Civ4 : Planet Roanoke |
Civ4 - Planet Roanoke |
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0.161 -- TERRAFORMING (better documented)
Hopefully this incorporates all submitted changes. If not, mea culpa. Terraforming is in place, needs tweaking. Not yet transparent to player, but essentially: the more food you're generating on a tile, the more likely it will warm up. The more energy you're extracting from a tile, the more likely it will cool down.
- Aerators no longer automatically convert CO2 to air. Instead, they heat up the tile; when the tile is warm enough, the CO2 automatically turns to gas.
- Terrain is now Very Cold, Cold, Temperate, Tropical, Hellish (maybe I left it as desert). Probably one more grade needs to exist between Cold and Temperate, but mathematically what we have now works (!)
- Improvement change: Hothouse. +1 food, +1 food if Anthro, +1 food if Aerated. (Before: +2 food if Aerated, +1 food if Anthro). This gives players a better chance if they don't start near CO2. No longer "discovers" wheat, corn, rice.
- Improvement added: Farm. +2 food. (Don't think it's +1 food Anthro, don't know if it should be). This is now the Improvement that "discovers" wheat, corn, rice.
to do:
- Require tech to "discover" bonuses. These should be in Era II
- Get global adjustment working. Was having trouble instituting this because I couldn't store the variable properly. Will look into this. (Actually as I was typing I realized what the problem is, will get to it tonight).
- Balance! Don't know if this is well-balanced or realistic yet. I think terraforming may be happening too quickly... need to pull back on the reins, I think.
More feedback?
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