Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zee's Normalized Climate Change
59 opmerkingen
Ewandwhosearmy 29 sep 2024 om 13:50 
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  [auteur] 26 sep 2024 om 18:24 
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 om 17:23 
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 om 17:23 
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  [auteur] 26 sep 2024 om 11:02 
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 om 17:35 
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 mei 2024 om 12:54 
Thanks, _Zee. Very much appreciate the clarification and work on the mod.
_Zee  [auteur] 30 mei 2024 om 12:17 
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 mei 2024 om 9:52 
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 om 12:46 
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.
_Zee  [auteur] 5 jul 2022 om 17:04 
I think the only way to stop flooding entirely, would be to disable CO2 entirely. You could change my mods definitions for CO2 emissions and just set it all to 0. (everything is notated in my files) All you need is a text editor.
Black_Death69AC 5 jul 2022 om 14:37 
@_Zee would it at all be possible for you to either add a feature to disable flooding entirely or maybe a tiny mod that does this? I'm really tired of flooding occurring mid 1920's before I can even unlock aircraft carriers and truly get into my Atomic/Future Era domination plans. Or if you could simply tell me how to disable it in a config file that would be great to (idk how modding on civ works from a file standpoint most of my experience in modding is skyrim/minecraft
_Zee  [auteur] 18 jun 2022 om 2:05 
I'm a bit late answering your question @Charlemagne, sorry about that.

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.
Charlemagne 8 apr 2022 om 10:10 
Zee do you know if carbon emissions (from units or plants) scale with game speed? Like in Epic or marathon, I believe the problem is worse at those speed due to there being more turns to accumulate CO2. And how does that affect this mod, which I already subscribed (if at all)?
-=Maure=- 21 mei 2021 om 23:57 
Great mod, hopefully no longer will Hammurabi single-handedly destroy the world in the Modern era.
Sidewinder Fang 10 apr 2021 om 11:25 
thanks for this mod, I just got back into the game recently and noticed how much it screws you over if a few of the AI decide to start burning huge amounts of fossil fuels
_Zee  [auteur] 1 dec 2020 om 16:53 
Shows how much I play in apocalypse mode.
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.
Xeno426 1 dec 2020 om 16:24 
Hmm, might want to maybe look into that. https://imgur.com/a/d0XgDDU
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.
_Zee  [auteur] 20 nov 2020 om 16:33 
It doesn't affect any events like that directly.
Although, the effects of just having the mod would indirectly make stuff like that a lot less relevant.
Xeno426 20 nov 2020 om 8:43 
I don't see anything listed here, but does this mod affect the carbon emissions from the "Appease the Gods" event? Throwing people into a volcano shouldn't increase carbon at all, since it's just releasing the carbon in the body which would get released over time anyway through decay.
Tasty01 11 jun 2020 om 1:33 
Can you make a mod that makes natural disasters more deadly? I always put the slider on 4 but that does not make a big difference in deadlieness. I don't want more frequent disaster just more deadly ones.

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.
tdurden527 22 jan 2020 om 12:39 
Thanks. U seem 2 b one of the few who r updating these kind of mods:)
MatixJK 18 nov 2019 om 5:42 
Good mod. Thank you so much!
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
_Zee  [auteur] 6 nov 2019 om 19:28 
Version Update Posted - No Changes Made.
Darth Balrog 24 okt 2019 om 2:33 
Nice mod. Thank you!
Is it possible to remove the CO2 polution for making the railway? How to change it by myself?
Thank you!
2Pac shakur 31 aug 2019 om 5:56 
the nuclear reactors should be clean. in real life they dont produce co2.
_Zee  [auteur] 8 apr 2019 om 15:42 
The Antarctica update didn't actually change any of the values that this mod changes, with the one exception of eligible Flood Tiles (which was increased from 35% to 45%). The CO2 thresholds and emission rates are exactly as they were before.

