[Freeciv-Dev] Re: Glaciars
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Andrew McGuinness wrote:
>
> Anecdoter@xxxxxxx wrote:
>
> > In a message dated 1/4/00 12:54:46 AM Eastern Standard Time,
> > dwp@xxxxxxxxxxxxxx writes:
> >
> > > The scale is wrong. One freeciv square represents a _large_
> > > area. For most maps realistic glaciers would correspond to
> > > one or few squares only.
> >
> > There have been some rather large glaciers in the past. During the last
> > ice age, a single glacier covered all of canada and most of the upper
> > midwest. I think there is a miscommunication, perhaps the original poster
> > meant an ice age - that is at least how I took it. Maybe the
> > miscommunication is between myself and the original poster... ;->
> > >
> > > Also historically it seems a bit iffy. How many historical
> > > civilisations were disrupted or threatened by glaciers??
> >
> > That is true, however, how many civilizations were around when the last
> > glaciers were active? The last glaciers receeded roughly 11000 years before
> > the advent of written records. We have been fortunate enough not to have
> > had an ice age for quite some time. However, some civ game worlds may not
> > be quite so lucky.
> > >
> > > Now an ice age or other global climate change (other than
> > > current pollution-induced global warming), that could be
> > > interesting... (Or really _fast_ continental drift :-)
> >
> > I agree, they would definetly be challenges that empires would have to face.
> > Also, it would an extra dimension to the game so players could worry about
> > something else other than destroying each other.
> > >
> > >
> >
> > -- David
> >
> > >
> >
>
> I think climate change is a great idea. Small / local climate change is
> something *every* historical civilisation has had to deal with. Something
> like
> the civ2 global-warming, but less severe - one in ten jungle to grassland,
> grassland to plains, plains to desert, that kind of thing. Perhaps localised
> to one hemisphere or continent.
>
> Set at a realistic level and frequency, it would dominate the game (at the
> earlier stages) - for a more conventional game, you would have to make it
> rarer
> and less severe than history would suggest.
>
> For it to be usable, you would have to make sure there wasn't a long-term
> trend
> making the land better or worse.
>
> I'm spinning off on a tangent now, but again, for realism, there should be a
> lot of forest and jungle in the early game - most historical ancient
> civilisations have had to clear land for farming. This
> brings us back to the discussions a week or two ago about the cost
> of settlers and the different roles of settlers. Clearing a patch
> of forest is an easier job than irrigating some grassland, but I
> don't think the default settings are done that way.
>
> All these are adjustable by existing server options, anyway.
>
> Andrew McGuinness andrew_mcguinness@xxxxxxxxxxx Luton, UK
What would be good IMHO is if clearing a forest gave you a fairly
big increase in the production of a city while it is being cleared,
say 4 to 8 per turn.
[Freeciv-Dev] Re: Glaciars, Mike Jing, 2000/01/05
[Freeciv-Dev] Re: Glaciars, Anecdoter, 2000/01/07
[Freeciv-Dev] Re: Glaciars, Mike Jing, 2000/01/07
[Freeciv-Dev] Re: Glaciars, Peter Schaefer, 2000/01/08
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