It would have to be limited, no one wants an entire timber made city to burn to ashes in three seconds. Wild Fires: During droughts or dry seasons have small forest fires, the size of the fire would be limited as to not make it to difficult but the point would be to put pressure on your lumber supply. In my head it would work basically like this: They take up one tile of space, can only be built on land, are not solid, and do not need beavers to operate them on a daily basis.įrom my understanding rain has already been talked about, along with monsoon seasons and flooding but my question is what about something a little bit more dangerous. If too much water floods an area effected by dampness, the tiles in that area will lose the dampness effect.įlood pumps are special pumps that drain access water from flooding. Dampness can only occur when a land tile is already fertile when a rain, storm, or monsoon event occurs. High chance of flooding to occur.ĭampness allows for a land to be fertile even if there is no water near it. Monsoon events are stormy days taken to the max and can go on for days. Stormy days are like rainy days, except with more rain fall. Rainy days allow for any dry land to become fertile for the duration of the event and can last for half a day to a whole day. These events can add a new layer of managing your civilization, offering more benefits and challenges. This way players can cool areas by ensuring there are living trees / water around to affect the habitability of the map.įor the beavers themselves each would have a heat tolerance effectively number of ticks exceeding some threshold (probably a set number at first as it would make it easier to highlight dangerous areas to the player with heat haze or similar) once that tolerance is exceeded for more than some number of hours they would Some core factors would only need to be calculated occasionally (hourly?) such asįrom this baseline a factor could be added through the day setting the temperature for the map. Those long hauling routes might be ok on a cool day among well watered trees but the same trip fatal during a heat wave.Īssign each square on the map a heat score. I don't know if you calculate heat itself during a heatwave but high temperatures could literally be fatal to unprotected beavers. ![]() ![]() I could get into a whole rant about how this game could be updated with water flow physics so that your floating buildings could drift away but I will leave it at that :) ![]() Another concept(s) I was thinking of to tie into a "wet" season: if your town becomes flooded and you cant bail water out, crops and water pumps arent usable, water tanks are filled (since they are open top), all buildings with the "solid" context are not usable unless they are above water (stacked buildings would still work as long as they are over water line) with the mechanic of solid buildings sinking you could implement a "floating" building type, this building works in all seasons, maybe smaller or less productive than solid type buildings but cannot sink and floating is automatically activated when water level raises so the "floating" type building is always operational unless paused. A monsoon / flood season would be so awesome! It could be once every 3rd/5th/etc cycle to balance out the droughts.
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