SpartanU
Chieftain
- Joined
- Sep 28, 2016
- Messages
- 82
How does the global warming mechanic currently work in HR 1.24.1? In my games I've noticed global warming events are concentrated around extremely unhealthy cities, but are the vanilla global warming mechanics also enabled? I'm pretty sure I remember reading somewhere that all the K-Mod global warming mechanics were disabled, and was wondering what global warming mechanics will likely look like in future versions of HR?
*The rest of this (quite lengthy) post is suggestions I have for improving the global warming mechanic in HR (and implementing global warming features form K-mod in HR)
I personally liked the K-mod global warming mechanics overall, and think it should be implemented into HR with some modification. The unhealthiness levels in HR are very inflated (compared to k-mod) as a result of pollution from improvements, corporations, and additional buildings, so modification to k-mod's GW mechanic would be necessary to adapt it to HR. I think the best feature K-mod's global warming mechanic is that each turn accelerates or decelerates the rate of global warming events (essentially the civs on the map are steering the rudder of a very large ship, and the player can't wait to address climate change until it becomes an overbearing issue). Overall though, I think the mechanic would work even better in HR (after some changes) than it does in K-mod alone.
Environment Adviser:
The "Environment" tab in the financial adviser is what makes K-mod's GW mechanic make sense to the player, so I think it should be included in some way (even if HR does not adopt a similar global warming mechanic); however it would make more sense if it was unlocked after researching Computers and Satellites.
Info Screen:
Add a chart of rate of global warming events, or global warming events
Runaway Greenhouse Effect:
Also K-mod's global warming mechanic does not feature a "runaway greenhouse effect", but it could be implemented if "Sea Ice" and "Ice" tiles were accounted for as offsets to global pollution (like forests and jungle were in K-mod). This way if the global warming mechanic was set to affect the poles first it would melt the ice and accelerate the rate of global warming. (These additional offsets could also help negate the inflated unhealthiness in HR)
Reefs:
HR already has reefs and the Great Barrier Reef, so it would be cool if these could be included in a global warming update. I'm thinking the reefs could have two additional stages:
Dying Reef: some unhappiness, occurs when global warming severity is medium
Dead Reef: more unhappiness, occurs when global warming severity is high
Offsets Re-balance:
K-mod made the offset value of forests and jungle both 10, but I think it makes more sense for the values to be different based on biomass, specific heats, and solar radiation reflection. Here's how I think the values should rank:
Savanna < Forest < Jungle = Sea Ice < Ice
(e.g: Savanna = 5, Forest = 10, Jungle = Sea Ice =15, Ice = 20)
Utilization of Future HR Technologies:
Many of HR's future technologies only serve the purpose of building spaceship parts, but they could be implemented to help players cope with the global warming mechanic. Here's some ideas I had:
Biotechnology:
Can plant savanna, forest, or jungle with labourers (and also can only plant in certain terrains and latitudes)
Fusion:
Can build fusion reactor to power city (for cities outside of solar panels range, also would make sense for current HR tech tree because renewables are required to research fusion).
Loss of Land Tiles:
I'm on the fence about whether I think land tiles should be lost as a result of the global warming mechanic, because each tile covers such a large area (so the change will feel very abrupt), and also what will happen if a city is on a tile that is supposed to turn to ocean (does the city move inland or is it destroyed?); however it also makes no sense if the poles have completely melted and the continental landscape to remain unchanged. Also if this feature is eventually implemented, would it be linked to loss of Ice and Sea Ice, global Warming Events, or something else?
I suppose my suggestion for this feature (if implemented) would be to base it off of Ice/Sea Ice, and then not convert any tiles until a significant portion of the Ice/sea Ice tiles have already melted. This is because the Ice/Sea Ice will be melting very slowly to begin with, so the average loss of coast will be very small, and the civs that suffer the consequences of land loss would be very disproportional if an entire tile was lost while the other civs had no negative consequences. Tiles could convert to wetlands with increasing frequency leading up to the moment when tiles are eventually converted to ocean.
(e.g. If each melted Ice/Sea Ice converted 1 tile to ocean, and the first 50% didn't convert tiles to ocean, then each melted Ice/Sea Ice after the first 50% had melted would convert 2 land tiles to ocean (not saying the ratio should be 1:1, or percentage at 50%; it would likely need to be tested out with different ratios to make it most reasonable))
Local Global Warming:
I already think this is implemented (as I mentioned in my original question) but I think it is a good feature and would keep it in addition to any future global warming mechanic changes.
