It seems that just possessing one ironclad is enough to start generating CO2 even if it stays in harbour. Would it not make more sense to have units only generate CO2 when they actually move?
Which then sinks all coastal civilizations into the sea, much like how the American Civil War sank all of Florida and Cuba. RIP Cuba.It is pretty messed up that one Ironclad suddenly overwhelms the earth's ability to absorb carbon...
I mean, one Ironclad isn't really one Ironclad any more than one Infantry is a single guy. Also, this is a game. We're not going to get accurate climate simulations. Some abstraction is necessary and welcome. If the specific numbers are off, then sure, let's tweak them.
But, remember that the only things in the entire game that cause CO2 emissions are units that consume certain resources, power plants, and railroads. Railroads don't contribute much, which means that the other two categories have to contribute quite a bit for the whole climate change idea to work. No, it's not realistic. Neither is anything else in the game.
Realism isn't really the issue. It is just not very good as a game mechanic. The game simply discourages you from ever building coal-consuming units at all, rather than encouraging you to use them in moderation. Why have coal-powered power stations in the game at all, if there is such a big penalty to using them?
To break it, it had to work first. Culture and science accelerates too rapidly Later game, mainly due to CS.Dear Firaxis, you broke your game.
That's why you beeline to computer after industrialization and steel, suzerain that CS that allow you to purchase city central buildings with faith, and buy flood barriers for every city (160 faiths only each) and then you go to town with CO2.
Yes, I quite agree that there hardly was a point in this game's history where it was "unbroken".To break it, it had to work first.