tornadoed in my last game - the equivalent of an F5 slammed through my 2 main cities.
What gets me about damage like that (5 districts levelled across 2 cities) was how easily the damage was repaired though. Yes, it was very annoying (Harbour, IZ & Campus flattened on one, Harbour & Campus flattened on the other) but it was not that bad, all things considered.

Doesn't remove global warming entirely, but the Take Your Time Ultimate mod on Steam can set the triggers to such a high level that they don't fire.
Thanks for the tip - I will check that one out.
Does it add the Tsunami & Earthquakes? seems to me that between those 2, they have each killed a lot more people & infrastructure than Tornadoes & Volcanoes combined (excepting Supervolcanoes, but there hasn't been one of those for over 50,000 years (Lake Toba, IIRC)

Thanks again, guys.
 
Okay, I've had a look at that Mod and whilst it looks very interesting, it's not what I am looking for.
Let me try to explain in more detail (I will have to tiptoe around this or I will end up in Forum Jail for 'misinformation' or something - I kid you not, I have had posts deleted on another game forum for questioning their CO2 mechanics that claim emitted CO2 takles 'Hundreds to Thousands of years' to break down naturally - the reality is that it's about 3 1/2 years, exactly the same as Natural CO2 and I have the published paper to prove it)
But I digress, so onwards. Hopefully someone who can write Mods will get inspired to do something with the ideas below:

1. In one of the game modes we get Solar Flares late in the game. This should be in the main game too - we expect a Carrington level event every 100-150 years (X50), with a Superflare every 1,000-1500 years (X700+ - the so-called 'Charlemagne event') and the Sun can fire X1,000+ according to the latest information based on other observed G-Type stars. It only really matters if Electricity is in use, though.
2. We simply don''t have Earthquakes at all. Once you get to Magnitude 6 and above at a shallow depth (10-20km) these should cause damage & population loss on a logarithmic scale. Deep quakes cause almost no damage, so we can take a Mag 7 and above if it occurs at 500km depth (not uncommon, although Mag 5/6 are more common at those depths than Mag 7) with no surface damage worth speaking of. It's always the shallow ones that are the problem.
Sea Quakes will also cause a Tsunami if it is the right sort of Quake, and these can be massively dangerous because of liquefaction at the surface. One will come in the US Northwest at some time (probably sooner rather than later) that will be truly catastrophic.
We need Earthquakes in the Disasters list.
3. Pandemics - and I mean like the Spanish Flu, or the Black Death - not the nonsense that got called a pandemic recently, but one that wipes out large numbers of population. The Black Death in Europe during the 13th/14th century was appalling - there is even a scenario around this, so the mechanics are already in place and just need modding into the main game.

I would do this myself but I am not technically proficient enough to do this.
 
(I will have to tiptoe around this or I will end up in Forum Jail for 'misinformation' or something - I kid you not, I have had posts deleted on another game forum for questioning their CO2 mechanics that claim emitted CO2 takles 'Hundreds to Thousands of years' to break down naturally - the reality is that it's about 3 1/2 years, exactly the same as Natural CO2 and I have the published paper to prove it)
You'd be getting posts deleted for misinformation because you're spreading misinformation, I'd imagine. There are natural processes that take only several years to decompose CO2, but these are limited in the amount of carbon they process - resulting in 10%+ of all emitted carbon lasting for thousands of years, and the likely median (not mean - mean is skewed dramatically by the thousand+ year processes) CO2 lifetime is somewhere between 100 and 400 years, depending on how you model these competing reactions. This is all well-understood and acknowledged by all serious scientists in the field - having a single published paper that argues against it is fairly pathetic proof, especially given how easy it is to get dodgy science published in some journals (source: I'm actively working as a scientist). Soft climate change denialism like this is really rather sad to still be seeing in 2023.
 
You'd be getting posts deleted for misinformation because you're spreading misinformation, I'd imagine. There are natural processes that take only several years to decompose CO2, but these are limited in the amount of carbon they process - resulting in 10%+ of all emitted carbon lasting for thousands of years, and the likely median (not mean - mean is skewed dramatically by the thousand+ year processes) CO2 lifetime is somewhere between 100 and 400 years, depending on how you model these competing reactions. This is all well-understood and acknowledged by all serious scientists in the field - having a single published paper that argues against it is fairly pathetic proof, especially given how easy it is to get dodgy science published in some journals (source: I'm actively working as a scientist). Soft climate change denialism like this is really rather sad to still be seeing in 2023.
I'm not going to bite, as these days having a different opinion is called 'Disinformation' and forbidden. That is the kind of mad world we live in.
There are more than just one single paper, but to the alarmists this does not matter, any more than the fact that not a single one of their alarmist predictions has EVER come to pass either, but hey - it's all settled, and there is a consensus.
Newsflash - you do not do science by consensus. It takes one person to be right, not a claimed '97%' (also BS, but nobody will listen).

