Skallagrimson
Deity
- Joined
- Sep 12, 2006
- Messages
- 2,043
Charles, I guess the bottom line is: don't play that long! 

Charles, I guess the bottom line is: don't play that long!![]()
You're telling me. Yes, it's a majorly flawed addition to the game to let you play as long as you want, but to make it totally worthless. The longer you play the game, the more what you built will be destroyed. Basically the longer game is the Civ we're so familiar with, working in reverse.
so basically, here is the message hidden in the very late game :
in a few years, the earth will start deacaying, and there is nothing you can do about it...
Actually if they took away the tile destruction, and instead had it destroying buildings within the cities I would find it more pleasing, because you can at least still build the buildings again in many cases, despite that idea still being a farce.
As many options as there are for this game, there is none more game-breaking than to not have a way to dismantle or at least greatly reduce this damned sun nuking.
This doesn't make any sense. Global warming will destroy arable terrain, so that's a perfectly reasonable thing for it to do in the game. It won't destroy buildings or kill people directly, so that would be a nonsense thing for it to do in the game.
This doesn't make any sense. Global warming will destroy arable terrain, so that's a perfectly reasonable thing for it to do in the game. It won't destroy buildings or kill people directly, so that would be a nonsense thing for it to do in the game.
It's trivial to eliminate global warming from Civ4. In GlobalDefines.xml, just set the value of GLOBAL_WARMING_PROB to 0.
And I'm not talking about some region that took 20-30 years or more to become arid, since this does it either instantaneously or within the scope of a year, depending on how you look at it.
The whole reason it's arable in the first place is it's connection to the river, and these nukes do nothing to rivers or oceans and yet something adjoining rivers is nuked just as badly as grasslands not adjoining rivers or oceans?
So if you set it to 5 what would happen?
That's good to hear. So if you set it to 5 what would happen? Knowing the rate it has and how that works is quite essential if you really don't want to eliminate it altogether, as I don't.
You want a higher level of realism than it is reasonable to expect. Nothing else in this game is that realistic.
Not really. How difficult would it be to make something that is already a desert, that adjoins a river, not affected by the GW nuke?
Once Global Warming isenabled (Nukes fired) there is a GLOBAL_WARMING_PROB/100 chance each turn global warming occurs...
Edit: Shouldn't leave the computer - DaviddesJ was much quicker![]()
It would be easy. Go do it. That's why Firaxis made the game easy to mod, and released the SDK.
The reason it doesn't work that way is not that it is hard. The reason is that the level of "realism" you are asking for is not a design goal of Civ4.
But it's clear your motivations for all of this whining have little to do with the game, and more to do with your dislike for the facts we face in the real world. I can't help you with that.
Yeah sure. I'm still waiting for those examples of GW nukes that you keep saying happens IRL.
the chance is 20/100 per turn after Global warming is enabled that one random tile on the map experiences Global warming...Ah, perfect explanation then. Now I only wonder for curiousity's sake, since I don't have the game in front of me, just what that default rate is. I would also wonder if that rate was the rate for each and every tile that is eligible for each civ or what? Obviously if you quarter the default rate you will quarter it's annoyance, but it would be nice to know just what that percentage is affecting, the whole board, each civ's territory, each city's fat cross, or what.
I just don't see how you can tell me that it's happened in history, and then now tell me it hasn't. IOW, what you're telling me is there are a bunch of influential bozos peddling it and therefore it sort of becomes fact, right? Because it's en vogue, right? That doesn't qualify as history to me. I have no problem admitting that a hotter sun could well produce problems here, in fact many would say the way the dinosaurs had it, allegedly, would qualify as something like that (though more likely having to do with global formation more than something the sun did to it).Desertification on a comparable scale to Civ4 tiles has happened, and is happening, all over the world. Much of Madagascar has become desert, for example. And it is happening at a rapid pace in the Sahel and in China.
Of course, current desertification isn't due to global warming, which has hardly started yet. You can't complain that Civ4's treatment of a future phenomenon is inaccurate because it hasn't happened yet in the real world. (That's why it's called the "future".) But wait until global temperatures rise another 3-4 degrees C, and you'll certainly see some deserts created.
the chance is 20/100 per turn after Global warming is enabled that one random tile on the map experiences Global warming...
Maybe that chance is based on a per missile nuke basis? Because otherwise how could you personally get three in one turn as I did often enough? I was playing the default setting. Perhaps as time progresses it gets worse, either respective or irrespective of the number of nukes going off?
for (iI = 0; iI < getNukesExploded(); iI++)
void CvGame::doGlobalWarming()
{
CvCity* pCity;
CvPlot* pPlot;
CvWString szBuffer;
TerrainTypes eWarmingTerrain;
bool bChanged;
int iI;
eWarmingTerrain = ((TerrainTypes)(GC.getDefineINT("GLOBAL_WARMING_TERRAIN")));
for (iI = 0; iI < getNukesExploded(); iI++)
{
if (getSorenRandNum(100, "Global Warming") < GC.getDefineINT("GLOBAL_WARMING_PROB"))
{
pPlot = GC.getMapINLINE().syncRandPlot(RANDPLOT_LAND | RANDPLOT_NOT_CITY);
if (pPlot != NULL)
{
bChanged = false;
if (pPlot->getTerrainType() != eWarmingTerrain)
{
if (pPlot->calculateTotalBestNatureYield(NO_TEAM) > 1)
{
pPlot->setTerrainType(eWarmingTerrain);
bChanged = true;
}
}
if (pPlot->getFeatureType() != NO_FEATURE)
{
if (pPlot->getFeatureType() != GC.getDefineINT("NUKE_FEATURE"))
{
pPlot->setFeatureType(NO_FEATURE);
bChanged = true;
}
}
if (bChanged)
{
pPlot->setImprovementType(NO_IMPROVEMENT);
pCity = GC.getMapINLINE().findCity(pPlot->getX_INLINE(), pPlot->getY_INLINE());
if (pCity != NULL)
{
if (pPlot->isVisible(pCity->getTeam(), false))
{
szBuffer = gDLL->getText("TXT_KEY_MISC_GLOBAL_WARMING_NEAR_CITY", pCity->getNameKey());
gDLL->getInterfaceIFace()->addMessage(pCity->getOwnerINLINE(), false, GC.getDefineINT("EVENT_MESSAGE_TIME"), szBuffer, "AS2D_GLOBALWARMING", MESSAGE_TYPE_INFO, NULL, (ColorTypes)GC.getInfoTypeForString("COLOR_RED"), pPlot->getX_INLINE(), pPlot->getY_INLINE(), true, true);
}
}
}
}
}
}
}