The AI does build hydroplants, solar farms and windmills when available so that does make me wonder why the climate is going down the drain so hard.
Units contribute to emissions. Having a large standing military or fleet is likely causing more emissions than your power plants. It's honestly a bit silly.
30%? I think it's 10% at best.Yeah, I think the balance should be slower rate of increase, but bigger consequences.
Number of tiles that will be flooded is determined at generation, it's currently 30%, but can be easily increased. Didn't check where the other effects are stored.
My beef isn't with the effects, but that it happens too fast. One stage also progresses too fast to the next level.I actually wouldn't mind seeing the actual effects of Global Warming to be stronger. More tiles flloded, so that it really is something you have to work against.
But I will definitely agree that the rate at which it occurs is way too fast. Once it starts it really feels "wait, we just hit the previous level and already we're on to the next one?!".
So yeah, I would love for it to be slowed down but have it feel much more catastrophic once you finally do hit the final levels.
When I made my OP I didn't realize that RRs or units caused enough emissions to matter more than power plants.In my second game (Mali, King, Disaster Level 2, Shuffle (Fractal, I think)), I tried to be more conservative with carbon emissions; I only built 1 Coal Plant which was replaced after only a few turns by a cleaner Oil Plant, and all the rest of my emissions are from Railroads and units (which are not really optional). And I hardly ever chop forests. But it didn't matter, because Hungary went wild with emissions, and sea level rise happened even faster than in the previous game (in which I did not hold back), with no hope of building flood barriers in time (the world is still in the Modern era).
So you have coastal flooding in 1874 when only two countries in the world are using fossil fuels, and one of them was deliberately holding back. On disaster level 2.
View attachment 518326
Fortunately it doesn't really matter, because the number of tiles lost is trivial. I would have been better off polluting as hard as I could.
The system would be more compelling if it offered a real tradeoff, and the player could do something about it. As it is, it's just an annoying feeling of lack of control. Which is not really a good thing in a strategy game, in my opinion.
I understand why they put coal power with factories - otherwise they wold be wholly useless - but the balance of GW means that the only real use of Electricity is to get hydro plants. Using oil for power is extremely wasteful because literally every modern military unit needs it. I guess if you don't like robots I could see an argument for nuke plants.So that means you can keep the insane production bonus of coal plants, even if not burning coal? That seems kinda stupid.
Another thing I really dislike, is how I can build powerplants before discovering electricity???
Before electricity the plant is making steam power? I feel like generally steam power's role in industrialization has been kind of ignored
They really embrace it. Like they rip up everything they have to get more solar. Which is nice but only there's only 4 buildings that create a combined 11 power load per city, and the AI seems to love technocracy, so they don't really need more than 4 solar plants per city. They don't seem to know that.The AI does build hydroplants, solar farms and windmills when available so that does make me wonder why the climate is going down the drain so hard.
This is very accurate based on my experience. The numbers urgently need to be tweaked, as it is now, it's not a lot of fun. Higher stages should only happen if you use lots of coal power for prolonged time. Emission from units should be negligable or completely removed, as this is a completely different aspect of the game. I wouldn't mind something related to traffic in cities, however, similar to how there was a public transport option going on back on one of the early games, I can't recall what number that was. So you could build public transport in your cities with a moderate to high upkeep (possibly even adjustable), and it would influence your populations influence on CO2 levels.In my second game (Mali, King, Disaster Level 2, Shuffle (Fractal, I think)), I tried to be more conservative with carbon emissions; I only built 1 Coal Plant which was replaced after only a few turns by a cleaner Oil Plant, and all the rest of my emissions are from Railroads and units (which are not really optional). And I hardly ever chop forests. But it didn't matter, because Hungary went wild with emissions, and sea level rise happened even faster than in the previous game (in which I did not hold back), with no hope of building flood barriers in time (the world is still in the Modern era).
So you have coastal flooding in 1874 when only two countries in the world are using fossil fuels, and one of them was deliberately holding back. On disaster level 2.
View attachment 518326
Fortunately it doesn't really matter, because the number of tiles lost is trivial. I would have been better off polluting as hard as I could.
The system would be more compelling if it offered a real tradeoff, and the player could do something about it. As it is, it's just an annoying feeling of lack of control. Which is not really a good thing in a strategy game, in my opinion.
I read in civilopedia that burning resources for power emits CO2, and not a word about units or railroads. Can it be trusted? Or maybe it is really how it's should be? Or it's even a bug?
And it's a pity that on paper game has all the toools for it. It just need tweaks here and there. I hope that something will be done with this in patches.Agree, except on the topic name. As you are explaining yurself, it is too weak, not too powerful. The problem is, we have very little control over it. It owuld be cooler if it were more powerful, but we could really do more things about it.
tundra turning into grassland
I understand why they put coal power with factories - otherwise they wold be wholly useless - but the balance of GW means that the only real use of Electricity is to get hydro plants. Using oil for power is extremely wasteful because literally every modern military unit needs it. I guess if you don't like robots I could see an argument for nuke plants.
The coal plant is very strong but that's more because we are used to the IZ being weak; harbor shipyards have done the same thing since release and they come earlier. IMO because of how unique power is, they should do this:
Factory gains the adj. effect as local production
Factory aura becomes 0 base, 5 powered but now requires 3 power (this is so that having all 4 buildings will cost a round 12 power instead of 11)
Coal plant no longer grants any sort of production, and it can only power its own city. This is to force players to convert their power plants or be prepared to build more IZs.
The problem is that coal plants simultaneously give the most production (which you need to handle late game costs since victories take longer in GS) and the only reason to care about power plant auras is if you don't build IZs everywhere. But if you prioritize only good locations for IZs, then you're going to want to spam coal plants everywhere because they will return so much production. If you have IZs everywhere, they you won't really care because you can build power plants in every city anyways so the auras don't matter. The GW balance is so off that using cleaner power doesn't matter at all.
They really embrace it. Like they rip up everything they have to get more solar. Which is nice but only there's only 4 buildings that create a combined 11 power load per city, and the AI seems to love technocracy, so they don't really need more than 4 solar plants per city. They don't seem to know that.
I worry that they'll remove their farms and begins starving their citizens!