Global warming

strijder20

Wallowing in irony
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Jun 28, 2010
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In Dystopia
Global warming reform


Global warming level (which represents CO2 and methane exhaust, forest chopping...) is represented by a single number, the Global Warming value. The higher the number, the more global warming. This number ranges from 0 to 1000 and can be viewed in game. It is calculated as such:

Code:
NG = OG  + PI*(1000 - OG) + NI*(OG) + OTB

NG = New Global Warming value, GWv on turn x + 1
OG = Old Global Warming value, GWv on turn x
D = Divisor, fixed and reasonally large number
PI = Positive influence (number defined by the amount of coal plants, industrial parks etc)
NF = Negative influence (number defined by the amount of recyling centers, forest preserves etc). 1 is added to prevent ugly divisions by 0.
OTB = One time boost (methane released from thawing permafrost, carbon released from chopped forests/jungles, forest planting, environmental projects)

Causes of global warming (PI)

*Total population of cities with an active coal plant (without hydro plant/nuclear plant) * constant
*Total population of cities with an Industrial Park * constant
*Total population of civilizations running Industrialism / Free market / Capitalism * constant
*Total population of cities with a factory * constant
*Total global population * constant
*Total amount of workshops/mines * constant
*Kyoto resolutions

Buffers against global warming (NI)

*Total population of cities with a recycling plant * constant
*Total amount of forests/jungles * constant
*Total amount of forest preserves * constant
*Average health per city * constant
*Total population of cities running Environmentalism * constant
*Total amount of windmills * constant
*Total amount of ice tiles
*Kyoto resolutions

OTB system:

Positive influences:

*Chopped forests/jungles
*Melted tundra

Negative influences

*Environmental projects ( see later )
*Planted forests

Effects of global warming (scaling with GWv)

* Global unhappiness (migration)
* Global unhealthiness (failed harvests, disease spread)
* Riskzone alteration
There are several kind of riskzones, groups of tiles which will be affected once global warming exceeds a certain level.

* Dry riskzone: Plains/grassland change into desert after GWv exceeds 350, desert changes into plains if GWv drops below 350
Example: Sahel, southern U.S., Mongolia
* Coastal riskzone: improvements are destroyed, cities which are hit lose population/buildings
Example: Low countries
* Polar riskzone: Sea ice changes into water after GWv exceeds 500, IRREVERSIBLE (to prevent issues with encased ships)
Example: North pole
*Tropical riskzone: Grassland changes into plains and jungle is removed after GWv exceeds 600, plains change into grassland if GWv drops below 600
Example: Tropical Africa
*Cold riskzone: Land ice changes into tundra and tundra changes into plains after GWv exceeds 650, plains changes into tundra if GWv drops below 350
Example: Siberia

The risk of a riskzone being affected scales with the GWv.

Battling global warming

*Building Recycling centers
*Planting forests
*Adopting environmentalism
*Kyoto protocol

Kyoto Protocol

The Kyoto protocol is a cheap wonder which can be built after researching Industrialism or Ecology (the former comes too early history-wise, the latter comes too late gameplay-wise). It grants
2 :health:
+20 % :science:
and starts the Kyoto resolutions.

Kyoto resolutions

The Kyoto resolutions work simarly to the UN, and are held every ten turns. The main difference is that there is no consensus reached, each civilization will be affected according to its own vote and not the majority vote.

Voting on an issue will construct a free building (similar to the plague) in each of your cities, which will affect both your cities and the GNv. Changing your vote in a later environmental congress will replace the building.

In order to slow down global warming, you can bribe other nations ( as in congresses ). A bribed nation will vote on the third option each time you vote on the third option. You will get additional money to spend on bribes for each nation which is environmental ( see later on ).

Environmentally friendly nations are more likely to vote for the third option.

Issues:

Fuel
1. Subsidize fossil fuels (+10%:hammers:, +2 :yuck:, +10 % :traderoute: in each city, PI on GWv)
2. Let the market decide (No effect)
3. Subsidize bio fuels (Cereal industry grants gold as well as food, oil industry income reduced, NI on GWv)

Energy
1. Carbon-based energy (+10%:hammers:, +3 :hammers:, +3:yuck:, -1 :commerce: from windmill, watermill, PI on GWv)
2. Nuclear-based energy (+5%:science:)
3. Renewable energy (+1:hammers: from windmill, +1 :commerce: from watermill, NI on GWv)

Food
1. Agro-business (+1 :commerce: from farm, plantation, +1 :food: from farm, +6 :yuck:, increased income from Cereal industry, PI on GWv)
2. Fishing industry (+2 :food: from fishing boats, increased income from Fishing industry)
3. Sustainable farming (+1 :hammers: from plantation, +4 :health:, farms can be built on deserts and give one additional food there, +2 :food:, NI on GWv)

Foresting
1. Clearances (+50% yield from chopping forests, 45 :hammers: yield when chopping jungles)
2. Lumbermilling (+1 :hammers: from lumbermill)
3. Preservation (+1 :commerce: from forest preserve, +2 :food: from camp, +1 :) from forest preserve (remove base :)), -50% :hammers: from chopping, +1 :food: +1 :commerce: from jungle)

Industry
1. Heavy industry (+2 free engineer in every city, +2 :yuck:, PI on GWv)
2. Military industry (+25% military unit production speed, +3 experience to all units)
3. Environmental regulation (destroys all Industrial parks, +2 scientists in every city, +2 :health:, NI on GWv)

Environmental projects

Environmental projects are expensive projects which can be built indefinitely and give an One Time Boost to slow global warming.

