Hello
Anyone knows if the global warming was removed from the mod?
I didn't notice any effect of it, except for the radioactive dust that spawns randomly on tiles.
Really?I haven't made it to that segment of the game in some time, but from what I remember the 'desert-ification' of tiles mechanic was removed and replaced with just random patches of fallout spawning or improvements vanishing.
desertification is actually a realistic effect of global warming. It's what is happening in Syria and the Middle East, worsening existing problems there.
Really?Why?
Can we get it back?
I haven't made it to that segment of the game in some time, but from what I remember the 'desert-ification' of tiles mechanic was removed and replaced with just random patches of fallout spawning or improvements vanishing.
I liked the desert mechanic since it made excessive use of nuclear weapons have a larger impact on the end game in the long term, and even though you can terraform in AND (If the option is switched on) it takes a very long time, a lot longer than just scrubbing fallout.
It wasn't a super-realistic mechanic, but I still appreciated it.
Friendly route pillage, yes please.
Related, there's a button to wait spy until maximum bonus, but it's enabled only for cities. Could that be changed to *any* rival territory? I pillage like a coward.
I'm not sure either what we have. From reading the code in CvGame.cpp, it looks like there are two kinds of global warming.
Regular global warming comes from unhealthy buildings, unhealthy bonuses, and power. This can destroy improvements, remove features and looks like it should be able to melt terrain such as melting Tundra or drying Marsh. As I read the code, it can even turn flat terrain into Coast. It won't do anything to a city, though.
Nuclear winter from exploded nukes, and I think it counts any nuke ever exploded with no wearing off, can turn any terrain into Tundra or Ice, remove improvements, and place Fallout.
Again, this is just from trying to read the code. I haven't seen it in action at any time recently. I think I've seen it once in a very old game of RoM. I had a couple of meltdowns and then started to see Fallout springing up from time to time.
I haven't made it to that segment of the game in some time, but from what I remember the 'desert-ification' of tiles mechanic was removed and replaced with just random patches of fallout spawning or improvements vanishing.
I liked the desert mechanic since it made excessive use of nuclear weapons have a larger impact on the end game in the long term, and even though you can terraform in AND (If the option is switched on) it takes a very long time, a lot longer than just scrubbing fallout.
It wasn't a super-realistic mechanic, but I still appreciated it.
Nuclear fallout randomly appearing on distant tiles is "nuclear winter" feature. I frankly don't know what happened to global warming, I thought about it some times in the past but I've never seen it working since years. I'll check the code when I get back home: I won't talk about a date anymore because what was supposed to be a 2-3 months flat renovation has turned into a 9 months nightmare.
Ok, this component would be amazing in RAND.I liked the old mechanic too.
I was thinking that this mod had the global warming component, since the global warming on RoM works pretty similar to LoR mod.
I apologise for any mistakes in my English
Resources
A single resource can only support a finite population. If your population grows too large and a single resource can't satisfy the demand all health, happiness and production benefits are reduced accordingly. Additional resources of the same kind are then required to mitigate the resource shortage: If one pig would grant you only +0.7 health because of high population, two pigs will give you the full +1.0 health bonus. When a swordsman is build with a 0.8 ratio in iron the production speed is reduced to 80%. Researching technologies improves your resource ratio, reflecting your increased ability to foster and distribute your resources. This change is a boon for small realms who can keep up their 1.0 ratios easily. However playing a large realm is more fun than ever as your constant struggle to connect new and old resources keeps you on the lookout for good settling positions and trade deals.
So did I. But I think it could be salvaged if there was some more feedback / information available, e.g. building a swordsman told you somewhere that it uses 0.01 irons and building the Colossus uses 0.9 coppers or whatever. That could be OK if you also have the amount remaining shown, e.g. in the city screen next to the resource icon. Then you can decide whether or not it's worth building a swordsman; perhaps an archer would do instead.I hated resource depletion mechanics