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Topic: Anything happening on the weather front? |  |
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Alexander's Horse Emperor of speeding horse float streaming shit and piss. May 99
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posted July 30, 2000 18:54
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Its a big factor in war, also has big effects on the economy, especially food production. |
Christantine The Great Chieftain Royal Palace, Chrisonian Capital Christantinople Jun 2000
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posted July 31, 2000 00:03
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Weather is a good idea but it could become an extreame micromanagement problem. ------------------ "Adorare Christantine!!!" Republican Decree #1 |
Alexander's Horse Emperor of speeding horse float streaming shit and piss. May 99
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posted July 31, 2000 00:40
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Possibly, depends how its done. They had it as an arbitrary factor in civ I. If there was a Northern and Southern hemisphere and weather bands, that would be interesting. For example, it would be summer in the South when winter in the North. A Southern player could move more freely whilst the Northern player was bound by weather restrictions and vice versa. |
Stuff2 Warlord
Sep 1999
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posted July 31, 2000 18:16
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I think the easiest way is to simply make the food production a bit random. Every city/square/region (or whatever) will in every turn produce 70% - 130% of the normal food output. Also natural disasters should have some effect. Floods, hurricanes etc. |
Alexander's Horse Emperor of speeding horse float streaming shit and piss. May 99
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posted July 31, 2000 18:53
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You could put bands around the map, have tropical, temperate and arctic zones. They seem to already do this to some degree in map creation.
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Evil Capitalist Prince Among Marsupials Jul 2000
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posted August 01, 2000 01:43
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'Bands', if linear, might be a bad idea- The Ukraine is on the same level as the Meditteranean, but remember the winters of '41 and '42. |
Adm.Naismith Prince Milano - Italy Oct 1999
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posted August 01, 2000 06:17
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Alexander's horse, I love weather effect taken in account in tactical wargames.I have some doubt about the role the weather can have in a one-year-per-turn scale. I don't love too much random events that I can't properly counter (i.e. vulcanic eruptions or earthquakes). Major global weather change, as effect of pollution, nuclear weapons use, etc. must stay in, of course. |
Napoleon I Chieftain Los Angeles Feb 2000
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posted August 02, 2000 23:05
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I think that Civ2 has already done weather enough justice. We already have geography influencing the terrain types that are generated in map creation, and modern weather changes due to polution and overpopulation have already been modeled as well. Therefore I don't really see many areas where weather really needs improvement. ------------------ Napoleon I |
Alexander's Horse Emperor of speeding horse float streaming shit and piss. May 99
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posted August 03, 2000 00:24
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Done enough on weather? Well what about this then Late game pollution aside, the current agricultural production system gives perfect harvests year after year for 6000 years! Civ cities would be the envy of the real world in this respect, even today. |
Napoleon I Chieftain Los Angeles Feb 2000
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posted August 03, 2000 00:33
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AH, you've got a good point there, but what about the buildings in the cities. I mean I build a courthouse back in 3000 BC, and voila I land on AC and the courhouse is still there. What do you say to that?  ------------------ Napoleon I |
Alexander's Horse Emperor of speeding horse float streaming shit and piss. May 99
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posted August 03, 2000 01:02
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One issue at a time please  |
Theben Emperor Nowheresville, U.S.A. b.02-15-99
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posted August 03, 2000 19:41
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Weather for agriculture can be considered to have evened out over time. Except in cases where great distress/benefit has struck an area, in which case the effect should only be for 1-2 turns at most.As for combat, it depends on whether or not Firaxis intends to use a tactical battle map ala Heroes of Might and Magic type thing. It would be easier to include then. But even w/o it I had mentioned in the past using RCE's- Random Combat Events- to alter battles that appeared predestined at start. Like Random Events, but they are checked for each and every time a battle occurs. Most will have no effect. A good percentage will shift the combat % in the favor of one side or the other, based on several variables, including terrain, weather, presence of a general unit, etc. In very rare cases one side will be caught completely off guard, giving the other side a huge bonus. The game will give the player a little window of information explaining what happened after committing to combat: i.e. "Early morning fog allows you to close with the enemy, catching them off-guard- +10% attack." Or something like that. But I've never had anyone say one way or the other what they thought of the idea. |
Alexander's Horse Emperor of speeding horse float streaming shit and piss. May 99
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posted August 03, 2000 20:43
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quote:
 Originally posted by Theben on 08-03-2000 07:41 PM Weather for agriculture can be considered to have evened out over time. Except in cases where great distress/benefit has struck an area, in which case the effect should only be for 1-2 turns at most.

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Really? Heard of the Sahara desert? Its about twice its ancient size due to bad Roman and Egyptian farming practices. Same goes for Palestine.
