Winds and currents..?

Sadly, I watched Katrina crossing the Atlantic on The weather Channel with feelings of dread.
Why people who live below sea-level in the Gulf of Mexico don't keep an eye on hurricanes as if their life depended on it amazes me.

I blame the oil companies (they caused the erosion of the sand bars which would have absorbed lots of force) because they pumped oil out from under the city causing it to sink (3 metres?)
 
I blame the oil companies (they caused the erosion of the sand bars which would have absorbed lots of force) because they pumped oil out from under the city causing it to sink (3 metres?)

I thought that was the aquifer?
 
I don't know about Pirates! The system there feels a bit busted for me. I've played both the original and the new one and I like them well enough but the winds (at least in the new one) can be kind of frustrating. My problem with it is you basically always have terrific speed going west and so-so speed going south or north but moving east was a terrible crawl. I don't know if this is realistic to the carribean area in question or not but it sometimes felt like a big chore to me and also like I was on a rollercoaster loop first a quick ride west then slow painful tracking east and repeat. Since this meant the majority of the time by far was spent going east it could get annoying. I don't know maybe I just never mastered that game.
 
It is a cool idea, but I feel like it may very well be a bit too much to implement properly. In the old days they still managed to sail everywhere they wanted to go, even if sailing in one direction took longer than sailing in another direction. Should we really be bothered with taking these things into account?
 
I blame the oil companies (they caused the erosion of the sand bars which would have absorbed lots of force) because they pumped oil out from under the city causing it to sink (3 metres?)

More than the oil companies, it is the prevention of the natural flow of water in the river (which is pushing more towards the Atchafalaya river channel and away from the Mississippi) back towards the Mississippi river channel which is removing the silt and raising the land over sea level. This lack of silt going out to sea is causing the wetlands to dry up. The reduced extended shallow water and the disappearing of the sea grasses is allowing hurricanes to hit the shore with increased strength.
 
More than the oil companies, it is the prevention of the natural flow of water in the river (which is pushing more towards the Atchafalaya river channel and away from the Mississippi) back towards the Mississippi river channel which is removing the silt and raising the land over sea level. This lack of silt going out to sea is causing the wetlands to dry up. The reduced extended shallow water and the disappearing of the sea grasses is allowing hurricanes to hit the shore with increased strength.

you're right, the shipping is to blame
 
I don't know about Pirates! The system there feels a bit busted for me. I've played both the original and the new one and I like them well enough but the winds (at least in the new one) can be kind of frustrating. My problem with it is you basically always have terrific speed going west and so-so speed going south or north but moving east was a terrible crawl. I don't know if this is realistic to the carribean area in question or not but it sometimes felt like a big chore to me and also like I was on a rollercoaster loop first a quick ride west then slow painful tracking east and repeat. Since this meant the majority of the time by far was spent going east it could get annoying. I don't know maybe I just never mastered that game.


I believe that in Pirates the prevailing wind speed and direction changed according to the season to simulate the climate. I never mastered it either. I just find it a refreshing change from Civ 3 or 4 times a year.

I guess every advantage needs a disadvantage to balance it out.... but it's those kind of things ( random events, etc.) that become controversial, because they're only fun when they work in your favor and aggravating when they go against you. These features are best designed with an off switch.
 
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