What exactly triggers global warming?

Vendayn

Warlord
Joined
May 11, 2011
Messages
104
I'm testing something out for a small submod I'm making. I tried this before, but I couldn't figure it out and no one responded.

I noticed in the config global_warming_prob was set to 0, so I set it back to 20 (which I think is default?). I also changed each active volcano to produce 1750 pollution (in real life a major volcano makes an ice age) and switched terrain to change to one of the ice ones. Since it makes more sense with all the active volcanoes (I added over 100 active volcanoes on the map lol) would make it cold, not hot

I also set distance it spreads to 7

And I'm not getting any global warming message. I'm 600 turns in, highest speed, and nothing is happening. A HUGE portion of the world has over 50k pollution in each tile, and there is very little areas with no pollution. I'm cranking out pollution factories to increase, and nothing is still happening.

I'm using the live version as well (not SVN) since I found it more stable on my PC. Is it just RNG? Or is it set to be off in one of the files?

Need to test my submod, and it needs global warming to happen for me to actually test it lol...
 
So what I've intended, and most of this works, but I want it to work alongside the global warming (or cooling in this case) mechanic.

I'm not gonna give too much detail

But, once the ice age happens (global warming mechanic), each city becomes a "Nomad" who can build basic buildings and it becomes a deathmatch scenario where everyone is at war with everyone else fighting for what little is left. This lasts (except I don't know if this part works, because the ice age won't activate lol) for 100 turns on default speed, and 925 turns on eternity. I still need to mess with the exact amount of turns, but no ice age so can't test that lol.

So essentially for that amount of time things become "survival" mode. I've made it so the map turns dark (night) and it becomes harder to see and any "animal" left alive is three times stronger. There are also "new" things that appear that aren't from Earth. Certain military bases (before the ice age, they are just scenery, at least for now) fall to ruin in the ice age and the aliens escape. There isn't many military bases that this happens, I've only set it to two, but the aliens are able to colonize when you can't.

Once the ice age is over, humanity finds that things aren't the same. new "animals" and incredibly intelligent insects have appeared. I really like ants, so ant colonies are all over, but the ants are smarter and more intelligent. So on top of the aliens now on Earth, there are also native things to deal with that changed during the ice age.

I added a ton of features to this. But I can't test most of them out without the global warming mechanic activating lol.

On the bright side, the military bases work...and all the new animals/etc work. But I need to see the actual mechanics in play besides those. Plus I have a bunch of other stuff, most which work by default, but I need the ice age to see its full mechanic lol.
 
I know, I set it to a higher number to try to trigger the global warming event. Its part of testing my submod. I didn't know how else to trigger it, but it didn't seem to work anyway lol.
 
You have a fascinating concept. We've batted around some things along similar thinking before and just haven't really addressed them. One thing we wanted to do was setup terrain types on a staged hierarchy of cooling and warming so that if the planet cools, plots begin to drift towards the cooler types and if the planet warms they begin to drift towards the warmer types. I think this would be a good way to go because if you want to represent ice ages, global warming doesn't really do the trick as that's really representing the opposite thing.

However, to address your initial question, I'd really have to do some code investigation to help answer how global warming currently takes place. So far as I know, once the pollution properties were put in place, the mechanism was redesigned a bit and if I'm recalling correctly here, the warming events from pollution were taken out as they were a little too severe... but I don't remember how it went because that was AIAndy and Hydro's project and I wasn't as in touch at that stage of the mod development.

So I'd really have to look into it and at the moment I have a lot of other things going on so it'll take me a bit to come back around to this.
 
No rush :) Seems its more complicated than it seems.

