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Could you be specific about what gameplay changes you consider "horrible"? If you're simply a fan of forcing modifiers, then I really cannot help you (I think forcing modifiers are the most immersion-breaking part of Fate of the World and 100% arbitrarily defined in all cases). The fact that the two emissions-reducing cards required Cap and Trade is completely unnecesary in my opinion; the most likely reason the limitation exists is as a form of propaganda, inflating the usefulness of Cap and Trade. As for the "all offices are automatically built on turn 2", you're right, it's not really the best, but it's my way of compensating for being unable to reduce agent costs; ideally, I would have agents cost $10 instead of $50 and reduce your income from GDP to compensate, but they're both hardcoded, so this was the best way I could achieve the same effect.
Eliminating the frustrating early game (as to more quickly access the meaty endgame) and adding card effect descriptions is really all anyone wanted anyways. ...I don't recall a prayer card... No one wanted a right wing prop piece to take the place of their left wing one ^^
I nerfed most emissions-reducing cards (biochar increases energy usage and reduces biofuel production, regs. cards decrease GDP, etc.) and nerfed sulfate aerosols, and removing the renewables shortcut significantly slows down renewables expansion; the only thing that I added that nerfs emissions is having Smartgrids and Industrial Carbon reduce energy use. I'm actually overestimating the emissions from arctic methane in the patch: most estimates show a maximum of 16 MtCO2eq per year in the worst-case scenario of 7.5 degrees warming, but the emissions release is logarithmic with warming, hence why lower ~2 degrees warming estimates to release about 8 MtCO2eq per year.
As for clathrate eruptions, since the technology to extract deep sea clathrates doesn't exist yet, there is no way of knowing exactly what the effects of a clathrate destabilization would be. Heck, we don't even know if clathrate destabilization would be possible. My estimates for 30000 MtCO2eq per year are from assuming that in a clathrate eruption, about 0.1% of all stored clathrates on Earth is released (0.1% may seem small, but remember, this the ENTIRE Earth we're talking about). With the most pessimistic estimates being 500Gt methane stored in deep sea clathrates, this amounts to 500Mt methane being released in a clathrate eruption. However, because 1Mt methane is equivalent to about 60Mt CO2 in terms of IR absorption, this amounts to 30000 MtCO2eq emissions. Funnily enough, this actually makes clathrate eruptions more serious: while forcing modifier effects reset each turn, emissions stay in the game, so while a clathrate eruption no longer causes a one-turn +0.5 degrees, it instead causes a long-term +0.2 degrees due to the emissions.
Irrespective of your opinion about cap and trade, the fact that Regs. policies required it in the vanilla game artificially inflates the value of the Cap and Trade card. However, Cap and Trade doesn't actually directly reduce a lot of emissions (usually it's around 8%); its primary effects are shifting economic growth away from developed regions and into developing ones, just like what would happen in real life. Your opinion on Cap and Trade should be based solely on this effect, and not be altered by some of the game's more effective emissions-reducing cards requiring its usage. This is the same reason I made Encourage Consumption cost the same as Eco-Awareness: your opinion of outlooks and shifting outlooks should be solely based upon their direct effects and not some extra arbitrary constraints.
I don't know what version of Dr. Apocalypse you played, but I found it to be rather easy to get warming up to 6 degrees: just make sure you focus on economic growth (especially industry) and fossil fuel usage, don't get any emissions-reducing cards, and make sure your main polluters never get any techs that increase efficiency (bookburning and red tape should help).
Prayer was actually always in the game, I didn't even change the text as of yet; it is unlocked by having more than 850 ppmv, something that is much easier with my patch due to both arctic methane release and clathrate eruptions adding emissions instead of acting as forcing modifiers. It reduces literacy, increases support, and has a 0.001% chance to remove all emissions from the game; I think it was intended as a joke by the developers, like the Cold Fusion card, only this one actually has gameplay effects.
Those figures are pretty spot on. Well Articulated and helpful
A delayed build in emmissions after clatharate explosion is interesting if nothing else. I also like the increased energy use from things like biochar. Well done.
What would you do to maximize emmissions in Dr. apoc? Start early game with biochar/expand coal and then build up tech trees? Baby Boom, synthetic feedstocks, cap and trade, red tape, prospect in s. america, russia, and china by 2120?
In other news, I found a cache of .luac files in modules.zip. After decompiling them and messing around, I found out a bunch of things that I can now do that I thought were hardcoded into the game, like changing the tech tree appearance and messing with the UI to show migration stats in custom scenarios.
Hopefully updates should not be as frequent after this version, allowing people the chance to play around with the unofficial patch and provide feedback about the game's balance.
I'm assuming the conditions for 2nd generation fusion deployment are also fixed?
2nd Gen Fusion works the following way: a tag is set each turn that says the 2nd Gen Fusion card has been played. If moon mining has not been played, the "lack of He3" card is played, which sets the tag to 0 and does a small amount of fusion expantion (news events are stored as cards that are automatically played by "dealers" if certain conditions are met). Afterwards, if the tag is still set (meaning the lack of He3 card wasn't played), the proper 2nd Gen Fusion expansion card is automatically played, doing a much larger amount of fusion expansion and setting the tag to 0.
Extinctions simply work by checking against certain "extinction parameters": there's one for toxicity, one for deforestation, and one for global warming. If you are above a certain value for a specific extinction parameter, there is a 50% chance each turn that the extinction card plays, lowering support in that region and triggering all sorts of scoring modifiers that check for an extinction card playing. There's a parameter for emissions as well, but no cards actually use it, even if the game keeps track of it. Wildlife Convservation lowers all parameters by 1, Artificial Biomes lower all parameters by 2, and Last Chance Gourmet raises all parameters by 1.