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Theben Emperor Nowheresville, U.S.A. b.02-15-99
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posted August 03, 2000 22:07
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quote:
 Originally posted by Alexander's Horse on 08-03-2000 08:43 PM Really? Heard of the Sahara desert? Its about twice its ancient size due to bad Roman and Egyptian farming practices. Same goes for Palestine.
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Why yes, I have. And I also know that the Sahara's problems are mostly due to a 1/2 degree shift in the axis of the earth, which caused it to lose a good deal of it's arable land (and the main reason for the fall of the Kush empire; helped the Egyptians). What, you think the Europeans used better farming methods initially? They just had more rainfall. ------------------ "Labor is prior to, and independent of, capital. Capital is only the fruit of labor, and could never have existed if labor had not first existed. Labor is the superior of capital, and deserves much the higher consideration."- Abraham Lincoln |
Strategist Warlord France Jun 2000
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posted August 03, 2000 22:12
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That all here reminds me of that thread "Should players be allowed to build cities on mountain hexes?". also started by AH, also stupid, and it reached more than 150 replies... this world is so unfair... |
Gord McLeod Chieftain Georgetown, Ontario, Canada Mar 2000
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posted August 03, 2000 22:31
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Alpha Centauri included a fairly detailed weather system that involved no micromanagement at all. It was more of a "meta-weather" issue though, not "today it rains, tomorrow it's sun." Since game turns were a year long, weather amounted to winds, ocean currents and rainfall in various areas, with higher levels of precipitation resulting in more nutrients gained from a given square, and higher elevations giving greater energy due to sunlight. A similar system could be used in Civ3 effectively. |
Alexander's Horse Emperor of speeding horse float streaming shit and piss. May 99
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posted August 04, 2000 00:19
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At last, Gord gives us a sensible comment  As for strategist, well, he must be a wanker with a name like that  Theben, it well documented that ancient farming practices extended deserts in North Africa and Palestine (and other areas). Its got nothing to do with the frigging re-alignments of the planets  |
Shadowstrike Prince Mississauga, Ontario, Canada Jul 2000
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posted August 04, 2000 08:47
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Something that really bugged me from SMAC was that you could build a city as high as ground would go. I mean, erecting a city on the top of Mt. Everest would take superhuman feats! They should put an elevation cap on cities unitl you acquired the relevent technology. |
Theben Emperor Nowheresville, U.S.A. b.02-15-99
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posted August 04, 2000 22:54
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quote:
 Originally posted by Alexander's Horse on 08-04-2000 12:19 AM Theben, it well documented that ancient farming practices extended deserts in North Africa and Palestine (and other areas). Its got nothing to do with the frigging re-alignments of the planets 
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The difference is that when the Europeans used the basically same "frigging" irigation techniques, the climate and land were better suited to recover and the land wasn't salted from seawater irrigation. W/o the axis shift North Africa would be in much better shape for agriculture than it is today. As for Gord's comments, isn't that generally considered to be the difference in output from various terrain types? |
Alexander's Horse Emperor of speeding horse float streaming shit and piss. May 99
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posted August 05, 2000 07:08
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quote:
 Originally posted by Shadowstrike on 08-04-2000 08:47 AM Something that really bugged me from SMAC was that you could build a city as high as ground would go. I mean, erecting a city on the top of Mt. Everest would take superhuman feats! They should put an elevation cap on cities unitl you acquired the relevent technology.
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So true, so true, building cities on mountains should be banned.
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Gord McLeod Chieftain Georgetown, Ontario, Canada Mar 2000
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posted August 06, 2000 10:27
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quote:
 Originally posted by Alexander's Horse on 08-05-2000 07:08 AM So true, so true, building cities on mountains should be banned.

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That makes no sense to me, given that very very early in the game you could build underwater bases, a much more challenging problem than simply building them high in the atmosphere. There's really not much stopping you from doing so, at that altitude the air is just thin, not gone. |
Empress King cause markos wont let me be queen Apr 2000
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posted August 06, 2000 15:15
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Actually I think randomized weather events would be good. ie droughts, floods, increased rainfall, unusually warm weather or unusually cold weather, all of which can affect food production. |
Adm.Naismith Prince Milano - Italy Oct 1999
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posted August 07, 2000 08:42
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Gord, you are right about the SMAC modelling of climatic condition (I'm not sure we can call this a proper "Weather" model, but my english is far from good, so I pass on it ).SMAC Climatic condition model is interesting, but should be made less crude on CIV III. The main change is from main human terraforming (raise/lower land) that doesn't happen easily on history. Realistic weather change effect should come from extended city growing, large grid of roads, industrialization/pollution, long wars (lot of animals has been killed during wars, farms pillaged, forests burnt, etc.). About building cities on mountain, we have some real cities quite high on Peru and Tibet. I suppose main limits on city building there are scarce food production on high mountains and difficult/expensive transport. If they are well modelled I see no need to put a game ban. ------------------ Admiral Naismith AKA mcostant |
Wazell Settler Eastern, Finland May 2000
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posted August 08, 2000 11:03
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Well, if Civ3 is going to be better than its predecessors, it will not only have one-year turns, and turns of one month and even shorter are allowed. In that case a good weather model is needed and the game should have some way to determine how fast time goes. In regular game changes of season and other short-time events do not count, but if there's a very bad year for crops in one continent, it's noted and can cause famines to less-developed areas. If one turn is one month, seasons matter, but it depends on map and other things. If it's WWII scenario in Europe, winter and summer change everywhere same time, in Africa scenario north can have winter when south has summer, because scenario maker has set the equator on its place. In main game there should also be things like little ice-age in Europe 1100-1700 AD, when and where these appear is somewhat random, and it depends on many different factors. |
Shadowstrike Prince Mississauga, Ontario, Canada Jul 2000
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posted August 08, 2000 21:40
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I think we should bring back the old Civ I random events model with more random events. Those events reall made it seem like you were running a nation. |
Adm.Naismith Prince Milano - Italy Oct 1999
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posted August 09, 2000 08:21
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I can't remember the CIV I random model (I played it really ages ago ) so I must refer mainly to SMAC, but about random events I every time underline that:- they must be related to game developement (as pollution link to massive production) or really random on terrain (as earthquakes), not an AI cheat to hit the human player when he/she's unstoppable - they must have some way to be counterracted by player actions (if I want to avoid pollution problems I can develop "green" production investing in development, if I want to avoid some silly economic crash but haven't any tool to manage/avoid it I'm in hostage of programmers routines: not very funny not challenging for me) ------------------ Admiral Naismith AKA mcostant |
Shadowstrike Prince Mississauga, Ontario, Canada Jul 2000
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posted August 09, 2000 09:36
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That's about it Adm. Naismith. Except that players should get an option to turn it up or down (like the barb level). |
Adm.Naismith Prince Milano - Italy Oct 1999
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posted August 09, 2000 11:25
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Options are options but I feel that this could simply be related to the level of the game you chose:easy: no random trouble medium: some random trouble hard: plenty of random trouble If I can't cope with the difficulties, better I chose to be humbly and play easy. ------------------ Admiral Naismith AKA mcostant |
Gord McLeod Chieftain Georgetown, Ontario, Canada Mar 2000
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posted August 09, 2000 17:06
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quote:
 Originally posted by Theben on 08-04-2000 10:54 PM As for Gord's comments, isn't that generally considered to be the difference in output from various terrain types?
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I must've missed this one last time I posted; yes, that's part of the rationale behind the different values for terrain types, but those values are fixed, which should not be the case in a weather/climate system. Also in SMAC's system, it makes it possible to accomplish some significant terraforming by raising and lowering terrain to alter wind patterns, which trap moisture against the land creating more rain, and drying other areas out more by denying them rain they used to get. |
Wazell Settler Eastern, Finland May 2000
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posted August 10, 2000 05:36
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Yep, the SMAC system for expressing the amounts of rain, temperature and plants is good, and there are different ocean terrains, too. However this system needs lots of improving to correctly represent Earth's climate. There are very good proposals for this in the list. Random events are certainly needed, like in first civ. They shouldn't be totally random, though. In civ1 volcano eruption could suddenly happen in every city which was adjacent to mountain square and hadn't temple improvement, killing 1 person. And everyone should remember those numerous times when discovery of gunpowder made all the barracs obsolete and next turn the pirates attacked mercilessly to one city, pillaging it. Think about it, in Earth we have the Pacific "Ring of Fire", surprisingly surrounding Pacific Ocean, and the most earthquakes and volcano eruptions take place there. In Civ3 the game should place similar areas on the map when creating world, and pre-made maps could have preset activity areas. When in game the player could have some sort of Early Warning System after discovering certain techs. Then, when volcano is about to erupt or quake is about to strike, scientist told you: "Our most wise king, Mount Fuji is feared to erupt near our city of London! Do you want to evacuate the city?". King then starts either mass evacuating (whole city population) or a minor one (rich people) or ignores the warnings. System isn't obviously 100% certain, but gives some control to player. Note that this won't cause too much micromanagement, since this kind of Volcanos and Quakes would be rare occurrences (Thera 1450BC, Vesuvius 79AD, Tambora 1815, Krakatau 1883, Pinatubo 1991) and therefore they add more fun to game.