I did find this in the event trigger info. I have no idea what any of this does, so haven't messed with it lol

Spoiler :
<EventTriggerInfo>
<Type>EVENTTRIGGER_GLOBALWARMING</Type>
<AndDependencyTypes>
<DependencyType>BUILDINGCLASS_POLLUTION_GLOBALWARMING3</DependencyType>
</AndDependencyTypes>
<WorldNewsTexts>
<Text>TXT_KEY_EVENTTRIGGER_GLOBALWARMING</Text>
</WorldNewsTexts>
<TriggerTexts>
<TriggerText>
<Text>TXT_KEY_EVENT_GLOBALWARMING</Text>
<Era>NONE</Era>
</TriggerText>
</TriggerTexts>
<EventArt>Art/Event_Images/globalwarming.dds</EventArt>
<bSinglePlayer>0</bSinglePlayer>
<iPercentGamesActive>0</iPercentGamesActive>
<iWeight>50</iWeight>
<bProbabilityUnitMultiply>0</bProbabilityUnitMultiply>
<bProbabilityBuildingMultiply>1</bProbabilityBuildingMultiply>
<Civic>NONE</Civic>
<iMinTreasury>0</iMinTreasury>
<iMinPopulation>0</iMinPopulation>
<iMaxPopulation>0</iMaxPopulation>
<iMinMapLandmass>0</iMinMapLandmass>
<iMinOurLandmass>0</iMinOurLandmass>
<iMaxOurLandmass>-1</iMaxOurLandmass>
<MinDifficulty>NONE</MinDifficulty>
<iAngry>0</iAngry>
<iUnhealthy>0</iUnhealthy>
<UnitsRequired/>
<iNumUnits>0</iNumUnits>
<iNumUnitsGlobal>0</iNumUnitsGlobal>
<iUnitDamagedWeight>0</iUnitDamagedWeight>
<iUnitDistanceWeight>0</iUnitDistanceWeight>
<iUnitExperienceWeight>0</iUnitExperienceWeight>
<bUnitsOnPlot>0</bUnitsOnPlot>
<BuildingsRequired>
<BuildingClass>BUILDINGCLASS_POLLUTION_GLOBALWARMING3</BuildingClass>
</BuildingsRequired>
<iNumBuildings>0</iNumBuildings>
<iNumBuildingsGlobal>1</iNumBuildingsGlobal>
<iNumPlotsRequired>0</iNumPlotsRequired>
<bOwnPlot>0</bOwnPlot>
<iPlotType>-1</iPlotType>
<FeaturesRequired/>
<TerrainsRequired/>
<ImprovementsRequired/>
<BonusesRequired/>
<RoutesRequired/>
<ReligionsRequired/>
<iNumReligions>0</iNumReligions>
<CorporationsRequired/>
<iNumCorporations>0</iNumCorporations>
<bPickReligion>0</bPickReligion>
<bStateReligion>0</bStateReligion>
<bHolyCity>0</bHolyCity>
<bPickCorporation>0</bPickCorporation>
<bHeadquarters>0</bHeadquarters>
<Events>
<Event>EVENT_GLOBALWARMING_1</Event>
</Events>
<PrereqEvents/>
<bPrereqEventPlot>0</bPrereqEventPlot>
<OrPreReqs/>
<AndPreReqs/>
<ObsoleteTechs/>
<bRecurring>1</bRecurring>
<bTeam>0</bTeam>
<bGlobal>0</bGlobal>
<bPickPlayer>0</bPickPlayer>
<bOtherPlayerWar>0</bOtherPlayerWar>
<bOtherPlayerHasReligion>0</bOtherPlayerHasReligion>
<bOtherPlayerHasOtherReligion>0</bOtherPlayerHasOtherReligion>
<bOtherPlayerAI>0</bOtherPlayerAI>
<iOtherPlayerShareBorders>0</iOtherPlayerShareBorders>
<OtherPlayerHasTech>NONE</OtherPlayerHasTech>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bShowPlot>0</bShowPlot>
<iCityFoodWeight>0</iCityFoodWeight>
<PythonCanDo/>
<PythonCanDoCity/>
<PythonCanDoUnit/>
<PythonCallback/>
 
Change
<iPercentGamesActive>0</iPercentGamesActive>
to
<iPercentGamesActive>100</iPercentGamesActive>

and this should eventually activate the event after the pollution specific building
<BuildingClass>BUILDINGCLASS_POLLUTION_GLOBALWARMI NG3</BuildingClass>
is present in a city.
 
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