[BNW] Mod Hypothesis: Civ II Pollution

ldvhl

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May 15, 2013
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I know the difficulty of implementing climate change in Civ 5, but there was another concept in Civ 2 that could be repurposed successfully (I think): Pollution.

Here's a wiki link to how it worked in 2: https://civilization.fandom.com/wiki/Pollution_(Civ2)

Conceptually, Pollution would be triggered as Coal and Oil resources are used by buildings and units. The option to build earlier fossil fuel power plants would need to be introduced. When Pollution does happen, it affects a random tile in the game. If the tile has an improvement, the improvement is removed and replaced by Pollution.

Mechanically, Pollution would cap the tile to producing no more than 1 of any yield (food, gold, hammers, culture, science, faith, etc.) until it's cleaned up by a Worker action, like with Fallout.

Also, asset-wise, Pollution could be a greyscale asset flip of Fallout, which already exists.

To mitigate creating Pollution, players could replace fossil fuel power plants with vanilla ones (Hydro/Nuclear/Solar), research Ecology, and replace fossil fuel units with more advanced aluminum/uranium units.

Thoughts?
 
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