Fate of the World

Fate of the World

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Delnar_Ersike Dec 9, 2013 @ 5:12am
Unofficial Patch
The old Steam forums have been purged, and my old post with it, so I'm pasting the contents into this post.

Download links for my Unofficial Patch, v0.68 (2017-Jun-23):

Windows With Migration:
http://www.filedropper.com/fotwunofficialpatchv068windows
https://www.dropbox.com/s/1htv9slratgs1ea/FotW%20Unofficial%20Patch%20v0.68%20Windows.zip?dl=0

Windows Without Migration:
http://www.filedropper.com/fotwunofficialpatchv068windowsnomigration
https://www.dropbox.com/s/5dif44ghx2dfboc/FotW%20Unofficial%20Patch%20v0.68%20Windows%20No%20Migration.zip?dl=0

OSX or Linux With Migration:
http://www.filedropper.com/fotwunofficialpatchv068unix
https://www.dropbox.com/s/5jjkbcewnsko5fg/FotW%20Unofficial%20Patch%20v0.68%20Unix.zip?dl=0

OSX or Linux Without Migration:
http://www.filedropper.com/fotwunofficialpatchv068unixnomigration
https://www.dropbox.com/s/yvr69evy848qwuo/FotW%20Unofficial%20Patch%20v0.68%20Unix%20No%20Migration.zip?dl=0

Extract the contents of the .zip into your Fate of the World folder, overwriting existing files.
If you use the Migration DLC version when you do not have Migration DLC, your game will crash. You have been warned.
Due to the sweeping changes to card and news text, translations no longer properly display for these items.

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FotW Unofficial Patch v0.68
by Delnar_Ersike

Aka "Counterpropaganda", or the result of many sleepless nights

Note: If you are updating from v0.61 or earlier and were having audio issues, remove OpenAL32.dll from your [Fate of the World base]\bin folder and remove the .bak extension from OpenAL32.dll.bak to restore the original file.

Main Changes in Newest Version (full changelog in readme):

* The game's globe and event icon (the little circles on the globe) textures have been updated with mipmapped versions. These increase memory usage by about 1%, but give a quite noticeable framerate improvement. The event icons may appear a bit blurry now when the globe is zoomed out, but this is a mild annoyance in my opinion compared to the performance benefits.
* CCS has been updated and tweaked to be more realistic, especially for smaller regions. Bottom line: it's actually viable now, both for reducing emissions and for reducing air pollution.
* Cards and events surrounding Sulfate Aerosols have been modified and tweaked to make geoengineering drawbacks a lot more nuanced and less gamey.
* Subsidize Biochar's and Artificial Trees' emission-reducing effects have been split into multiple categories based on a region's agricultural capital index and land area respectively. The total emissions reduction when playing them in all regions remains unchanged, but the individual emissions reductions are now weighted towards agricultural producers and large regions.
* Bug fixes. Lots and lots of bug fixes, especially for achievements.


Summary:
Fate of the World is supposed to be an excellent game, but it isn't. Its potential to be both an excellent challenge and a fun educational tool is marred by three major factors:

* The game is very bad at giving you accurate feedback of your actions.
* The game has a very frustrating start (for example, the whole Agent system is stupid) and quite often is challenging not because you do not know what to do, but because the game does not allow you to do the things you want to do.
* The game deliberately overestimates some effects of global warming (e.g. arctic methane), overestimates the efficacy of certain technological solutions, inadvertently has intermittent weather events increase emissions forever, and makes some "green" policies overly powerful, all of which turn an otherwise politically ambivalent game into a propaganda game. This is especially apparent when playing the Denial scenario, as it is a lot more fun than the others (possibly excluding Dr. Apocalypse), yet remains challenging.

This unofficial patch is an attempt to address all three points, as well as fix some of the bugs still unresolved in the latest official version (v1.1.2 to v1.1.4). Since this is meant as a patch and not an "expansion", only one playable card with new effects was added, everything else involves changing of existing systems or creating cheaper and/or less effective clones of existing cards.
Note that even though the effects of global warming are reduced and the game is a bit easier early-on, the effectiveness of geoengineering and green policies are also reduced, so the overall difficulty of the game is unchanged.

Known Issues:

* Some news items' text overflows to outside the graphical box boundaries as a result of the additional stat text
* Some card text overflows, meaning the bottom parts cannot be read
* The globe in the main menu has a fairly visible seam Northeast of Australia and displays some flickering around Micronesia. This is a result of the newly mipmapped globe textures. The in-game globe is unaffected though.
* Due to the sweeping changes made to card/news text and the way translations are handled by the game, translations no longer appear properly.


