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Incline Climate Change, Pollution, Global Warming

MoLAoS

Guest
One part of my game I am really digging at is how to incorporate environmental factors into the game. I have biomes which determine certain resource availability as well as temperature stuff. I'm hoping to go a bit further, and also combine this with the racial evolution. From a lore perspective magical ambient energy increases the speed of beneficial evolutionary changes to account for changes needing to come fast for game play reasons.

Climate change will be spurring conflict over resources, pollution will be a powerful factor in industrial nations, and populations will slowly adapt to their environment as it changes.

The scale of the game is such that a 50000 year campaign is an option. That would take approximately 1644 real life years at max turn length but depending on how long you generate history vs playing from month one it probably won't be that much, especially if you don't scale massively to world spanning empire. 164 years from day one I'd expect. You can turn autoplay on and off however, so maybe it'd only take a few decades depending on how much you timeskip.
 

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
Make the game happen in the end of an interglacial period with an inevitable and potentially apocalyptic Ice Age starting in the last hundred(s) of turns. It would be a lot more interesting.
 

MoLAoS

Guest
Make the game happen in the end of an interglacial period with an inevitable and potentially apocalyptic Ice Age starting in the last hundred(s) of turns. It would be a lot more interesting.
Well one of the characters could always turn in into an ice age I guess.
 

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