I'm not sure why Firaxis is saying they slowed down climate change, they really only tweaked the disasters.
kasacka 7 apr 2019 om 10:52 
Subscribing for info. Is this mod now obsolete? I recently played through a game with the Antarctis Late Summer update and my impression was the climate change occurred way too fast for any civ to react - 0 flood barriers were built until sea level was +3.5m.
Plerion 29 mrt 2019 om 11:22 
Yes, true. "Adapted" might be a better phrasing.
_Zee  [auteur] 29 mrt 2019 om 9:57 
@Plerion
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.
Plerion 29 mrt 2019 om 8:01 
New update on vanilla that might be of interest for some mods:

https://youtu.be/GGvjflXi3uE

Decommission Power Plant is no longer needed, for example.
ChrisMartin 28 mrt 2019 om 13:02 
Something strange happen with my game now. I'm using coastal flooding as a tool to get my city connected to the see, and opens up a trans-continental canal network. And I was leading the "pollution-race" with 14000. 10 turns away for lvl 4 (flooding 2m, and submerging 1m), all my emission was gone. Zero, nada, blank. It happens in the same turn every time, what ever I do 10 of turns ahead.
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...
Stormy0604 18 mrt 2019 om 11:59 
I have not tried using it yet, but it looks interesting. I'll have to try if for my next game, thanks!
_Zee  [auteur] 17 mrt 2019 om 21:30 
@Stormy0604
Have you tried my Strategic Resource Overhaul yet? It reassigns resources consumed by units and will help with emissions, particularly Infantry using Oil.
Stormy0604 17 mrt 2019 om 18:35 
It may just be me, but after using this along side your properly timed eras, climate change still felt a little bit too fast. This is probably due to the amount of polluting military units in play at any given time. Regardless, I was at the final level of climate change before turn 400, playing on a standard map on emperor. Thanks!
_Zee  [auteur] 14 mrt 2019 om 23:30 
In response to many requests, I have created a Collection that includes all the mods (including from other authors) I use when playing Civ 6.

You can go here and subscribe to all of them at the same time with a single press of a button.
NoShotz 14 mrt 2019 om 16:14 
Is it possible to support the map sizes from this mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=894934462
_Zee  [auteur] 10 mrt 2019 om 16:07 
I was looking at YnamP the other day and noticed there were no CO2 definititions for the new custom map sizes. I'm not entirely certain how that effected the mod on its own, but it definitely meant this mod was not increasing the CO2 requirements accordingly for those custom sizes. I sent the author (Gedemon) a message on Github and he released a patch fixing it earlier today.

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.
_Zee  [auteur] 8 mrt 2019 om 17:07 
You said food when I know you meant flood, but yes, you have that correct. :P
Plerion 8 mrt 2019 om 8:40 
Thanks a lot for the update and the pacing mod!

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?
_Zee  [auteur] 8 mrt 2019 om 5:52 
Another followup update that moves the Carbon Recapture project to a position that you can actually reach before the game is over. 😏

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. :)
_Zee  [auteur] 7 mrt 2019 om 19:09 
Big update that further reduces the onset of Climate Change and makes things more gradual.
Instead of going immediately from "No Climate Change" to "ALL THE CLIMATE CHANGE", there are actual progressional steps now.
BKGamesPI 3 mrt 2019 om 10:56 
Zee is this compatable with 8 ages of pace, GS version?
Eden Elvis 2 mrt 2019 om 3:51 
Oh I see, Thanks! :)
_Zee  [auteur] 1 mrt 2019 om 22:21 
@Emperor Eden
This mod already does that. :)
Eden Elvis 1 mrt 2019 om 15:02 
Would this mod be compatible with JNR's mod which only increases the no. of lowland tiles?
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
_Zee  [auteur] 1 mrt 2019 om 14:21 
@Orionox
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.
Orionox 28 feb 2019 om 23:46 
how will this mod and JNR's mod interact? From what I've read, JNR's climate mod only adjusts uranium units, while your mod adjusts all 3 kinds of units. Does this mean that the change you guys have made to uranium will stack, or will one just cancel the other out? Also, does this mod take into account the game length? I use historic speed and I'm just curious whether this mod will adjust based on the much longer era's in historic speed.
_Zee  [auteur] 26 feb 2019 om 12:53 
Game Settings?
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.
BLÀde 26 feb 2019 om 12:06 
last game i still got to phase V