Weather Effects

giugau

Chieftain
Joined
Oct 27, 2016
Messages
1
Randomly generated on a random number of tiles for a random number of turns based on the actual biome of those tiles. Imagine, for example, a storm on a group of 5-6 grassland tiles, effecting tiles output and units. Rising the food output but dropping the production. It could create a marsh on tiles. Units are more vulnerable during snow...or stronger if they are Russians. Winds on sea tiles giving any naval units, from Ancient to Renaissance era, a temporary boost in movement.
Desert storm helping civs like Egypt or Arabia but obstructin civs like Norway or Russia.
 
Normal weather could also affect farm yields (and thus, city growth). Even seasons could affect farms (and colonies). For example, a dry season, rainy season (monsoon or even flooding), or an especially cold (and snowy) winter.

And extreme weather could also affect troop movements (such as the storm that wiped out the Spanish Armada in 1588). A tornado could damage improved tiles. A hurricane could actually damage (or 'kill') troops. And lets not forget natural disasters like tidal waves, volcanic eruptions, and earthquakes (perhaps along the tectonic plates that separates continents in Civ 6). Or if a Campus district is placed next to a mountain (for science bonuses), perhaps it could also be occasionally subject to avalanches from that mountain as well. There are lots of possible variables that could be added due to natural weather, seasons, and disasters.

I would recommend, however, that such features include a toggle for players to decided whether or not to include them. Some folks may not want those additional 'random' events in their game. So having the ability to turn them on or off would allow players to have control (and customization) for their own gameplay.
 
Yes, weather effects sound like a great idea for an expansion. Have been wanting this for a long time.
 
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