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Evil Capitalist Prince Among Marsupials Jul 2000
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posted August 10, 2000 07:23
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That's a pretty good idea, but it seems a waste to use it on an event that will hapen only once or twice in the entire game. It should extend to a range of disasters. I don't think technology should have such an effect as city improvements- Japan and California pump millions into prediction and prevention. |
Lonestar Settler The Quad, Collegestation, The Lone Star Republic Aug 2000
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posted August 10, 2000 22:57
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Seems to me that any weather events should be related to the time, example:Ancient: 1. Noah's flood. Destroys the most 'wicked' (largest) cities, a global event. 2."Fire from Heaven", an asteroid strike Middle/Industrial: 1. Krakatoa eruption (largest Volcano eruption in modern times) 2. Tunguska incident. asteroid that blows up over empire, destroys city improvments. Modern: 1.Global warming, ala SMAC 2.Scorched Earth: Solar activity expands deserts. ------------------ "You may not be interested in war, but war is interested in you" |
Urban Ranger King The City State of Noosphere May 99
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posted August 11, 2000 00:58
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Too lazy to read through the whole thread  The thing about weather is it is a short term phenomenon. With drought as a possible exception, no weather pattern lasts for more than a few months. Civ turns are long, the shortest duration is 1 year. So that's why you don't see weather being too important in the game. On the other hand, changes in climatic patterns could be interesting. |
Alexander's Horse Emperor of speeding horse float streaming shit and piss. May 99
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posted August 11, 2000 02:01
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That is wrong. Have you heard of El Nino? Our weather patterns here run on 7 or eight year cycle.
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UltraSonix Warlord Melbourne, Australia May 2000
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posted August 12, 2000 01:50
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I think that weather modelling in Civ3 would create too much micromanagement, so the SMAC cheap way to simulating it is enough --> "heat wave in xxx results in +1 energy/square for the next ten years", and other similar stuff.------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... |
Gord McLeod Chieftain Georgetown, Ontario, Canada Mar 2000
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posted August 12, 2000 03:10
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quote:
 Originally posted by Lonestar on 08-10-2000 10:57 PM Seems to me that any weather events should be related to the time, example:Ancient: 1. Noah's flood. Destroys the most 'wicked' (largest) cities, a global event. 2."Fire from Heaven", an asteroid strike Middle/Industrial: 1. Krakatoa eruption (largest Volcano eruption in modern times) 2. Tunguska incident. asteroid that blows up over empire, destroys city improvments. Modern: 1.Global warming, ala SMAC 2.Scorched Earth: Solar activity expands deserts.
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What does this really accomplish, besides putting artificial and inaccurate limits on when events can happen? There's no causal effect of the times to result in these types of events falling where you're placing them, with the exception of global warming - in most cases, that simply happens to be when they occured in real life. Volcanic eruptions, floods and asteroid strikes can and do happen all the time all over the world. Granted, the really huge horrible ones are more rare, but there's nothing preventing them from happening near the beginning or end of the game... certainly nothing humans can (yet) do about it in most cases, anyway.
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DarkCloud Chieftain
Jul 2000
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posted August 12, 2000 14:14
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Weather Comments:As Follows: 1.) Siberian Winter- The squares begin to change into polar squares and cooler and sparser vegetation squares (Chance of happening depends on type of world selected- Jungle, Water, age, erosion, etc) 2.) Global Warming- Discussed Earlier 3.) Ice Caps Melt- Water Rises and sinks some cities (Smaller ones, the larger ones would build dykes etc.) 4.) El Nino- Weather Patterns Altered (Not much/ chance of lots of alteration is based on pollution) 5.) La Nina- Follows El Nino |
Alexander's Horse Emperor of speeding horse float streaming shit and piss. May 99
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posted August 12, 2000 20:47
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I think it would be much simpler to just have weather zones which influence the terrain found and the seasons. Around the equator you would have a tropical zone, then a large temperate zone, then a small frozen zone at the top and bottom of the maps. |
Gord McLeod Chieftain Georgetown, Ontario, Canada Mar 2000
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posted August 13, 2000 12:58
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They've had that level of 'weather' and climate since Civilization itself. That's why you get arctic squares at the north and south ends of the map, with equatorial desert and jungle in the middle, and more temperate terrain between.
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UltraSonix Warlord Melbourne, Australia May 2000
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posted August 14, 2000 01:46
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quote:

They've had that level of 'weather' and climate since Civilization itself. That's why you get arctic squares at the north and south ends of the map, with equatorial desert and jungle in the middle, and more temperate terrain between.
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Exactly, and in SMAC, land to the west side of a mountain range was more dry than the other side (or was it the other way around). This amount weather simulation is enough.------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... |