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Suggestion. Implementing vegetation level and humidity affecting local climate and fertility.

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5 years ago
Jan 14, 2020, 11:02:48 PM

The humankind have deeply changed the enviourment around them. Large parts of the worlds forests and fertile land has been turned into barren land. People have for instance turned the cradle of humanity, most of the midle east or "The land of milk and honey" as it was called to depraved desserts. Mostly by letting animals overgrace and by removing forest and wetlands. I which that the game implement a system that shows this. If you take to much out of the local systems by missusing the enviourment you might grow your population fast for a while but in the end destroy your civilisation. Alpha centauri had a very crude system which was intresting, but it could be made much more in a game such as humanity that follows the human history for longer timespans. A good game system will make the long run keeping of the map so much more intresting and would also educate the player. This is a win win.


These two videos are are very educational.

https://www.youtube.com/watch?v=IDgDWbQtlKI   

https://www.youtube.com/watch?v=vpTHi7O66pI

Updated 5 years ago.
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5 years ago
Jan 15, 2020, 11:23:35 AM

You focussed in your description mainly on the "negative" transformation into barren land. Do you also suggest the possibility to transform barren into fertile land? I think this could work out similar to terraforming in ES2.

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5 years ago
Jan 15, 2020, 11:38:24 AM

We could do something similar to craver depletion points I suppose.
And then depletion points in reverse for the opposite effect.

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5 years ago
Jan 15, 2020, 5:36:41 PM

Yeah a posibility for positive change of the envierment is also needed. Once you research as certain level you should be able to counter some of the negativs. Like iregation systems in the earlly gameplay and perhaps tre planting or perhaps reducing the number of herders.  The hard part is to implement a positive system, you should not be able to use it everywhere wihout cost or you would have the player doing that everywhere. Like in space games where all planets ends up as terraformed to Gaias is not that fun. 


Alpha centauri did it quite well. The mountain ridges increased rainfall on the side near the ocean but created a dry shadow on the other side.  Since Humankind uses several layers of altitude that system would work well.

Updated 5 years ago.
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5 years ago
Feb 20, 2020, 10:02:38 PM

Nice to see in todays trailer that you are going for something in this direction. But I hope it is not just cosmetic and that they way you play and treat the vegetation will affect the fertility of the tiles around them.

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5 years ago
Feb 21, 2020, 9:33:25 AM

The different biomes affact two aspects of the terrain:

  1. The appearance of the individual tiles: A forest tile in the taiga will feature different trees than one in the savannah, for example.
  2. The distribution of tile types: E.g. a temperate zone might have a lot of grassland and forests, a desert zone would have predominantly rocky or barren terrain.


So while individual tiles do not affect their surrounding tiles like you propose, the biomes as a whole feature different vegetation and "fertility."

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5 years ago
Feb 22, 2020, 9:54:54 PM

I also hope that biomes aren't just treated cosmetically, and I think the vegetation type could be used as something that influences agriculture. I think a way to influence crop yields could be an agricultural style, where you chose a single bonus you can spend influence to swap in and out. So if you had rice paddies as your agricultural style, you would get extra food yields from farms in tropical or savanna biomes, if you had wheat fields, you would get bonus food from farms in mediterranean or grasslands biomes, and if you had three sisters/ maize, you would get bonus food from temperate or badlands biomes. You could also have policies like hunting and gathering, which increases the food gained from hunting the mammoths and elk herds that are present in the game, or free range herding, where you have bonus yields from livestock pastures but they require two tiles, or fences, where pastures take up only one tile but don't get food bonuses. Then there could be irrigation, which gives bonuses to farms next to fresh water regardless of biome, or terrace farms, which lets you build farms on highland terrain. There could also be aquaculture, which gives bonus food from sea tiles adjacent to the land, or fishing villages, which gives bonus food from sea resources. That way biomes aren't just cosmetic and the "vegetation" would have an impact on gameplay.

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5 years ago
Feb 23, 2020, 2:39:24 AM
grug wrote:

I also hope that biomes aren't just treated cosmetically, and I think the vegetation type could be used as something that influences agriculture. I think a way to influence crop yields could be an agricultural style, where you chose a single bonus you can spend influence to swap in and out. So if you had rice paddies as your agricultural style, you would get extra food yields from farms in tropical or savanna biomes, if you had wheat fields, you would get bonus food from farms in mediterranean or grasslands biomes, and if you had three sisters/ maize, you would get bonus food from temperate or badlands biomes. You could also have policies like hunting and gathering, which increases the food gained from hunting the mammoths and elk herds that are present in the game, or free range herding, where you have bonus yields from livestock pastures but they require two tiles, or fences, where pastures take up only one tile but don't get food bonuses. Then there could be irrigation, which gives bonuses to farms next to fresh water regardless of biome, or terrace farms, which lets you build farms on highland terrain. There could also be aquaculture, which gives bonus food from sea tiles adjacent to the land, or fishing villages, which gives bonus food from sea resources. That way biomes aren't just cosmetic and the "vegetation" would have an impact on gameplay.

Biome specific improvements/wonders/buildings would be cool, or bonuses to certain biomes. I guess we'll have to see.

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5 years ago
Feb 23, 2020, 12:41:52 PM

This could cetainly be an interesting addition to the game, however, i believe that we should also be able to understand the effect our actions have on the global climate/fertility(once we have the technology). This could certainly make the game interesting by awarding fame to whoever can discover/prove anthopomorphic climate change.

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5 years ago
Feb 24, 2020, 2:57:36 PM

We're not going to go into such granularity as simulating different crops only growing in certain biomes, aside from the availability of organic luxury resources which will spawn in an appropriate biome.

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5 years ago
Feb 24, 2020, 5:06:37 PM

Oh yeah, certain luxuries and maybe even strategic resources only appearing in certain biomes certainly sounds interesting.

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5 years ago
Feb 24, 2020, 7:26:17 PM

It's an important choice to have luxury resources from appropriate has it gives consistency, variety and interest into exploration, trade, war to benefits from more resources.

Updated 5 years ago.
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