Caveman 2 Cosmos

And microwave powerplant (space solar collectors beaming down energy) :D
Any sufficiently high temperature malfunction can result in a meltdown. A "grey goo" rogue nanites scenario can also be described as one.

I don't really care either way. As long as the Atom Cult is foiled, by reinstating the mechanism and applying it to fission power stations.
 
Any sufficiently high temperature malfunction can result in a meltdown. A "grey goo" rogue nanites scenario can also be described as one.

I don't really care either way. As long as the Atom Cult is foiled, by reinstating the mechanism and applying it to fission power stations.
I don't get why you want it back, its basically punishing for you building that building. When it was in place I ignored all nuclear buildings. And there was never a clear indication of how often it was going to happen.
 
I don't get why you want it back, its basically punishing for you building that building. When it was in place I ignored all nuclear buildings. And there was never a clear indication of how often it was going to happen.
Me too, btw. Also, the same logic kind of applies to burning forests and events that cause your buildings to burn without the option to repay to have it back. I mean, in the beginning of the game the burn building event, or the event that kills population (like hurricane or monsoon) is just crippling, and you can't do anything to mitigate it. Same thing with burning forest -- you might have a lumbermill that produces hammers for you, or you have a forest that you use to implement a culture that gives you a certain unit, and next second it's gone. At the same time you have an event that allows you to pay to replant a forest, but when you lose it via the burn mechanic, you have to wait an unknown amount of turns to get it back.

I mean, for meltdowns there could've been like a "Disaster Patrol" unit that could deal with fallout, for exampe (there's a disaster robotics tech too, which could upgrade it). For forests there could be a Forester unit that helps replant burnt forests or something. Or perhaps there could be an option to throw money at it, just do something and not watch yourself get screwed without any options to come out of it unharmed...
 
Some comments regarding Lunar Rover:
1. It can be abused, it costs way less than the Satellite (9000 hammers), and it's quick to deploy, resulting in the ability to generate huge boosts of commerce.
2. On the Space Map Lunar Rovers also get deployed on a moon of an earth-like planet beyond the Kuiper Belt. That probably shouldn't happen.
3. When the rover is in the sphere of influence of other players, it can't do the explore mission (you have to leave the borders to explore). Maybe that's intended, but as for me it's kind of a buzzkill.

Due to 1, it's probably a good idea to put a national limit on these rovers (and the satellites too, since they could be abused, albeit they cost way more hammers). Other "probe units", like the interplanetary probe, or the shuttle, have a national limit.
 
Well, I had 88 cities, each having 2000+ air pollution, mid-Atomic era. I also build almost every building, because I play for fun :) (except for Maginot Line, and the buildings that remove trade routes). My income was 700k per turn, so I didn't mind spamming rangers to suppress pollution. It wasn't enough though, some cities still had ~500 pollution, until I researched Ecology and Recycling :)

I'm about to enter Information Era, but my playstyle is very specific (I build most of the buildings, and intentionally switch civics sometimes to build civic-specific buildings, like Grand Manors, Art Patronages etc). Would my save be helpful? If so, which exact thread should I post to?
Yes it would.

And this thread https://forums.civfanatics.com/threads/general-discussion-for-civics.617242/ is where I would like to collect them.
 
Some comments regarding Lunar Rover:
1. It can be abused, it costs way less than the Satellite (9000 hammers), and it's quick to deploy, resulting in the ability to generate huge boosts of commerce.
2. On the Space Map Lunar Rovers also get deployed on a moon of an earth-like planet beyond the Kuiper Belt. That probably shouldn't happen.
3. When the rover is in the sphere of influence of other players, it can't do the explore mission (you have to leave the borders to explore). Maybe that's intended, but as for me it's kind of a buzzkill.

Due to 1, it's probably a good idea to put a national limit on these rovers (and the satellites too, since they could be abused, albeit they cost way more hammers). Other "probe units", like the interplanetary probe, or the shuttle, have a national limit.
1. They are now national units. I'll increase their costs to match other space units buildable on Earth.
2 and 3 are bugs
2. is map design error - there never were supposed to be multiple earths and Moons.
3. is bug.

By the way all space units buildable on Earth now have same cost (three units weren't conforming this) - they all will be grouped together too if sorting by cost.
 
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Perhaps you have traits that make such an upgrade take so long with the intent that it basically won't ever upgrade under that trait.

That's it!
I have the Excessive trait and it has "-100% modifier to upgrade rate for Cottage, Hamlet", etc. Don't you think that is a little bit too much? Again leads to a lot of micromanagement. What about -90%?
 
2. is map design error - there never were supposed to be multiple earths and Moons.

Ah, that's too bad, I actually kinda liked the idea that there's a habitable planet in space, where "alien" civs develop on their own :) (but you could still make contact with them using Ishtar Gate / Marco Polo's Journey :D ).
 
Ah, that's too bad, I actually kinda liked the idea that there's a habitable planet in space, where "alien" civs develop on their own :) (but you could still make contact with them using Ishtar Gate / Marco Polo's Journey :D ).
Yeah, space zones have to be in strict layers.
So those Tiny sized maps needs to have their space zones reworked.

I don't really care either way. As long as the Atom Cult is foiled, by reinstating the mechanism and applying it to fission power stations.
Mechanism is here, but is currently unused - its simply too annoying.
Instead it should be some event, that you can prevent or at least repair all damage in single turn.

By the way did you build nuclear powerplants even if they had meltdown chances?
Only one nuclear powerplant had meltdown chance - earliest one.

