Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
- Visualizations
- Disaster prevention mechanisms
- Disaster resources
- Many tweaks and improvements
This version is mainly for testing and balancing. It is NOT yet published on Steam, can be downloaded from CivFanatics.Download and read details here[forums.civfanatics.com]
Edit: Ok, might not be the cause of desyncs, but it was causing disasters on one client that weren't reflected in the other client.
Spawn chance: wherever & whenever a blizzard, dust storm, hurricane, or tornado would naturally spawn, there is a 25% chance that it will be a thunderstorm instead.
Sizes: Mild - 1 tile, Moderate - 3 tiles in a triangle (like Eye of Sahara), or Severe - 7 tiles in a circle
Visual Effect: a thick cloud with a dark shadow beneath it, lightning bolts (both inside cloud and arcing from ground to cloud) act as a source of light if sources other than sun is enabled.
Risk / Reward: starts a forest fire if it passes over any woods tile, which can be put out by any available builder, military engineer or other support unit without costing a charge. These fires won't pillage anything on the first turn that they're made but will pillage improvements and neighborhoods in adjacent tiles if they are not put out within 1 turn after starting. If a T-storm passes over a building that requires power (airport, broadcaster, factory, stock exchange, etc.), that building will be fully powered for free during that turn. This mechanic should sometimes help a city to briefly conserve coal or oil consumption.
Example: a city that has a factory and stock exchange requires 5 total power; the local coal power plant provides only 4 power per coal unit burned, so it normally over-compensates by burning 2 coal per turn to provide 8 power (3 power surplus)! A T-storm strikes the stock exchange, temporarily lowering the power burden, resulting in the coal plant burning only 1 coal unit (to power the factory) for that turn, which also reduces the CO2 output of your civ during that turn!
* Also, all support units except battering ram & siege tower should be able to put out fires.
I do not plan to do any modifications to the mod except making sure it is working on base game and rise & fall.
Besides - I am not a graphics guy, wouldn’t be able to add any new graphics.