11/22/2023 0 Comments Civilization vi mods rising stormThe different damages have different chances of occurring, again depending mostly on the disaster severity level: refer to individual disaster types for more info on that. This chance will increase as the reactor gets older.Īll disasters cause some sort of damage (else they wouldn't be called that). It is also worth noting that the chance for a nuclear accident listed below is the base chance when the nuclear reactor's age is 0. The numbers in the table indicate the frequency weight of spawning the disaster (higher number indicates more frequent disaster). Note that the difficulty level of a game does not affect the disaster rate.īelow in the table there are listed all disasters with their severity variants. Most of them (excluding Volcanic eruptions) will start happening more often the more global temperature rises this holds especially true for the more severe variants of disasters. However, this only sets a general framework, within which players' attitudes towards Climate change will also affect the rate and severity of disasters. There are 5 different levels, from 0 to 4, and each subsequent level increases the general frequency and severity of disasters. Storms inflict damage and increase yields at the beginning of each turn in their new area - this makes them potentially the most dangerous, but also most profitable type of disaster.ĭisasters' rate of occurrence may be controlled in a setting in the beginning of each game. They will start in the areas associated with the storm type (Tundra for Blizzards, Plains or Grassland for Tornadoes, etc.), but after they move they may also affect other terrain types which happen to be nearby. Storms (all four types) are the only disaster type which moves, while also lasting for several turns.This makes possible to outline potentially threatened areas - check the Settler lens for that. Most disasters stay immobile, that is, even if they last for several turns, they will only affect one area.Instantaneous disasters (floods, volcano eruptions) happen in the beginning of the turn, and inflict damage (and increase yields) only once.The extent of the affected area depends on the severity of the disaster. They affect an area of several tiles each turn while active, and the damage and yield boosts for them happen at the beginning of each turn. Most disasters (storms, droughts) will last for several turns, until they fizzle out.Most disasters are centered onto, or connected to a specific land feature, such as a River or a Volcano, or to a particular terrain type, such as Tundra or Grassland. Refer to individual disaster tables for more specifics on that. Which ones will be usually depends on the disaster severity level. Note that in the case of Floods and Volcanic eruptions (which have specific areas subject to the disaster) not all tiles have to be affected by every single disaster. They are localized, affecting a group of several tiles only.Also, the different kinds of disasters work a bit differently, but they all have some common features: The areas affected by disasters depend on disaster type, as you will see below. Players have no control over these events during the game itself (up to the point when they start affecting the climate, see below) - they can only learn how to adapt to them, minimize the damage they suffer and eventually use them to their advantage. A flood may hit the tiles next to a river in one turn, then 10 turns later a nasty blizzard may come from the northern tundra and freeze some land. + The new label also has a tootlip with the effects as a fallback for longer effects lists that would not fit the width of the card.Disasters happen throughout the game completely automatically, depending on a randomized event generator. + The effects data will also be added to a new label at the bottom of the card with the same format as the card's title (for better visibility). + If the current effects of selecting a Policy Card can be calculated by BRS, the data will be added at the bottom of the description tooltip for the card. In my opinion, Better Report Screen is a must, so this plays well on top of it for the specific purpose of Policy Selection. This mod is perfect for players that want the original look of the Policy Cards, combined with the excellent data presentation of Better Report Screen, without having to access the report screen itself. If BRS is disabled or not subscribed, the Government Screen will behave like in the default game without issues. The information will only be displayed if Better Report Screen (by Infixo) is enabled. This mod extends the Policy Cards to display all the relevant effects of selecting each. REQUIRES BETTER REPORT SCREEN TO SHOW EFFECTS INFORMATION !!! UP TO DATE WITH APRIL 2021 "NOTHING" PATCH!ĬOMPATIBLE WITH VANILLA, RISE & FALL AND GATHERING STORM !
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |