katipunero
Prince
Point(s) well taken.
Founding key corporations gives the human player an edge late game against AI opponents, but i won't go so far as saying that getting and monopolizing key corporations like sid's sooshi before the onset of global warming is decisive of any game. The sushi powered surplus citizens who can now longer work tiles thanks to global warming may have some use as specialists but most of the time they're just out there to starve. Sushi helps grow a city even with scarce food resources, but the advantage is fleeting and almost useless especially against a desperate AI with the latest military technology knocking on your doors.
So far no one has started a thread on a possible high-level game that is built ground up on random events. Call it a random events gambit. It might require a mastery of all the 200 or so events and their triggers, plus tight gamestyle where the goal is to strike for the positive events and avoid the bad ones. I can't say I can trigger early random events on command but that might be a possiblity, and indeed i have tried.
I admit the random event idea is poorly thought out not just for the reasons you've stated but also the fact that even if the entire global warming phenomena turns out to be one big misunderstanding with mother nature and with no artificial provenance the tiles would keep on turning to desert. But now seen purely of natural causes devoid of any human agency.
Localized population effects is good but that skirts the idea of global warming as a "global" problem. I haven't played civ2 though so i could be off target with this again.
On the whole, my take on global warming on civ is more likely the product of my confusion, because it is confusing really, nurtured by competing discussions in my environmental law classes. I just sit there and listen and then think of the many ways I can nuke enemy territories on civ. my professor is himself a bit wary and in fact has been more cautious lately after chairing/arbitrating key negotiating points in the uh not so successful copenhagen talks.
Global warming has effects that impact all civs, and pretty equally at that. Unless one civ is abusing it to make tiles useless while it runs a corporation, there is no net relative difference from global warming at all. Are you saying that corp-based global warming beatdowns affect the relative position of civs on a consistent basis before the game is decided? That's the only possible way it matters, and if you're saying that we must be playing very different games.
Founding key corporations gives the human player an edge late game against AI opponents, but i won't go so far as saying that getting and monopolizing key corporations like sid's sooshi before the onset of global warming is decisive of any game. The sushi powered surplus citizens who can now longer work tiles thanks to global warming may have some use as specialists but most of the time they're just out there to starve. Sushi helps grow a city even with scarce food resources, but the advantage is fleeting and almost useless especially against a desperate AI with the latest military technology knocking on your doors.
Random elements that are not reasonably determined by player actions are a bad thing for gameplay. Notice that some of the in-game events do not fail this test, but enough do so for random events to be my most hated game setting of all. It still bothers the hell out of me that they are allowable options in HoF while disabling tech trades or brokering isn't (the latter having far less impact on outcomes than huts or events, and being less random, in a setting that is supposed to make games comparable.....................................).
So far no one has started a thread on a possible high-level game that is built ground up on random events. Call it a random events gambit. It might require a mastery of all the 200 or so events and their triggers, plus tight gamestyle where the goal is to strike for the positive events and avoid the bad ones. I can't say I can trigger early random events on command but that might be a possiblity, and indeed i have tried.
Anyway adding more fake difficulty isn't the answer. Maybe as an option, but random elements that are not influenced by player actions don't have a place in the default game. They might have a place in the card game "war".
I admit the random event idea is poorly thought out not just for the reasons you've stated but also the fact that even if the entire global warming phenomena turns out to be one big misunderstanding with mother nature and with no artificial provenance the tiles would keep on turning to desert. But now seen purely of natural causes devoid of any human agency.
Now, if you really want to penalize a player for pollution beyond basic un-health, civ II had a workable model. Cities would pollute their surrounding land if they were too unhealthy. If you take away sea levels rising from that, you have a working model to penalize pollution, and you could logically tie it only to buildings/factors that make sense. That a better model in an older game was dropped in favor of complete and utter garbage is preposterous.
Localized population effects is good but that skirts the idea of global warming as a "global" problem. I haven't played civ2 though so i could be off target with this again.
On the whole, my take on global warming on civ is more likely the product of my confusion, because it is confusing really, nurtured by competing discussions in my environmental law classes. I just sit there and listen and then think of the many ways I can nuke enemy territories on civ. my professor is himself a bit wary and in fact has been more cautious lately after chairing/arbitrating key negotiating points in the uh not so successful copenhagen talks.