Ecological friendliness

A number defining how ecologically friendly nations are. It depends on
*Civilization (Arabs and America are industrialists, Morocco and Germany are ecologically friendly (the former because it's in a riskzone)
*GNv (Higher GNv makes nations more friendly)
*Ratio Industrialists/Environmentalists (if there is a high number of environmentalists, the remaining Industrialists will be pressured)
*Gametime (Nations become more ecologically friendly over time)

Industrialists and Environmentalists receive a small bonus/malus towards their peers/rivals (+2/+2).

Odds and ends

A few new features give you more control over GNv:
*Dikes (Expensive building in coastal cities which shields riskzone tiles from losing their improvement; Dutch UB is renamed to Polderworks)
*Forest planting (Costs a sum of gold, creates a 'Young forest' which grows into a regular forest after 1 turn. Young forests have additional yields to ensure the AI actually works them.)

*GNv only starts rising after the first nation reaches the Industrial era.
 
I need to collect my thoughts.

I will say that I suggested Plant Forest in the other thread though,
difference being that I modeled my version directly off the Civ2 function,
where an Engineer just did it and it didn't require Gold, it was just a regular part of its toolset.
I did say it should require Ecology for an unlock though.
 
What about a type of forest that you can plant and doesn't create hammers when chopped? Though I guess the AI needs to learn how to deal with this.
 
Oh, yes, Ecology or some other tech should indeed be required for an unlock. I'm not against some kind of (National?) unit which solely exists to build forests.
The gold cost was mainly to stop the 'Chop and replant' exploit.
Making the forest a different type of terrain is a solution, but I think it'd be neater if it'd just be a normal forest.
 
In Civ2, I believe you could only turn Grassland into Forest tiles, for one.
There were a number of other functions like converting Desert into Plains as well;
the Engineers were essentially late-game terraformers.
 
Now that's a well thought out suggestion.

Of course a lot of it depends on all the individual constants but it's very workable already.
 
I was thinking something like to calculate the possibility of global warming from some factors. If global warming occurs then a random tile (nor mountain nor ocean nor dessert) is chosen and it is transformed as follows:

type:
ice->toundra
toundra->grass
grass->plains
plains->dessert

oasis->salt lake
salt lake->plains
march->lake (coast)
coast (access to ocean)->ocean
lake (enclosed coast)->plains

Feature:
Jungle->unfeatured
forest->jungle if not dessert, else nothing
Snowed forest->forest
Flood plains->oasis (except if there is one in 2 tiles radius) else unfeatured

Civ3 had a very good feature called polution. It was equivalent to radioactive fall. However, it was trigered by overpopulated cities and some buildings and it hit the surroundings of a city. It was a good system to occupy your workers in your late game, but a little annoying.
 
If tundra would change to grassland, global warming will become benificial. I don't think that should be the case realy.

The risk zone system would allow Leoreth to select small zones of tundra, instead of just all the tundra. And only a few civs (Scandinavia, America and Russia, usually) would benefit from it, while the latter two would also have to face desertification and the :mad: and :yuck:. Additionally, some coastal tundra regions would benefit from some warming - why shouldn't that be represented in game?

Now that's a well thought out suggestion.

Of course a lot of it depends on all the individual constants but it's very workable already.

Why, thank you very much :)

I was thinking something like to calculate the possibility of global warming from some factors. If global warming occurs then a random tile (nor mountain nor ocean nor dessert) is chosen and it is transformed as follows:

type:
ice->toundra
toundra->grass
grass->plains
plains->dessert

oasis->salt lake
salt lake->plains
march->lake (coast)
coast (access to ocean)->ocean
lake (enclosed coast)->plains

Feature:
Jungle->unfeatured
forest->jungle if not dessert, else nothing
Snowed forest->forest
Flood plains->oasis (except if there is one in 2 tiles radius) else unfeatured

Civ3 had a very good feature called polution. It was equivalent to radioactive fall. However, it was trigered by overpopulated cities and some buildings and it hit the surroundings of a city. It was a good system to occupy your workers in your late game, but a little annoying.

That's basically the system we have in place, but with flooding added. I don't think flooding would be very enjoyable, nor realistic (in the set timeframe). Furthermore, it keeps the Desert Fairy Magic from base BtS (random desert in Europe and Canada isn't going to happen the next few centuries).

The pollution system was mainly implemented to deal with ICS (and failed). We already have a system to deal with ICS in this mod. Furthermore, it's not realistic (although base BtS global warming still trumps it by miles).
 
We already see the Aral Sea drying up, although that is because of overirrigation.
 
Strijder: What's ICS?
 
Strijder: What's ICS?

Yeah, what Daedwartin said; it basically means spamming cities as closely crammed together as possible, disregarding resource arrangements completely.

We already see the Aral Sea drying up, although that is because of overirrigation.

Ah, I missed that in Citis' post. Yes, it's true, but that's the only instance of a lake represented in game drying up AFAIK and it'd cause problems with rivers ending nowhere (which is why I think it's better to avoid land<->coast transformations altogether).
 
Yeah, what Daedwartin said; it basically means spamming cities as closely crammed together as possible, disregarding resource arrangements completely.



Ah, I missed that in Citis' post. Yes, it's true, but that's the only instance of a lake represented in game drying up AFAIK and it'd cause problems with rivers ending nowhere (which is why I think it's better to avoid land<->coast transformations altogether).

Perhaps make it so the tile has no food? Similar to how some random events add tithes to a tile.
 
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