*The rest of this (quite lengthy) post is suggestions I have for improving the global warming mechanic in HR (and implementing global warming features form K-mod in HR)
I personally liked the K-mod global warming mechanics overall, and think it should be implemented into HR with some modification. The unhealthiness levels in HR are very inflated (compared to k-mod) as a result of pollution from improvements, corporations, and additional buildings, so modification to k-mod's GW mechanic would be necessary to adapt it to HR. I think the best feature K-mod's global warming mechanic is that each turn accelerates or decelerates the rate of global warming events (essentially the civs on the map are steering the rudder of a very large ship, and the player can't wait to address climate change until it becomes an overbearing issue). Overall though, I think the mechanic would work even better in HR (after some changes) than it does in K-mod alone.
Environment Adviser:
The "Environment" tab in the financial adviser is what makes K-mod's GW mechanic make sense to the player, so I think it should be included in some way (even if HR does not adopt a similar global warming mechanic); however it would make more sense if it was unlocked after researching Computers and Satellites.
Info Screen:
Add a chart of rate of global warming events, or global warming events
Runaway Greenhouse Effect:
Also K-mod's global warming mechanic does not feature a "runaway greenhouse effect", but it could be implemented if "Sea Ice" and "Ice" tiles were accounted for as offsets to global pollution (like forests and jungle were in K-mod). This way if the global warming mechanic was set to affect the poles first it would melt the ice and accelerate the rate of global warming. (These additional offsets could also help negate the inflated unhealthiness in HR)
Reefs:
HR already has reefs and the Great Barrier Reef, so it would be cool if these could be included in a global warming update. I'm thinking the reefs could have two additional stages:
Dying Reef: some unhappiness, occurs when global warming severity is medium
Dead Reef: more unhappiness, occurs when global warming severity is high
Offsets Re-balance:
K-mod made the offset value of forests and jungle both 10, but I think it makes more sense for the values to be different based on biomass, specific heats, and solar radiation reflection. Here's how I think the values should rank:
Savanna < Forest < Jungle = Sea Ice < Ice
(e.g: Savanna = 5, Forest = 10, Jungle = Sea Ice =15, Ice = 20)
Utilization of Future HR Technologies:
Many of HR's future technologies only serve the purpose of building spaceship parts, but they could be implemented to help players cope with the global warming mechanic. Here's some ideas I had:
Biotechnology:
Can plant savanna, forest, or jungle with labourers (and also can only plant in certain terrains and latitudes)
Fusion:
Can build fusion reactor to power city (for cities outside of solar panels range, also would make sense for current HR tech tree because renewables are required to research fusion).
Loss of Land Tiles:
I'm on the fence about whether I think land tiles should be lost as a result of the global warming mechanic, because each tile covers such a large area (so the change will feel very abrupt), and also what will happen if a city is on a tile that is supposed to turn to ocean (does the city move inland or is it destroyed?); however it also makes no sense if the poles have completely melted and the continental landscape to remain unchanged. Also if this feature is eventually implemented, would it be linked to loss of Ice and Sea Ice, global Warming Events, or something else?
I suppose my suggestion for this feature (if implemented) would be to base it off of Ice/Sea Ice, and then not convert any tiles until a significant portion of the Ice/sea Ice tiles have already melted. This is because the Ice/Sea Ice will be melting very slowly to begin with, so the average loss of coast will be very small, and the civs that suffer the consequences of land loss would be very disproportional if an entire tile was lost while the other civs had no negative consequences. Tiles could convert to wetlands with increasing frequency leading up to the moment when tiles are eventually converted to ocean.
(e.g. If each melted Ice/Sea Ice converted 1 tile to ocean, and the first 50% didn't convert tiles to ocean, then each melted Ice/Sea Ice after the first 50% had melted would convert 2 land tiles to ocean (not saying the ratio should be 1:1, or percentage at 50%; it would likely need to be tested out with different ratios to make it most reasonable))
Local Global Warming:
I already think this is implemented (as I mentioned in my original question) but I think it is a good feature and would keep it in addition to any future global warming mechanic changes.