Historical Geography/Climate Changes Directly Affecting Civilizations

oyh

Chieftain
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Oct 14, 2011
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Historical changes to the climate or geography have triggered the collapse or at least decay of civilizations. Prime example are the Harappa: The weakening monsoon led to the disappearance of the Ghaggar-Hakra (4.2 kiloyear event) and finally to their collapse. Other examples also exist (some references are here: https://climate.nasa.gov/news/1010/climate-change-and-the-rise-and-fall-of-civilizations/).

My point here is not that these changes should be included for historical correctness. Instead, they could be the key (or a better alternative) to re-model the aspects that guide the flow of civilizations in RFC/DoC in a much more natural manner. Meaning, if the change to terrain features is scripted (e.g., disappearance of a river and its flood plains), the game mechanics will be sufficient to have the desired effect (negative economic stability and potential collapse).

By applying this reasoning, the Harappa could probably become an AI civ because it will naturally collapse, leaving 1-2 independent cities along the Indus. Other applications may also be possible.

Anyway, great mod / modmod. Just looking for the existing game mechanics having an even greater say in reproducing the changes that occurred throughout history.
 
What if there was a mechanic for cities that are shrinking in population for long enough (maybe a turn counter) to become towns, assuming they don't have wonders or such. This way climate change in tiles which could be easily scripted, could have really significant effects on civilisations that should decay or collapse as a result
 
How often are disappearance of resources/rivers/flood plains scripted in the game? I can only think of very few instances (north african ivory, transoxian+sudan floodplains, ...).

But of course, the Indus valley in the new map could have a few more floodplains that will be removed later?
 
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