[GS] Gathering Storm General Discussion Thread

Also the dam might not be placed on a tile, which has only '1 side long' contact with the river. For graphical reasons: the generated sea has '2 side long' contact with the (original) river.

Edit: Yeah, '1 side long' contact = edge
 
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Rivers are qualities of hex edges. A hex may have 0, 1, 2, 3, 4, or even 5 of its hex edges given to a river, either the same river or several. Dams can only be constructed where the hex with the Dam has 2, 3, 4, or 5 of its edges a river.
 
Dams can only be constructed where the hex with the Dam has 2, 3, 4, or 5 of its edges a river.
Hope, it is not just implemented like this (isAdjacentRiver), because it has to be the same river. :)
 
Also the dam might not be placed on a tile, which has only '1 side long' contact with the river. For graphical reasons: the generated sea has '2 side long' contact with the (original) river.

Edit: Yeah, '1 side long' contact = edge

Pardon me for not keeping up with all the posting of GS Changes on all the Threads, but is there any indication that the sea or 'lake' behind the dam has any effects of its own?
I'm thinking of, obviously, a extra-efficient water source for irrigation or population, but also as a Tourism generator, as in the recreational facilities at places like Lake Mead...
 
Pardon me for not keeping up with all the posting of GS Changes on all the Threads, but is there any indication that the sea or 'lake' behind the dam has any effects of its own?
I'm thinking of, obviously, a extra-efficient water source for irrigation or population, but also as a Tourism generator, as in the recreational facilities at places like Lake Mead...

The reservoir is part of the dam. So the bonuses from the dam (housing and amenities) come primarily from the lovely lake behind the dam, logically. No one actively derives pleasure from a dam structure, except civil engineers. No one lives in a dam.
 
The reservoir is part of the dam. So the bonuses from the dam (housing and amenities) come primarily from the lovely lake behind the dam, logically. No one actively derives pleasure from a dam structure, except civil engineers. No one lives in a dam.
Beavers do.
I kind of wish beavers were a resource and they could be found on a natural dam. It would make sense with Canada being introduced.
 
I don't think beaver dams and their effects would be noticeable on the scale of the game map.

Pardon me for not keeping up with all the posting of GS Changes on all the Threads, but is there any indication that the sea or 'lake' behind the dam has any effects of its own?
I'm thinking of, obviously, a extra-efficient water source for irrigation or population, but also as a Tourism generator, as in the recreational facilities at places like Lake Mead...
The Dam creates Amenities and prevents Food loss during drought, so you could say that as a water source the effect of the reservoir are already modeled.
 
Actually, *pushes glasses up nose* beavers live in a lodge in the middle of the reservoir created by their dam.
Well I meant the district as a whole, dam and resovoir combined. Just like turtles live in a sewer. :mischief:
I don't think beaver dams and their effects would be noticeable on the scale of the game map.
Thats fine. I’d rather pandas and bamboo as a feature anyway.
 
With all the talk about the environment in GS - what are the chances that FXS will fall into Sweden's high recycling rate trap (because it's not technically true), and build one of the civ's uniques around that? Power generation and CO2 emission control seem to play nicely into it.
 
Like every human society, if another group was within warring distance they were at war with them at some point. ;) But Phoenicia was allied with Assyria and Babylon more often than they were at war, likewise with Egypt (especially in the case of Byblos).

Funny how when trading becomes a large part of your economy, you're more likely to find ways to keep the peace with your neighbours.
 
I don't think beaver dams and their effects would be noticeable on the scale of the game map.

Beaver dams and the ponds they directly produce, certainly aren't 'game scale' features, but Beavers also produce extensive wetlands ('Marsh') which would, I would think, be 'Tile scale' features. Besides, look what Firaxis lost: a resource that produces Ecological/terrain change as well as Amenities, and is related to Canada - shoulda been a NoBrainer for GS...

Strange that, isn't it? It's almost as if capitalism engenders peace and prosperity.

Except, of course, against capitalism's working class, which is mercilessly exploited.
Luckily, because it is nightmare of sociological, political, economic, and revolutionary interactions, and full of potential controversy, Civ VI does not try to model the 'social change' aspects of the Industrial Era, except in the most ephemeral fashion. I can live with that as a gamer...
 
Free-market capitalism. Protectionism, not so much.
Protectionism tends to be the policy of mercantilist or socialist systems. It's kind of the opposite of free market capitalism.

Except, of course, against capitalism's working class, which is mercilessly exploited.
Workers are paid for their labor, just like in any system, except capitalism has produced higher wages and more wealth for the working class, and on a much larger scale, than any other system. How is that "exploitation?"
 
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Protectionism tends to be the policy of mercantilist or socialist systems. It's kind of the opposite of free market capitalism.


Workers are paid for their labor, just like in any system, except capitalism has produced higher wages and more wealth for the working class, and on a much larger scale, than any other system. How is that "exploitation?"

No girl! You can still climb out of the rabbit-hole you're about to pull us in!!
 
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