Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
COLOR _ _ what tile does _ _ Examples
Dk green: absorb 2 or more CO2 incl. old-growth woods & Rf,
City Centers doing CRCP
Lt green: absorb 1 CO2 eg. 2nd-growth woods & Rf, farms & plantations
Grey: are neutral incl. burnt trees and where trees had been chopped
Dull red: produce low CO2 eg. 2nd-growth trees on fire, Nuclear PP,
current locations of fuel-burning units
Bright red: produce high CO2 eg. volcanoes on 1st turn of eruption,
old-growth trees on fire, and of course Coal/oil-burning PP (not going away but also not the only villain in our story anymore)
*Naturalist unit can seed new Rainforest 3x before founding NP is its only ability
*Old growth Rf absorb 3 CO2 ea turn, woods 2, new growth both 1
*Farms & plantations absorb 1 CO2 ea turn except when disabled by weather
*Volcano CO2 output scales by eruption:
Gent= 100
Mod = 300
Cata = 600
Mega=1000
On the Global pie chart, volcanoes would get their own lava-colored slice.
*Fire: what a tile would normally absorb, it produces instead while burning
Burnt = neutral
*New CO2 Lens would color-code tiles Green/grey/red like Appeal lens
The overall objective: to keep the absorbing of CO2 at least equal to source avg.
Before coal power, balancing would be easy because fire/volcanoes wouldn't trigger new phases. The biggest difference it would make: instead of a city project that we unlock in The Future being the only solution to the problem, a natural solution is present throughout the game and all the Civilizations have to do is preserve it.
*Naturalist unit can seed new Rainforest 3x before founding NP is its only ability.
*Old growth Rf absorb 3 CO2 ea turn, woods 2, new growth both 1
*Farms/plantations absorb 1 ea turn except when disabled by fire/weather.
*Volcano CO2 output scales by eruption:
Gentle=100
Mod = 300
Cat = 600
Mega=1000
On the Global pie chart, volcanoes would get their own lava-colored slice.
*Fire: what a tile would normally absorb, it produces instead while burning. Burnt = neutral
*New CO2 Lens would color-code tiles: Green shades, Grey, or Red shades
The overall objective: to keep the absorbing of CO2 at least equal to source avg. Before coal power, balancing would be easy because natural events wouldn't trigger new phases. The biggest difference it would make: instead of a city project that becomes available too late being the only solution to the problem, a natural solution is present throughout the entire game and all the Civilizations have to do is preserve it.
Me: Would you rather have a neighborhood or a seaside resort?
Girl: Resort of course! Why do you ask?
Me: Because i noticed that you have Breathtaking Appeal!
"These shallow waters never met what i needed.
I'm letting go - a deeper dive...
Eternal silence of the sea, i'm breathing... alive!
Where are you now? Atlantis? Under the sea?
Where are you now? Another dream?
The monsters running wild inside of me... i'm faded!"
- from Faded by Alan Walker