The biggest lie of all is that phrase 'Climate Change' as it implies the climate has ever been stable, which it hasn't.
We live on a planet that is usually glacial, with warm interludes for about 10% of the time.
But I had better stop or I will get banned, as there are no discussions allowed - comply or be cancelled.
 
Moderator Action: If you wish to discuss the climate change mechanics contained within Civ6, that is fine. A general discussion of climate change is not a topic for the game forum, please take it to the Off Topic forum.
 
Hopefully someone who can write Mods will get inspired to do something with the ideas below:
Ideas are the easiest part of modding. Most modders have too many ideas of their own to reasonably implement all of them, much less take on requests.

I would do this myself but I am not technically proficient enough to do this.
No one is it at first, but we can all learn :) If you want to see any of that done, you'll have to learn and do it yourself.
 
I see this sort of request commonly since a lot of the games I play are reality-based, either in historical reality or in sci-fi that's fairly closely inspired by science. There's a continual demand for more realism, and the problem is that strategy games aren't history simulators. They're games. They're glorified mathematical models, if you think about it. These all have to be balanced around what is fun for the player.

Most 4X style turn-based games have some map tiles that are better than others, so you really feel like you're pressed to reroll until the map generator gives you "good land" to give you the best chance to win. Civ 6 has implemented a number of features specifically designed to try and make it so wherever you start has the potential to be "good land" if you play it well. In Civ 6, the disasters are (usually) set up so that it is a risk-reward calculation. You may settle in a disaster prone area like a floodplain or at the foot of a volcano. You'll get the benefit of some great tile yields for doing it, but it comes at a cost of having random events occur that kill off your population and damage your city. It could be very good land or very bad land if those zones are particularly active, but that adds to the fun.

One of my peeves about that design is things like tornadoes and droughts which are not marked on the map so you can't see that the areas are risky, disaster-prone regions. Further, these particular disasters only work one way, as a penalty. While they're certainly real and realistic, they don't have the same mechanical balance in the game that makes them interesting and engaging for the player. Adding things like earthquakes or solar flares would create the same problems. These don't add anything strategically interesting to the game, only frustration at the randomness of a penalty. I think the discussion on new disasters should consider the risk-reward trade-off and find ways to make those disaster pay off somehow so that a player might actually want to take the risk. If earthquake prone zones were also geologic hotspots where you might see geologic fissure tiles form, giving you a source of late-game electricity, that might be an adequate incentive, though you'd like to see something earlier in the game too, honestly.

As for the climate change mechanic, I'm going to have to respect the mods and not chime in on the scientific non-debate/browbeating. It's not a debate when only one side is allowed to speak freely anyway. But the mechanic is modeled after the theory so I have to at least acknowledge that in this post. The theory, as it is implemented in the game, is that CO2 is only caused by humans burning fossil fuels, never by natural sources. It acts as a global thermostat and disaster accelerator, but only in one direction: worse. If you use carbon capture to reduce CO2 to below baseline, you will not cause global cooling, sea level fall, or expansion of polar ice. You cannot reverse the warming. You cannot cause an ice age. The same is true of the deforestation multiplier. You cannot reverse it by planting forests. This makes the mechanic incredibly frustrating. It's a penalty with no counterplay except to completely avoid your tier 3 IZ building and never use a modern military. More than that, this penalty applies to you even if other players do take advantage of those things. They'll flood your land and cause you more disasters and there's no counterplay to this. You can't use diplomacy to stop it. You can't out-tech it to get to a near future economy and military that aren't subject to the penalty. The model in the game is an expression of the political theory, not any sound scientific theory, and it's not fun to play with because, like our penalty-only disasters, there's nothing strategic about it.
 
In the Steam Workshop, user JNR has a series of mods called JNR's Climate Balance. Check that one out. The only mods I really use from that are the slower global warming mods. There are three of them 1.5x slower, 2x, and 3x. You can use just one, all three, or a combination. I find the 1.5x&3x combo works best. I still have warming, but it's laaaaaaate in the game, so you won't have massive coastal flooding the first turn you enter the Industrial Age. If you just want to get rid of the global warming, but want to keep disasters on, use all three. You'll never see any effects if you do that.
 
I would like a mod that mitigates fertility loss. I settled a volcanic natural wonder that was my cash cow, and a single turn of a hurricane removed 17 yield:(
 
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