Global Warming and Resources Discoveries

myclan

King
Joined
Feb 26, 2008
Messages
673
In the mod, we can build pasture, camp, plantation and orchard in tiles without any resources, which has greatly increase the chance of discovering new resources compared to original BTS. Also, we have a lot of new bad health building, like kilo, tannery, forge compared to original BTS, making the chances of global warming dramatically increase. Will you consider lowing the chances of these two in a newer version?
 
In the mod, we can build pasture, camp, plantation and orchard in tiles without any resources, which has greatly increase the chance of discovering new resources compared to original BTS.

The rate of resource discovery was deliberately increased (and expanded to other improvements) to reward use of a range of improvements rather than endless cottage spam like in BTS. In BTS it's a 1 in 10000 chance per turn per mine. In HR it's a 1 in 7500 chance per turn per improvement. It could be set too high and I'm not adverse to lowering it - but not as low as BTS. More feedback desired.

Also, we have a lot of new bad health building, like kilo, tannery, forge compared to original BTS, making the chances of global warming dramatically increase. Will you consider lowing the chances of these two in a newer version?

I haven't changed Global Warming at all so yeah, it most certainly needs tweaks. I'd actually like to redesign the mechanic completely, it's on my to do list.
 
The rate of resource discovery was deliberately increased (and expanded to other improvements) to reward use of a range of improvements rather than endless cottage spam like in BTS. In BTS it's a 1 in 10000 chance per turn per mine. In HR it's a 1 in 7500 chance per turn per improvement. It could be set too high and I'm not adverse to lowering it - but not as low as BTS. More feedback desired.



I haven't changed Global Warming at all so yeah, it most certainly needs tweaks. I'd actually like to redesign the mechanic completely, it's on my to do list.

Discovering new resources is something that make players happy, so it is not necessary to change if it doesn't break tha balance, but cottage spam is difficult to counter for it is the only way to get commerce. Global warming is something that will make players frustrated, so it shall be changed.
 
Ok, this is a slight tangent.

But when it comes to resource what about this...

In the modern era, overseas trade routes add to global warming.

Better yet, corporations in your civ, that are based overseas generate more income, some unhappiness, but also contribute to global warming. Income because selling resource rights to foreign corps generate money & provides new cheap products for business. However, this is at the expense of your workers, who lose jobs as factories move, and hurts the environment because your society doesn't buy local, and is now hooked on cheap foreign goods.

So overseas trade neutralizes costs, pisses of citizens, increases production, and causes pollution (helps diplomatic ties as well, as a side benefit).

This makes the game more fun because the game is offering more than the standard "bad things will happen, unless you have gold". You must make a strategic choice, when it comes to new companies. For example: You allow japanese automakers into your city, for increased production and a neutral cost (+1 overseas, -1 Inc.) You get +1 unhappiness ("we demand a minimum wage"), and global warming comes that much faster.
 
Short Version:

Modern Era: Overseas trade routes = + global warming

Civics: Redistribution h Corporations have no effect
 
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