- Joined
- Apr 11, 2011
- Messages
- 11,902
I just looked in random events.xml and there are deforestation modifiers
Deforestation of 10% = -1 point per turn
25% = 1
40% = 3
100% = 5
More importantly there are deforestation modifies to co2
Max average deforestation = 0.0 gives -20% CO2 modifier
1.0 = 0%
2.0 = 10%
3.0 = 30%
5.0 = 50%
It looks like the 2 go together, if so...Something like...
0-9% average deforestation gives a -20% CO2 modifier
10-24% gives 0%
26-39% gives 10%
40-49% gives 30%
50%+ gives a 50%
If you are wanting to work out the effects of other things accurately I guess you need to set these to 0 including the -20% at the start.
Maps.xml does hint that temp and CO2 are the same thing, is there a reason they may not be?
So each civ needs to accumulate 250,000 CO2 points to cause a rise, on average.
When 10% of the world is deforested carbon emission will increase by 20%
Uranium still CO2’s, just 17 times less than coal so if there are lots of GDR’s things will still get heated.
Good stuff.
Deforestation of 10% = -1 point per turn
25% = 1
40% = 3
100% = 5
More importantly there are deforestation modifies to co2
Max average deforestation = 0.0 gives -20% CO2 modifier
1.0 = 0%
2.0 = 10%
3.0 = 30%
5.0 = 50%
It looks like the 2 go together, if so...Something like...
0-9% average deforestation gives a -20% CO2 modifier
10-24% gives 0%
26-39% gives 10%
40-49% gives 30%
50%+ gives a 50%
If you are wanting to work out the effects of other things accurately I guess you need to set these to 0 including the -20% at the start.
Maps.xml does hint that temp and CO2 are the same thing, is there a reason they may not be?
So each civ needs to accumulate 250,000 CO2 points to cause a rise, on average.
When 10% of the world is deforested carbon emission will increase by 20%
Uranium still CO2’s, just 17 times less than coal so if there are lots of GDR’s things will still get heated.
Good stuff.
Last edited: