#Environmental Disasters Too MUCH
28 messages · Page 1 of 1 (latest)
I agree totally. Also some of the effects are too loud and intrusive such as with a lightening storm. It sometimes feels like its affecting a whole continent.
I wonder just how bad disasters would be if we dial it up all the way. I’m scared to find out lol
agreed. it does feel like they hit every other turn.
Or at least give us a way to mitigate floods
The cost of repairing is barely anything so it’s more annoying than anything. I may disable them but they also add yields which is fun
60-300 Gold every other turn adds up though
Never seen it to 300
if one of your Urban centers gets hit, it costs you
agree. These disasters are just annoying and there is no way to stop them. All they do is cost you gold or turns to repair them.
You had me till here: " spending all my resources to Repair damages."
It is very very cheap to repair damage with gold (like 12 gold or something).
But yes disasters are a little too frequent
I’m making 700 gold per turn so it’s whatever in Exploration
And Im not even that good at the game. Seen other people can make more
changes based on the length of the game. try a marathon length game and let me know if you feel differently. literally 4-5 disasters every turn.
Im fine with having to pay a bit to repair it etc, but its still very tedious. When i see a disaster im thinking "Oh no, now i have to click repair X times again" Instead of "Oh, no, now i lose some resources".
Maybe instead of the damage system, make it disable/lower the yields of those tiles by X for X turns (Or like start at 100% and then slowly grow back to normal yield automatically).
And then you add some buildings like proposed dams etc. to mitigate this
You build on floodable or volcanic areas? Ok 🙂
A lot of countries try to avoid them actually without beeing able, I would be surprised if Firaxis can avoid them 🤣
It would be nice if we occasionally got something like the meteors of civ 6 that have a nice benefit. Like a disaster uncovering a discovery or triggering narrative events more frequently.
I think every disaster does provide fertilization of rural tiles
Heh I meant more than just the fertilization. I liked the meteors since they at least provided a heavy calvary unit or an effect like a goody hut if you had one of the meteor mods.
Basically I would like to see a random event added that would occassionally trigger instead of a true disaster which is why I said have it uncover a new discovery site or just trigger a narrative event. That would add an interesting twist to it rather than just a gold cost plus occasional fertilizing of terrain.
I hope they implement ways to mitigate building and tile improvement damage from disasters in a future expansion. For example being able to build dams to mitigate floods like in Civ 6, or maybe a "reinforced building materials" technology in the tech tree that reduces the chance of tile improvement damage from things like blizzards, hurricanes or supercells. Or a storm shelter building you can put in a settlement that would reduce population loss from disasters.
I like how the disasters put a strain on my economy but I wish you could click a single button to repair all tiles in a town from the map instead of having to open up the settlement view of each individual town and cycle through purchasing repairs.
Also I'm seeing too many volcano clusters that constantly erupt, I feel like they should be slightly more spread out.
I agree, a "repair all damaged buildings/improvements" button in the settlement menu would be great, definitely an easy way to save a bunch of unnecessary clicks. The volcanos are a major pain in the butt too, hopefully it's something they can re-tune when they make changes to the map generation.
don't forget about healing units. I've had to move some out of the way after back to back floods. It does get annoying real fast. (now, if there's an apoc mode like in 6, then well, if ya clicky that...) 😄
I leave disaster to default medium and I don't find there is too much of them