Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Zee's Normalized Climate Change
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
3.944 KB
23 Feb, 2019 @ 1:42pm
6 Nov, 2019 @ 7:23pm
16 Change Notes ( view )
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Zee's Normalized Climate Change

In 1 collection by _Zee
Zee's Civ 6 Experience
21 items
Description
This mod slows down the rate of Climate Change and makes its effects more impactful.

Overview
===================================================
  1. The amount of CO2 required to raise the global temperature by 1 degree has been increased by 100% across all map sizes. This includes the custom map sizes provided by YnamP.

  2. The amount of CO2 emitted by the consumption of fuel sources(power plant or unit maintenance, makes no difference) has been reduced
    • Coal by 40%
    • Oil by 50%
    • Uranium by 25%

Supporting Changes
==================================================
  • Flood Barriers are no longer unlocked with the Computers tech, but with Synthetic Materials. This is almost a lateral movement, except now there is one more prereq tech in the way than before, slightly delaying its availability. As an added bonus, Synthetic Materials makes way more sense than Computers. 😏

  • The Carbon Recapture Project no longer resides on a civic that could literally end up being the very last one you research. It now becomes available after researching the Environmentalism Civic.

  • Climate Change is made more destructive by increasing Eligible Coastal Flood tiles from (45%) to (60%).

  • Don't forget the vanilla disaster strength slider too, if you want more deadly tornadoes/hurricanes/volcanoes/etc, move that slider up from (2) to (3 or 4).
    It makes a big difference.

Other Notes
===================================================
Changing the emission rates and not only just the CO2 "sink" rates results in a better scaling game. The main source of pollution isn't the power plants - it's the units that have fuels as a maintenance resource.
Infantry using Oil is the biggest offender. If you are using my Strategic Resource Overhaul mod, the Oil-for-Infantry issue is corrected.

This will result in climate change events lining up with the global tech level more accurately, and more importantly, the game mechanics will be more fun to play with.

Note that in the screens above I show the Turn Number and the Year. My mod, Properly Timed Eras, is in no way required for this mod to function. But it is required if you want the year displayed on a given turn to line up with real human history a little more realistically, as it does in my screenshots. (ie, no jet fighters and class 4 flooding in the year 1400 AD.)


Compatibility
===================================================
Can be added and removed freely from any running save without issue. The emission rates will be retroactively affected, but any phases you've already reached will still be in place.
Requires Gathering Storm.
Should be compatible with anything that doesn't obviously conflict. Let me know if you have any problems.


You might also enjoy my other mods:
Zee's Properly Timed Eras
Zee's Strategic Resource Overhaul
Zee's Distance Is A Good Thing
Zee's Fewer Trade Offers
Zee's Decommission Power Plant
Zee's Slower Grievance Decay
Zee's Third Party Grievances Reduced
Zee's More Reliable Reactors


If you're feeling generous, you can donate here.
[patreon.com]
59 Comments
Ewandwhosearmy 29 Sep, 2024 @ 1:50pm 
It was on Standard Extended speed, not a custom map. I went back and found that I won my last game on turn 408 with global warming at 11,829.

My last game, also with Extended, went by at a good pace, and I'd have liked to see how global warming went; but something is making it crash every turn, so I had to abandon it. It seems I've been using mods that don't go well together. I'm now trying with some turned off.
_Zee  [author] 26 Sep, 2024 @ 6:24pm 
Ya definitely try again using PTE only, Extended Eras is not meant to be used with PTE. And again, I'm not sure how compatible Extended Eras is with NCC as it might be trying to control CO2 rates on its own somehow.

I'm not sure why you're only getting to Phase 1 though, that's definitely not how NCC is designed so I'm guessing there's another conflict. Most of my NCC games make it to Phase 4 at the very least.

Also still not sure what game speed you're playing on or if you're using custom maps?
Ewandwhosearmy 26 Sep, 2024 @ 5:23pm 
Despite my frugality with resources, each time I would be the biggest polluter for much of the Industrial and Modern eras. I was also ahead of everyone by this point (slow games seem to favour the player), so the AI was slower in building the flood defences. Still, the world only hit Phase I towards the end of the game if at all.

Now this is fine by me because I really hate how global warming in implemented in VI. I would much prefer if land never submerged, but flood defences only guarded city centres and other tiles required improvements by builders or engineers that need to be rebuilt regularly, and desertification is more of a problem than flooding. But that is likely beyond what a modder can do.
Ewandwhosearmy 26 Sep, 2024 @ 5:23pm 
I actually did use both Extended Eras and Properly Timed together in one game by an oversight of mine, that may be why I found it rather boring, it dragged on until turn 500 and made me realise the game doesn't work well when stretched out so much. (It's unfortunate that playing true to history isn't well supported, I suspect it's because of how the difficulty works.) Another time was only with Extended Eras, faster but still my core cities hit development ceilings around the Industrial age, and I ended up doing a lot of city projects. I never built more than two power plants, and I kept doing Industrial Zone Logistics in the most power-hungry cities. Partly out of concern for pollution, partly because I needed coal and oil for ships and tanks. Once I had renewable energy set up, I did Carbon Recapture instead.
_Zee  [author] 26 Sep, 2024 @ 11:02am 
Thanks for the feedback @Ewandwhosearmy. What game speed do you play on? Do you use any other mods that impact research speed? Are you using custom maps (they have their own CO2 values)?

And I should mention that even though Extended Eras is a fork of my Properly Timed Eras mod and I'm credited as an author, Extended Eras is 100% maintained by p0kiehl and I can't speak for how compatible it is with the rest of my mods. And I gotta mention this just in case, Extended Eras and Properly Timed Eras are explicitly incompatible and should never be used together at the same time.
Ewandwhosearmy 25 Sep, 2024 @ 5:35pm 
I quite like this mod, but I have to say it doesn't work as it should. I find that I can build all the flood defences with the first phase more than a hundred turns away, and the game ends with Phase I at most. That may be because I'm playing with Extended Eras, and I find myself doing a lot of city projects. So rather than give the player more chance to prepare, it's more like it removes any impact at all.
GilgaMocha 30 May, 2024 @ 12:54pm 
Thanks, _Zee. Very much appreciate the clarification and work on the mod.
_Zee  [author] 30 May, 2024 @ 12:17pm 
Nuclear power DOES produce emissions in vanilla AND this mod, you should check for mod conflicts if it is not producing any emissions at all.

You also have a way to remove the carbon emissions in the game already, the Carbon Recapture Project. In vanilla, this tech is attached to one of the random final future era civic's - this means there is a chance it shows up as the very last civic you research in vanilla.
With this mod, I've moved the Carbon Recapture to an earlier civic so there is no longer a chance you don't discover until endgame, it shows up with the Environmentalism civic now.

Enjoy!
Straight up Björking it 27 May, 2024 @ 9:52am 
Hello i have ideas!! Nuclear power doesn't produce emissions and you shoud add that! ALSO please make it reversible cause it is in real life. I have looked for these mods all ready and i think they would be cool in yours. thanks homie.
GilgaMocha 8 Jul, 2023 @ 12:46pm 
How hard would it be for you to create a mod that just disables CO2 emission for a "climate change" free game? I'd sub to that basically instantly. Toxic mechanic doesn't belong in the game, imo.