I can add it back - being like 1 in 100 000, as there are multiple replacements for earliest nuclear plant.
EDIT: lowest chance is 1 in 1000.
I think setting <iNukeExplosionRand> to 1 means explosion chance of 1 in 1000.
No one will build this building though.
 
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Mechanism is here, but is currently unused - its simply too annoying.
Instead it should be some event, that you can prevent or at least repair all damage in single turn.

By the way did you build nuclear powerplants even if they had meltdown chances?
Only one nuclear powerplant had meltdown chance - earliest one.

I can add it back - being like 1 in 100 000, as there are multiple replacements for earliest nuclear plant.
You know hydroelectric dams have an unavoidable event that costs population? That Chemical Plants etc. ensure regular explosions? There is also the unavoidable "radioactive dust" "event" destroying improvements every other turn. Explain to me why nuclear power is singled out for rendering harmless.

I don't think I did build them, even without meltdowns they didn't seem worth it. Pollution is negative everywhere in this game, it might have been different if that wasn't the case.

Chernobyl and Fukushima still haven't been repaired. Unlike conventional explosions, dam bursts or earthquakes/eruptions/cyclones/tornados, nuclear can take (hundreds of) thousands of years to clean up, at least with current tech. It is unique in this regard. Rabaul (PNG) and Plymouth on Montserrat have been abandoned (due to eruptions), but they're not uninhabitable, or if they are, it's due to the risk of further events, not the "fallout" from the earlier one.

And it should be on all the nuclear plants, at least until a non-fantasy (don't get me started on Atompunk) tech kicks in to render them safer.
 
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You know hydroelectric dams have an unavoidable event that costs population? That Chemical Plants etc. ensure regular explosions? There is also the unavoidable "radioactive dust" "event" destroying improvements every other turn. Explain to me why nuclear power is singled out for rendering harmless.
Those are all optional - that is events can be turned off.
 
That's it!
I have the Excessive trait and it has "-100% modifier to upgrade rate for Cottage, Hamlet", etc. Don't you think that is a little bit too much? Again leads to a lot of micromanagement. What about -90%?
The idea is that if the micromanagement disturbs you - having to send out workers to upgrade those, then perhaps its not a good trait to pick. If it's not a drawback, then its not effective. There are other traits that can help to offset that penalty.
 
I moved meltdown chance tag to module - it exists as optional override now, that can be turned off in modules.
Destructive events should be optional thing.

Not sure if I used tag correctly though.
<iNukeExplosionRand>1</iNukeExplosionRand>
Does this mean explosion chance of 1 in 1000?

Text tooltip may be formatted weirdly.
 
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I moved meltdown chance tag to module - it exists as optional override now, that can be turned off in modules.
Destructive events should be optional thing.
We've been considering doing a game option for that kind of thing for a while now. Bad things happen.
 
Is that normally on?
I turned it on, and made sure that other things are off in it.
Spoiler :

Civ4BeyondSword 2020-04-23 21-19-04-25.png


If I put <iNukeExplosionRand>1000</iNukeExplosionRand> then this meltdown chance text says .1000% each round :p

Looks like really "1" means 1 per thousand.

Code:
void CvCity::doMeltdown()
{
    if (GC.getUSE_CAN_DO_MELTDOWN_CALLBACK() && Cy::call<bool>(PYGameModule, "doMeltdown", Cy::Args() << this))
    {
        return;
    }
    for (int iI = 0; iI < GC.getNumBuildingInfos(); iI++)
    {
        if (getNumBuilding((BuildingTypes)iI) > 0)
        {
            const int iOdds = GC.getBuildingInfo((BuildingTypes)iI).getNukeExplosionRand();

            if (iOdds > 0 && GC.getGame().getSorenRandNum(1000, "Meltdown!!!") < iOdds)
            {
                if (getNumRealBuilding((BuildingTypes)iI) > 0)
                {
                    setNumRealBuilding(((BuildingTypes)iI), 0);
                }
                plot()->nukeExplosion(1);
                {
                    MEMORY_TRACK_EXEMPT();
                    CvWString szBuffer = gDLL->getText("TXT_KEY_MISC_MELTDOWN_CITY", getNameKey());
                    AddDLLMessage(getOwner(), false, GC.getEVENT_MESSAGE_TIME(), szBuffer, "AS2D_MELTDOWN", MESSAGE_TYPE_MINOR_EVENT,
                        ARTFILEMGR.getInterfaceArtInfo("INTERFACE_UNHEALTHY_PERSON")->getPath(), (ColorTypes)GC.getInfoTypeForString("COLOR_RED"), getX(), getY(), true, true);
                }
                break;
            }
        }
    }
}
 
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I turned it on, and made sure that other things are off in it.

If I put <iNukeExplosionRand>1000</iNukeExplosionRand> then this meltdown chance text says .1000% each round :p
I wonder if the text is accurate on that. If you set it higher is it less chance or more? I could look at the code to make sure later. I'm not against making it a much lower chance than it was previously set to. I'm just against its absolute removal. I'm also not against making it possible to keep it out of your game if you turn off the module. That seems fair to me. Overall I think this is a good solution. At least until we batch up a bunch of this stuff into an option.
 
So meltdowns are on now, but they are toggleable? Will burning forests be toggleable too? Maybe other things?
@Toffer90: what do you think about making the likelihoods of the forest change events rely on globals that can be thereafter easily adjusted, not only by us as modders, but also then by those who are disrupted enough that they could try to find a balance that's more appealing to them if they were willing to take that step into the realm of the simplest modding? Could help us dial it in over time as well.
 
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