I am not so convinced.
They are mechanics that counteract each other to what end, just oh no I'm getting dirty so let's upgrade that?
The implementation of 2 mechanics to facilitate a single role play feature?
lol. You need a challenging common threat out there to stop the AI from rexing all over the place and to give players something to coordinate on. Barbs force us to keep our guards up and help prevent us from falling into the noob trap of not building units early. They're an annoyance that depends on a skilled player to manage. Natural disasters are an annoyance that is skill independent. Also, I don't know about you, but living on a slowly dying world gets really depressing sometimes. I'd rather not have to deal with that in my recreation time too.Barbarians is a pain in the ass. Should not be in the game.
I think 'global warming' would be interesting less as a 'your plains turn to desert' game mechanic, and more as the possible 'victory condition' for the diplomatic victory. It's not enough that you get votes - you have to get their science up, fund clean energy implementation, etc.
How about fixing a slowly dying world? that's something I'd rather have to deal with in my recreation time.Also, I don't know about you, but living on a slowly dying world gets really depressing sometimes. I'd rather not have to deal with that in my recreation time too.
ideally, they should interact in meaningful ways. in the early era, you can chop woods and make mines in their place, for an equal production and an immediate cog boost. only exception is along rivers, where you will want to buil sawmills and get their extra +1 near river. with a pollution mechanic, chopping woods become a more meaningful decision, as your city will lose some food over it. in the industriall age, pollution will still start to kick off, and you may choose to go all-polluted or to try and hold back somewhat. in more recent eras, you'll get the capacity to mitigate pollution, but you'lll have to choose if you want to focus on them or on the closer victory condition. In general, pollution should be a long-term problem. easy to ignore at first, but becoming more and more of a pain the farther it goes. preventing pollution would be expensive, but with long-term benefits. and the more you wait to implement it, the more it will be expensive. so there would be some who may pollute and reap the immediate benefits with the hope to snowball and get enough goods later that they will let them fix their pollution, with interest (this gameplay mechanic is actually similar to that of some economists arguing that market economy and technological progress will take care of pollution on its own, and has contact points with those who suggest megaprojects to fix the environment, like throwing dust in the atmosphere to cool off the planet). Or one may take the other way, have a slower currve, but reap the benefits later. It would add more decisions, if made correctly.
And hey, if you want to look at it like that, religion is the implementation of a lot of mechanics that have little contact with the rest of the game just to have an additional victory condition.
Devs should stop dumbing it down, stuffs like Nationality and Pollution were in previous game, they should improve them instead of removing them.
If Pollution is a pain in the ass, then why the heck do we need "Religions"? Religious units keep flooding my city, it's annoying af. A real pain in the ass.
Maybe with the martyr promotion in the Information Age apostles can set off nukes
the ancient romans chopped all trees in central italy. forests never recovered. now we have erosion and flooding problems up to this day which we wouldn't have if we had more forests. sahara desertification was mostly caused by changed in the north atlantic wheater systems, but it was aggravated by overgrazing. land deterioration, aggravated by human overexploitation, led to desertification and had contributed to the downfall of several large empires, including the romans..... so you get pollution from chopping wood? I mean Really?
the ancient romans chopped all trees in central italy. forests never recovered. now we have erosion and flooding problems up to this day which we wouldn't have if we had more forests. sahara desertification was mostly caused by changed in the north atlantic wheater systems, but it was aggravated by overgrazing. land deterioration, aggravated by human overexploitation, led to desertification and had contributed to the downfall of several large empires, including the romans.
so you can cut down on your sarcasm
deforestation disaster is everywhere, the moors in England are also caused by it yes I know... but pollution?so you can cut down on your sarcasm
this is not an attempt at casting blame. yes, of course if the land had been uninhabited it would have recovered with time (why forests don't grow spontaneously anymore in the game, by the way?). In italy extensive agricolture is practiced everywhere the terrain is not too rugged, and this has benefits that are far greater than its drawbacks - we still need to grow food, after all. on the other hand, many recurring natural disasters could be avoided with a better land use; every autumn we get flooding somewhere, and every time there is a debate on who is the brain-dead moron who decided to build a town in the middle of where a stream should discharge, or how some more trees would have stabilized the terrain and avoided landslides; but there is never the political will to do much for the long term.I'm pretty sure the Italians have had plenty of time to replant a forest or three. Can't blame it all on the Romans! They've been gone 1500+ years now give or take.
Most of the forests in the South Island of New Zealand were burnt down a few hundred years ago, but the place is covered in forest today. Yes, to be fair, it's very sparsely populated compared to Italy; but wherever you set aside land, it can be done.
"pollution" is a general term; distinguishing between soil poisoning, water poisoning, overfishing, soil depleting, desertification, plastic dump, radiocativiity and all other kind of possible contaminations is way too complex for our purposes here.deforestation disaster is everywhere, the moors in England are also caused by it yes I know... but pollution?
In fact all human habitation causes what you say but to include it as a mechanic to slow the game down is not something everyone wants.
Pollution needs to be back and Global Warming needs to be added
The game also needs dynamic maps, like the ices melt, sea level rises as climate becomes warmer, natural disasters that can destroy an entire civilization