End of winter option

Alzara

Emperor
Joined
Jan 2, 2008
Messages
1,214
Location
Florida
Hey guys

Just wondering how the "end of winter" option affects resources at terrain etc. Is the entire world frozen at the beginning? How much is ice and how much is tundra? Also how long does it take to thaw?

Al
 
I don't think it effects resources at all, I think the the tundra and ice is applied after everything else. Most maps I have played with end of winter have most of the map ice, but the majority clears up within 100-200 turns. Often I've seen 2 or 3 spaces in my borders change in one turn once it really starts warming up. The main difference from normal play is that the start of the game is slower due to decreased production, and it's hard to guess where to place cities, since you don't know if an area will become desert or grassland until it's too late.
 
Would you suggest this as a play option? Or is it a bit restrictive?

Al
 
This is the entire code for this option:
Code:
		if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_THAW):
			iDesert = gc.getInfoTypeForString('TERRAIN_DESERT')
			iGrass = gc.getInfoTypeForString('TERRAIN_GRASS')
			iPlains = gc.getInfoTypeForString('TERRAIN_PLAINS')
			iSnow = gc.getInfoTypeForString('TERRAIN_SNOW')
			iTundra = gc.getInfoTypeForString('TERRAIN_TUNDRA')
			for i in range (CyMap().numPlots()):
				pPlot = CyMap().plotByIndex(i)
				if pPlot.getFeatureType() == -1:
					if pPlot.getImprovementType() == -1:
						if pPlot.isWater() == False:
							iTerrain = pPlot.getTerrainType()
							if iTerrain == iTundra:
								pPlot.setTempTerrainType(iSnow, CyGame().getSorenRandNum(90, "Bob") + 10)
							if iTerrain == iGrass:
								pPlot.setTempTerrainType(iTundra, CyGame().getSorenRandNum(90, "Bob") + 10)
							if iTerrain == iPlains:
								pPlot.setTempTerrainType(iTundra, CyGame().getSorenRandNum(90, "Bob") + 10)
							if iTerrain == iDesert:
								pPlot.setTempTerrainType(iPlains, CyGame().getSorenRandNum(90, "Bob") + 10)

As you can see, the thaw will not start at all for the first 10 turns, and all tiles will have reverted to their "true" form within 100 turns.



I used to always use this for thematic reasons, but I don't like it so much anymore; not because it is restrictive, but because it is really annoying when playing as the Lanun (I usually select to play as a random civ). Terraforming spells, including Pirates Cove, do not stop the terrain from reverting to its "true" form. The coves will turn land to water, upgrade, and then the tile will turn back to land and the pirates cove/port/harbor will be destroyed.

Also, since animals spawn based on terrain, this means you will gets lots of wolves and bears and fewer lions, tigers, or gorillas.
 
Hmm... that's actually quite simple. Thanks for the technicals Magister :)

Al
 
I don't like this option gamplay-wise because it slows down the start. For me, it's always a bit boring until almost all of the 1st or 2nd tier techs are discovered and there's not much to do (except for scouting) if you don't like war mongering.
If the cold temperature would last a longer maybe it would be more fun and balance the increased advancing speed a bit?
 
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