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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.
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?
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.
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.
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!
Increasing the game speed will increase the map size CO2 "bank" accordingly, just like it does with tech and production costs. The value multipliers are 1.5x and 3.0x for Epic and Marathon.
So the emissions don't scale, but the thresholds for each phase of Climate Change do. Theoretically it should add up the same, but in practice you'll probably see a little more CO2 because that's just how it goes when you give the player and AI more turns to do stuff.
I just read up on it and the Soothsayer mechanic - The nature of the mode seems to be to cause as much destruction as possible in an intentionally silly way. Using the unit to trigger disasters releases 50 CO2 by default, and sacrificing your own units produces 30 CO2. I think the mode was intentionally designed to max out climate change, so I'm not so sure I should change it.
This is from a couple dozen units getting thrown into volcanos over the course of the game. It's a bit silly that I was at Stage III by the Renaissance.
Although, the effects of just having the mod would indirectly make stuff like that a lot less relevant.
Things I would like to see in such a mod:
- Hurricanes stay for longer and go on land.
- Hurricanes kill all units below the modern era.
- Tornadoes kill all units below renaisance era.
- Coastal flood kill all units on a tile when it floods except giant death robots and air units.
- Volcanoes do more damage to cities and kill all units below modern era
- Coastal flood floods more tiles.
Would it be possible to reduce CO2 and go back with pollution? , that is to say that the lands that were under the water arise again and freeze again the polar ice
Is it possible to remove the CO2 polution for making the railway? How to change it by myself?
Thank you!
I'm not sure why Firaxis is saying they slowed down climate change, they really only tweaked the disasters.
Holy shit it looks like they went through the workshop and just integrated half the mods into the game. 😂 All of it looks good, but I wouldn't call any mods no longer needed just yet. I think I heard them say decommisions could only be done during competition events. I'll need to do some testing and updating. Thanks for sharing the link.
https://youtu.be/GGvjflXi3uE
Decommission Power Plant is no longer needed, for example.
Im not pointing fingers, because my game are heavily modded, so chances are extremely high for the fault to be in my end. But any tips to where to look for what triggers this vanish of emission?
I'm lost...
Have you tried my Strategic Resource Overhaul yet? It reassigns resources consumed by units and will help with emissions, particularly Infantry using Oil.
You can go here and subscribe to all of them at the same time with a single press of a button.
I can't speak for or solve any problems that arise from trying to use the custom map sizes provided by YnamP, but I can at least now say that as long as it loads, The CO2 levels on those maps will be properly scaled up by this mod now.
Just to be sure, this mod doesn't literally "increase the eligible food tiles", but the percentage of eligible tiles that randomly end up flooded, right?
Also there have been a lot of requests for a pacing mod, so I would like to introduce:
Zee's Properly Timed Eras
Just released this morning, give it a look. :)
Instead of going immediately from "No Climate Change" to "ALL THE CLIMATE CHANGE", there are actual progressional steps now.
This mod already does that. :)
I would like to use your climate mod as I know it will work with your other mods, but I really want the option to have more tiles flood. Thanks
They would not be compatible. Any changes made by both mods would result in one overriding the other. You'd get a mish-mash of effects from both mods, and neither would work as intended.
Keep an eye out on my workshop, I'm going to be releasing a mod soon that fixes the pace of moving through eras and it will tie all of my mods together.
Other Mods?
Map Size?
Number of Civs?
Is that the same exact result you got before installing the mod? If so then there's an install issue because the climate change rates will definitely be different.