CloneDavid
Chieftain
I have to start with a personal complaint on the directions of Civilization games took since Civ V, and thus the almost completely ignorance of large scale impact of any civilisation on the environment (be it good or bad). Perhaps the best game in Civ like games was Alpha Centauri, where one, with the technology, would be able to shape the lands, changing weather patterns, raise or lower sea levels, etc.
The dynamic maps of IV had long gone in V and VI, even Civ 1 had better and more interesting global changes in weather and environment.
But not all lost. I am not a modder, but I think there is a nice little way to create a mod centred around a decay, bad ecological impact - the setting is changeable, could be modern world, sci-fi, where Ice Age is coming, or Barsoom (Mars) with canal buildings, historical, like Greenland Viking settlers struggle to keep the food supply, or the collapse of Mayan civilisation.
The basic of the system is simple - Civ 6 has basically two technology tree, one is the hard science, the other one is society/social science. Now what if one of the science is replaced by "technologies" that gives negative impact on productions or costs of buildings, while the other is remaining a positive impact on the civilisation.
For example, let us talk about Barsoom now, with decadent city states trying to keep the canals intact, but in one technology tree there is something called Forgetting the Technology of creating Pumping Station (or any more fancy name), that basically reduces the amount of food sources on tiles as the water would not flow - and one has to - eventually - take this research (let us say you "research this techs with decay points, place anything else in this name, global warming, virus infection, etc). However with the positive research you could research techs that slows down your "yields" of "decay" points, slowing down your collapse, even counter some of that - for example - "Creating a Priesthood of Preserving Irrigation Technology" - which would raise cost in gold, or create unrest, but will keep the food yield the same. Perhaps it opens a "building" in city to counter this.
Now the nice thing you do have boosts in researches, so negative impacts could be modelled in the boosts. For example, we have a decaying setting where bio-research would go wrong and will take toll of the civilisations - now you can research biologically tailored viruses, but using them enough would gain a "boost" on "Creating the Ultimate Virus that Destroys the 99% of Population in Earth" technology, which would reduce drastically the populations in cities and perhaps give some negative yields too.
Not sure this is actually doable, but Civ V had something similar system in one of the official scenario of Rome's falling.
The dynamic maps of IV had long gone in V and VI, even Civ 1 had better and more interesting global changes in weather and environment.
But not all lost. I am not a modder, but I think there is a nice little way to create a mod centred around a decay, bad ecological impact - the setting is changeable, could be modern world, sci-fi, where Ice Age is coming, or Barsoom (Mars) with canal buildings, historical, like Greenland Viking settlers struggle to keep the food supply, or the collapse of Mayan civilisation.
The basic of the system is simple - Civ 6 has basically two technology tree, one is the hard science, the other one is society/social science. Now what if one of the science is replaced by "technologies" that gives negative impact on productions or costs of buildings, while the other is remaining a positive impact on the civilisation.
For example, let us talk about Barsoom now, with decadent city states trying to keep the canals intact, but in one technology tree there is something called Forgetting the Technology of creating Pumping Station (or any more fancy name), that basically reduces the amount of food sources on tiles as the water would not flow - and one has to - eventually - take this research (let us say you "research this techs with decay points, place anything else in this name, global warming, virus infection, etc). However with the positive research you could research techs that slows down your "yields" of "decay" points, slowing down your collapse, even counter some of that - for example - "Creating a Priesthood of Preserving Irrigation Technology" - which would raise cost in gold, or create unrest, but will keep the food yield the same. Perhaps it opens a "building" in city to counter this.
Now the nice thing you do have boosts in researches, so negative impacts could be modelled in the boosts. For example, we have a decaying setting where bio-research would go wrong and will take toll of the civilisations - now you can research biologically tailored viruses, but using them enough would gain a "boost" on "Creating the Ultimate Virus that Destroys the 99% of Population in Earth" technology, which would reduce drastically the populations in cities and perhaps give some negative yields too.
Not sure this is actually doable, but Civ V had something similar system in one of the official scenario of Rome's falling.