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- Apr 11, 2011
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I am writing up a Global warming guide though so welcome any thoughts or input.
One question on that, let’s say we have volcanoes saying 40% active and number of megacolossal per game = 5 how do you think that works?
It is not a thread for how it could be made better. Will update what I have here
Global Warming
Global warming is affected by using the resources Coal, Oil and uranium.
It is also affected by deforestation.
Deforestation
Note: deforestation is not fully tested and includes some assumptions.
Deforestation is the removal of forests and jungle from the map. The % of the map deforested is calculated at the end of each turn and applied to the carbon footprint produced for that turn.
Deforestation levels are as follows
0-9% deforested = -20% carbon footprint
10-24% deforested = 0% carbon footprint
26-39% deforested = +10% carbon footprint
40-49% deforested = +30% carbon footprint
50%+ deforested = 50% carbon footprint
Resource Use
When you build a unit that requires Coal, Oil or uranium that resource is applied to global warming.
At the end of each turn, the amount of Coal, Oil and uranium used to maintain units is applied to global warming.
After Unit maintenance is assessed and resources removed power plant resource usage is calculated.
Resource Effect on Global Warming
Each unit of resource produces an effect on global warming called its CO2 footprint.
This footprint is calculated for each resource using the formula
number_of_resoure_used * KW/H_of_Resource * Co2_of_resource / 1000 = CO2_footprint
Each unit of coal is 4(KW) * 820(CO2) / 1000 = 3.28 carbon
Each unit of olis is 49KW) * 490(CO2) / 1000 = 1.96 carbon
Each unit of Uranium is 16(KW) * 48(CO2) / 1000 = 0.768 carbon
Climate Change
Climate change has 7 phases, 8 if you consider the start oif the game as phase 0 with no change.
Climate Change increases the sea level, melfts ice and also increases the chance of natural disasters occurring.
Sea levels rise in two stages, flooded and submerged.
rise1 severity1 iceloss10 climatechangepoints3
rise2 severity2 iceloss20 climatechangepoints4
rise3 severity3 iceloss30 climatechangepoints5
rise4 severity4 iceloss40 climatechangepoints6
rise5 severity5 iceloss55 climatechangepoints7
rise6 severity6 iceloss70 climatechangepoints8
rise7 severity7 iceloss85 climatechangepoints9
Each 1000 carbon gives 1 climate change point
A climate setting in the game of 102 gives 1 climate change point
Natural disasters
All disasters increase in chance by 20% per degree of temerature rise.
1 Meter Coastal Lowlands flood at rise2 and submerge at Rise 4
2 Meter Coastal Lowlands flood at rise3 and submerge at Rise 6
3 Meter Coastal Lowlands flood at rise5 and submerge at Rise 7
Realism Settings
When you start a game you have a realism setting from 0-4
0 MINIMAL
1 climate change point is applied at the start of the game
45% of volcanoes are active at a time and eruptions damage 1 tile
1 LIGHT
1 climate change point is applied at the start of the game
60% of volcanoes are active at a time and eruptions damage 1 tile
2 MODERATE
1 climate change point is applied at the start of the game
70% of volcanoes are active at a time and eruptions damage 1 tile
3 HEAVY
1 climate change point is applied at the start of the game
80% of volcanoes are active at a time and eruptions damage up to 2 tiles
4 HYPERREAL
2 climate change points are applied at the start of the game
95% of volcanoes are active at a time and eruptions damage up to 2 tiles
Carbon Recapture
A carbon recapture project is possible after discovering Global Warming Mitigation civic and must be run from an undustrial zone.
Upon completion of the project it reduces the lifetime carbon emissions of that civilization by 50 carbon. You can have more than one carbon recapture project at a time.
A Carbon Recapture projects costs 400 production.
Volcanoes
Volanoes can be in the states dormant, active or erupting. There is a % chance of a dormant volcanoe becoming active, once active it will eventually erupt.
An erupting volcano may pillage or remove improvements, can damage fortifications, garrisons, and can cause population loss. Wonders are not affected by volcanoes.
When a volcanoe erupts it can also enrich tiles with food, production, science and culture.
The volcanoes Kilimanjaro and Vesuvius have specific settings in the game.
Realism settings 3-4 allow volcanoes to have a two tile radius of potential effect rather than 1.
Floods
Floods mat occur on aqny times adjacent to any river
An flood may pillage or remove improvements, can damage fortifications, garrisons, and can cause population loss. Wonders are not affected by volcanoes.
You can prevent flooding by byuilding a dam but each river can only have one dam.
The Great Bath wonder will also prevent flooding.
When a river floods it can also enrich tiles with food, production, science and culture.
Storms
Various storms affect different areas of the map
All storms may pillage or remove improvements, can damage fortifications, garrisons, and can cause population loss. Wonders are not affected by storms.
Blizzards
occur in snow or tundra
Significant blizzards affect 7 tiles
Crippling blizzards affect 19 tiles
Sandstorms
Occur in deserts
Gradient sandstorms affect 3 tiles
Habob sandstorms affect 7 tiles
When sandstorms have passed there is a chance they have increased food or production.
Tornadoes
Occur in plains and grassland
Family tornadoes affect only a single tile
Outbreak tornadoes affect 3 tiles
Hurricanes
Occur only in ocean
Category 4 hurricanes affect 7 tiles in a circle
Category 5 hurricances affect 19 tiles in a circle
After a hurricane has passed there is a chance affected tiles have increased food or production.
Droughts
Droughts occur in plains and grassland and will be centered on a tile with at least 4 adjacent plains or grassland tiles that do not have a feature but they may extend to larger areas.
A drought will affect food yields in affected tiles by 1 while the drought is occurring.
All farms, camps, plantations, pastures, Mekewap, outback stations, and cahokia mounds will be pillaged and there is a chance they will be removed by extreme drought.
A city with an aqueduct, dam, bnath district or stepwell will not suffer the -1 food but will be affected by other effects.
Improvements cannot be rebuilt or replaces wihile the drought is still occurring
Major drought lasts for 5 turns
Extreme drought lasts for 10 turns.
Disaster occurrence
It is unknown precisely how these work but here are the settings
One question on that, let’s say we have volcanoes saying 40% active and number of megacolossal per game = 5 how do you think that works?
It is not a thread for how it could be made better. Will update what I have here
Global Warming
Global warming is affected by using the resources Coal, Oil and uranium.
It is also affected by deforestation.
Deforestation
Note: deforestation is not fully tested and includes some assumptions.
Deforestation is the removal of forests and jungle from the map. The % of the map deforested is calculated at the end of each turn and applied to the carbon footprint produced for that turn.
Deforestation levels are as follows
0-9% deforested = -20% carbon footprint
10-24% deforested = 0% carbon footprint
26-39% deforested = +10% carbon footprint
40-49% deforested = +30% carbon footprint
50%+ deforested = 50% carbon footprint
Resource Use
When you build a unit that requires Coal, Oil or uranium that resource is applied to global warming.
At the end of each turn, the amount of Coal, Oil and uranium used to maintain units is applied to global warming.
After Unit maintenance is assessed and resources removed power plant resource usage is calculated.
Resource Effect on Global Warming
Each unit of resource produces an effect on global warming called its CO2 footprint.
This footprint is calculated for each resource using the formula
number_of_resoure_used * KW/H_of_Resource * Co2_of_resource / 1000 = CO2_footprint
Each unit of coal is 4(KW) * 820(CO2) / 1000 = 3.28 carbon
Each unit of olis is 49KW) * 490(CO2) / 1000 = 1.96 carbon
Each unit of Uranium is 16(KW) * 48(CO2) / 1000 = 0.768 carbon
Climate Change
Climate change has 7 phases, 8 if you consider the start oif the game as phase 0 with no change.
Climate Change increases the sea level, melfts ice and also increases the chance of natural disasters occurring.
