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7/13/2005 10:14 AM
Settler

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7/15/2005 9:43 AM


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One thing I would love to see added to Civ IV is something that takes into account the effects of weather. As someone who lives in a hurricane-prone area, I can say with certainty that weather has a profound effect on our civilization, and this would add a tremendous level of realism.
7/13/2005 10:18 AM


Game slut

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They have the volcanoes and the plagues in C3C. Other natural disasters could also be neat.
7/13/2005 10:30 AM


I am pot

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4/4/2006 6:06 PM


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Given the time scale of civ, most weather is pertty negligable. In our day to day lives, ya a couple weeks through a huricane is nasty... However civ's smallest time increment is 1 year. The effect of a hurricane, although nasty, cannot be taken into consideration because of the time frame that civ encompasses. How could you alter a cities production/stats to take into effect a yearly event such as hurricanes?
7/13/2005 10:48 AM


Footballer

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6/6/2009 6:50 PM


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well, if its bad enough i suppose it would take at least a year to recover, like in Indonesia, itll be a while before its fixed agaiin
7/13/2005 5:37 PM


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11/3/2006 12:58 AM


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There are two or three ways to possibly factor this in:

1. Due to weather, an improvement (or 2 or 3) will be destroyed, symbolizing the suddeness of the hurricane, typhoon, earthquake, etc. I'd say from 1 to 3 improvements depending on the severity of it. Of course, improvements could be built to lower the effects of of the occurrence.

2. The city/cities affected will lose production for 1-3 turns, again depending on the severity of the occurrence and also lessened by weather/scientific structures that would give warnings of the weather phenomena.

Edit: A third idea just occurred to me, destuction of tile improvements in the city radius, roads/rails, mines, irrigation wiped out that have to be rebuilt...
7/13/2005 5:53 PM
Settler

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There you go, exactly what I was thinking along the lines of, with maybe the loss of some population, as well. And the addition of an improvement (weather station) can lessen the population loss and maybe avoid a few of the effects. The prerequisite would be Meteorology, which can be learned as a branch of Sailing.
7/13/2005 7:10 PM
Firm Anti-Cynic

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8/8/2010 10:23 PM


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I would like to see something like Hurricanes, where units can be lost at sea (preferably galleys and, etc.) because of storms. Earthquakes and, etc., could kill population, and destroy improvements like stated above. If there would be the throwing in of Hurricanes, storms, and, etc., I would think it would be something similar to how it was experienced in the game risk (if anyone remembers that game). A very nice feature.

Good idea...
7/14/2005 7:07 AM


Footballer

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and earthquakes could generate a fissure terrain
7/14/2005 4:57 PM
Warlord

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Having lived through a hurricane, I can say that its effects are still being felt a year after it came through.So to say that its effects are negligible in civ is short-sighted. Effects of sea storms on naval combat is interesting such as the Japanese divine wind that saved the homeland from invasion or that assisted Drake in defeating the Spanish Armada.
7/14/2005 6:32 PM


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1. Due to weather, an improvement (or 2 or 3) will be destroyed, symbolizing the suddeness of the hurricane, typhoon, earthquake, etc. I'd say from 1 to 3 improvements depending on the severity of it.

2. The city/cities affected will lose production for 1-3 turns

Edit: A third idea just occurred to me, destuction of tile improvements in the city radius, roads/rails, mines, irrigation wiped out that have to be rebuilt...


Once again, take into account the scale at which civ is played on. The basic idea isn't bad, but the effects on the game become silly.

1. Lets say a library and a temple get destroyed (the 2 cheapest improvments really.. short of harbour and barracks maybe)... These 2 improvments have a combined cost of 140 shields. We'll say this hit industrial times where 1 turn = 2 years. where a city could/should be around 20 production per turn. This single event will take 7 turns to clean up from or a complete total 14 years to rebuild 2 basic structures. Imgaine if that was a university and bank that got taken out with a cost closer to 300 shields / 30 years to rebuild. 30 years to recover from a hurricane? Along with... My temple has been around since 1000bc and produces double culture. That temple is taken out and I have to rebuild... back down to regular culture? Remember that most wars don't last 20 turns in civ... Why would the effects of a natural disaster be felt longer than the longest war in recorded history?

2. losing an additional 1-3 turns (could be 1-3 years, 2-6 years... whatever the time frame) is a huge amount of time to lose production. Hurricane hit... Kay 2 years later we can start production again?

3. Once again remember the civ time scale. An irrigated tile takes years to fully irrigate... How long does a hurricane take to clean up from? Surely not the several years workers would take to finish this (remember, the detroyed tile would take a turn to move there then several turns after to reimprove.



addit:

So to say that its effects are negligible in civ is short-sighted.


remember that 1 population represents hundreds of thousands of people... How many have been killed in hurricanes? negligiable from a civ standpoint.

1 year = 1 turn and some effects are still felt. Has the all production been complete stopped for 1-3 years? Have city improvements that take ~ 5 years to build been destroyed? (thats minor ones.. universities or more advanced structures take longer)

I know it's nice to weather patterns and it's effecs in civ, but the scale is just too large to have a huge effect.
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