irishhombre
King
Was the ability to build multiple wonders per turn removed?
yes, it was causing serious bugs.Was the ability to build multiple wonders per turn removed?
Lightning strikes in a dry area is the most common cause to have forest fires devastate an area. More so than man made fires, though not so by logging. Increased global heat increases the lightning induced fires and the effect they have but even when normal temperatures there's still a lot.For example, burnt forest in Taiga / Tundra / Permafrost seems really ridiculous (unless of course an asteroid fell there, only it didn't)
This is more my take - and if we can keep lumbermill type improvements from being removed it would also keep it from being as disturbing to play.Lightning strikes in a dry area is the most common cause to have forest fires devastate an area. More so than man made fires, though not so by logging. Increased global heat increases the lightning induced fires and the effect they have but even when normal temperatures there's still a lot.
The game could use a little less "full plot devastation" though, or at least have the burned forests bounce back to New and Normal forest a lot faster as after a natural forest fire new saplings do come back very fast again.
https://www.geospatialworld.net/blogs/lightning-cause-wildfires-reveal-study/
There's forest fires each year in Norway and Sweden, that's taiga terrain for the most part and it's just a small region of the earth map containing taiga terrain.Ok, the burnt forest code still works too often on eternity. I'm in classical era, and I got like 3 burnt forest tiles in the last ~50 turns, and what's even more irritating is that it's out of the player's control. It's kind of like the Global Warming mechanic, only that's being caused by abusing nukes and stuff, and here it just randomly destroys forests. I can just comment out the code in the python script so it stops doing that, correct? Perhaps, this feature could be made toggleable? For example, burnt forest in Taiga / Tundra / Permafrost seems really ridiculous (unless of course an asteroid fell there, only it didn't). If it had something to do with Flammability property, that would at least make it somewhat controllable, but it's still quite brutal in its effect.
Lumbermills aren't removed when the forest burn because currently burned forest is a valid feature to build the lumbermill in.This is more my take - and if we can keep lumbermill type improvements from being removed it would also keep it from being as disturbing to play.
In that case they could be switched to something like "Lumbermill on burnt forest" which quickly upgrades (one or two turbs adjusted) if worked to lumbermill and have the onImprovementBuilt function cause the burnt forest with a normal forest.Lumbermills aren't removed when the forest burn because currently burned forest is a valid feature to build the lumbermill in.
Lightning strikes in a dry area is the most common cause to have forest fires devastate an area. More so than man made fires, though not so by logging. Increased global heat increases the lightning induced fires and the effect they have but even when normal temperatures there's still a lot.
The game could use a little less "full plot devastation" though, or at least have the burned forests bounce back to New and Normal forest a lot faster as after a natural forest fire new saplings do come back very fast again.
https://www.geospatialworld.net/blogs/lightning-cause-wildfires-reveal-study/
Yeah, I saw the code update, but on Eternity with the number of turns you have I'm still getting a burned forest every ~10 turns or so (during Classical Era). Maybe it's due to me having the "new random seed on reload", I'm not sure, but it feels like it's too often.P.S. Woodland cycle mechanic reduce its activity quite a lot per era advancement
Lumbermills aren't removed when the forest burn because currently burned forest is a valid feature to build the lumbermill in.
Interesting, something to look into later.Also, lumberjacks do get destroyed after a forest fire, but only on bonus tiles, namely, apples and hemp.
OK, I think I did change the rule that we got from AND that improvements are always destroyed if the plot's improvements change. Must have because if the improvement upgrade causes it, the improvement isn't destroyed then either.Lumbermills aren't removed when the forest burn because currently burned forest is a valid feature to build the lumbermill in.
Why? To represent a less effective Lumbermill? I mean the plot itself lost some base yields. Slashed and burned forests are usually rapidly growing areas and also it usually doesn't wipe out an entire tile's worth of terrain in a given fire so I'm not thinking it should be necessary to depower the lumbermill. SOME fires will alter the landscape nearly permanently, sure, but I think we still have events that account for those?In that case they could be switched to something like "Lumbermill on burnt forest" which quickly upgrades (one or two turbs adjusted) if worked to lumbermill and have the onImprovementBuilt function cause the burnt forest with a normal forest.
Well that shows I did not explain it very well. No nothing to do with the improvement but to make the forest regrow. The improvement itself has the same values exactly but by making it upgrade to the normal lumbermill after some time representing the fact that the lumbermill owners would work to get the forest back. Leaving it to random events may mean that it never regrows.Why? To represent a less effective Lumbermill? I mean the plot itself lost some base yields. Slashed and burned forests are usually rapidly growing areas and also it usually doesn't wipe out an entire tile's worth of terrain in a given fire so I'm not thinking it should be necessary to depower the lumbermill. SOME fires will alter the landscape nearly permanently, sure, but I think we still have events that account for those?
It's not done by events, at least not through the event system. IIRC, from my chats with Toffer, it's done as a random chance every round. IMO, if it's not set up to have an increasing likelihood every round of becoming a new forest from a burnt one then it should. The city working the tile should have nothing to do with it. Replanting would be something that worker units can actively be sent to do.Well that shows I did not explain it very well. No nothing to do with the improvement but to make the forest regrow. The improvement itself has the same values exactly but by making it upgrade to the normal lumbermill after some time representing the fact that the lumbermill owners would work to get the forest back. Leaving it to random events may mean that it never regrows.
Part of my whole problem with burnt forest is that you need two. One for a normal forest fire which only takes a year to regrow and one for a sever forest fire which can take twenty to fifty years to regrow. I live in Australia but this applies to other dry places also.
Don't forget that there are three types of events when talking modding and playingIt's not done by events, at least not through the event system. IIRC, from my chats with Toffer, it's done as a random chance every round. IMO, if it's not set up to have an increasing likelihood every round of becoming a new forest from a burnt one then it should. The city working the tile should have nothing to do with it. Replanting would be something that worker units can actively be sent to do.
Features are not improvements. Two entirely different definitions of items that can be defined on a plot. A forest is not an improvement but a feature. Features can be terraformed directly by worker actions and this is a step in the direction of having some defined dynamics for features to go through natural changes.So how do the other improvements upgrade? Are we now going to have to manually do it by assigning workers?
We do have a forest fire event in addition to the woodland cycle mechanic atm.Like many others I dislike that Burnt Forest is not an event in Event Infos especially as there is such an event but it does not cause burnt forests to appear if you don't mitigate it.