Sea levels rise in two stages, flooded and submerged.
rise1 severity1 iceloss10 climatechangepoints3
rise2 severity2 iceloss20 climatechangepoints4
rise3 severity3 iceloss30 climatechangepoints5
rise4 severity4 iceloss40 climatechangepoints6
rise5 severity5 iceloss55 climatechangepoints7
rise6 severity6 iceloss70 climatechangepoints8
rise7 severity7 iceloss85 climatechangepoints9
Each 1000 carbon gives 1 climate change point
A climate setting in the game of 102 gives 1 climate change point
Natural disasters
All disasters increase in chance by 20% per degree of temerature rise.
1 Meter Coastal Lowlands flood at rise2 and submerge at Rise 4
2 Meter Coastal Lowlands flood at rise3 and submerge at Rise 6
3 Meter Coastal Lowlands flood at rise5 and submerge at Rise 7
Realism Settings
When you start a game you have a realism setting from 0-4
0 MINIMAL
1 climate change point is applied at the start of the game
45% of volcanoes are active at a time and eruptions damage 1 tile
1 LIGHT
1 climate change point is applied at the start of the game
60% of volcanoes are active at a time and eruptions damage 1 tile
2 MODERATE
1 climate change point is applied at the start of the game
70% of volcanoes are active at a time and eruptions damage 1 tile
3 HEAVY
1 climate change point is applied at the start of the game
80% of volcanoes are active at a time and eruptions damage up to 2 tiles
4 HYPERREAL
2 climate change points are applied at the start of the game
95% of volcanoes are active at a time and eruptions damage up to 2 tiles
Carbon Recapture
A carbon recapture project is possible after discovering Global Warming Mitigation civic and must be run from an undustrial zone.
Upon completion of the project it reduces the lifetime carbon emissions of that civilization by 50 carbon. You can have more than one carbon recapture project at a time.
A Carbon Recapture projects costs 400 production.
Volcanoes
Volanoes can be in the states dormant, active or erupting. There is a % chance of a dormant volcanoe becoming active, once active it will eventually erupt.
An erupting volcano may pillage or remove improvements, can damage fortifications, garrisons, and can cause population loss. Wonders are not affected by volcanoes.
When a volcanoe erupts it can also enrich tiles with food, production, science and culture.
The volcanoes Kilimanjaro and Vesuvius have specific settings in the game.
Realism settings 3-4 allow volcanoes to have a two tile radius of potential effect rather than 1.
Floods
Floods mat occur on aqny times adjacent to any river
An flood may pillage or remove improvements, can damage fortifications, garrisons, and can cause population loss. Wonders are not affected by volcanoes.
You can prevent flooding by byuilding a dam but each river can only have one dam.
The Great Bath wonder will also prevent flooding.
When a river floods it can also enrich tiles with food, production, science and culture.
Storms
Various storms affect different areas of the map
All storms may pillage or remove improvements, can damage fortifications, garrisons, and can cause population loss. Wonders are not affected by storms.
Blizzards
occur in snow or tundra
Significant blizzards affect 7 tiles
Crippling blizzards affect 19 tiles
Sandstorms
Occur in deserts
Gradient sandstorms affect 3 tiles
Habob sandstorms affect 7 tiles
When sandstorms have passed there is a chance they have increased food or production.
Tornadoes
Occur in plains and grassland
Family tornadoes affect only a single tile
Outbreak tornadoes affect 3 tiles
Hurricanes
Occur only in ocean
Category 4 hurricanes affect 7 tiles in a circle
Category 5 hurricances affect 19 tiles in a circle
After a hurricane has passed there is a chance affected tiles have increased food or production.
Droughts
Droughts occur in plains and grassland and will be centered on a tile with at least 4 adjacent plains or grassland tiles that do not have a feature but they may extend to larger areas.
A drought will affect food yields in affected tiles by 1 while the drought is occurring.
All farms, camps, plantations, pastures, Mekewap, outback stations, and cahokia mounds will be pillaged and there is a chance they will be removed by extreme drought.
A city with an aqueduct, dam, bnath district or stepwell will not suffer the -1 food but will be affected by other effects.
Improvements cannot be rebuilt or replaces wihile the drought is still occurring
Major drought lasts for 5 turns
Extreme drought lasts for 10 turns.
Disaster occurrence
It is unknown precisely how these work but here are the settings
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