Bugs fixed:

* Bug #3156 ('Gene Plague' cards unlock everywhere when developed in any region): fixed by editing card texts, since this isn't a bug, it's a feature
* Bug #3275 (Denial mission bonuses not unlocking): hopefully fixed, it was caused by weird requirements for the bonuses, still needs testing.
* Bug #3151 (Expand Coal/Oil/Gas can be played when no more of the given resource): fixed by making the game check that the region still has unrecoverable coal/oil/gas and its production isn't 0 as a requirement for these cards.
* Bug #3280 ('Commit to Renewables' stalls without explanation at high renewable energy): this one was a weird one, it was caused by the requirements for this card being that all renewable capacities were below 100%. This meant that if a single renewable (eg. hydro) reached maximum capacity, it shut down this card, whether or not any other renewables were at maximum capacity. Fixed by inverting logic for requirements (instead of allowed if all < 1, it is now not allowed if all > 1).
* Adaption to Storm and Floods reduced drought severity before, fixed to reduce storm severity as it was intended.
* Fixed Lunar He3 Mining notification playing each turn when successful
* Before, Supertensile Materials affected wind instead of tidal and Advanced Turbines affected tidal instead of wind. This is now fixed
* Fixed graphs not displaying properly for custom missions whose end date is over 2200
* Stage 3 renewables required only Super-Smartgrids before, now they require both Super-Smartgrids and their respective tech. Note: Super-Smartgrids DOES NOT advance renewables to Stage 2, it only unlocks Stage 3 if you already have Stage 2 unlocked.
* Research level requirements reduced by 0.005 HDI, so now if your HDI rounds to the requisite HDI intervals, you will get the corresponding research level. This is to make things consistent with the UI, which shows your rounded HDI instead of your actual.
* You can no longer play a "Fund Tech Research" card if you already have the final tech in that tech tree in a region.
* You can no longer play "Commit to Nuclear" if global uranium production is non-existent.
* Prospect in Wildlife Reserve's Uranium find will now increase uranium supplies as intended (increased oil before)
* Allowed Commit to Nuclear and Commit to Renewables to be played when energy mix is at 100% renewable, but added warning to cards when this is the case
* Added the previously tracked but not displayed stat of "Worker Value" to the stat screen: it represents the overall capital index per worker compared to its 2020 value.
* All weather events now affect capital index instead of base GDP (as they should, as indicated by some weather events, toxicity events, and agricultural expansion halting events all affecting capital index). This means that the short-term economic effects are the same, but they are not permanent, since it is much easier to recover from capital index loss than it is from base GDP loss. Since environmental strain is calculated from capital index, it also means weather events will no longer force you to have higher emissions per GDP for the rest of the game.
* Famine Relief now only becomes available during actual famines (instead of when famines are still not happening), protects from true famines as well as political ones (not extreme famines, though), and now properly does not work during global famines.
* Late Retirement conditions have been fixed to make the card playable and it can be played multipled times as well if conditions keep getting met. Its effects are also cancelled if life expectancy drops below the trigger levels.
* Sea level rise events can no longer stack and trigger multiple negative effects when building flood defenses after an event
* Sea level rise events that trigger from inferior defenses are now properly not as bad as ones triggered from no defenses; sea level rise events from inferior or no defenses are now also always flat-out worse than the corresponding full defenses effects
* Working and Retirement ages have been altered for all missions to reflect realistic values (for example, in the unmodded game, Northern Africa had a Retirement age of 40, which is absurd)
* Non-poster species extinctions are now also "loud", meaning you will see the event pop up at the beginning of your turn. Extinction events have also been altered under-the-hood to make them trigger when they properly should.
* CCS now reduces toxicity of fossil fuels used for energy to coincide with the game indicating that energy toxicity comes from air pollution. Its text has also been corrected to properly indicate 12 turn values (it actually runs for 60 years, not 50) and both the energy efficiency and industrial coal use values have been adjusted to properly represent a +40% resource use
* Tips on loading screens have been updated and expanded to actually provide suggestions
* Added newer versions for the following libraries: FreeImage.dll, libintl-8.dll, libogg-0.dll, libvorbis-0.dll, libvorbisfile-3.dll, OpenAl32.dll, and zlib1.dll
* Fixed highscores being displayed incorrectly (note: this only fixes newer highscores being displayed incorrectly; for older ones, go to your [User]\AppData\Roaming\fotw folder, open settings.cfg, and remove the thousands-separator commas from each number in the line that start with "scores=")
* Fixed faulty trigger requirements for the achievements Bein' Green, Material World, and Delectation. The achievement Winning Combination actually depended on an event that is impossible to trigger, so I have changed its requirements to "Deploy 2nd Gen Fusion Worldwide"; to get it, you must have played the card "Deploy 2nd Gen Fusion" at least once in all regions by 2200 the latest
* Fixed bug that was causing the +2000 points bonus for never playing Tobin Tax in the Denial mission to not trigger.
* Fixed bug that was causing the +250 points bonus for no clathrate eruptions to both play in every scenario (instead of just Cornucopia) and play on the very first turn.
* Fixed bug that was causing the +600 points bonus for avoiding Amazon collapse in the Earth Day mission to not trigger.
* Passive efficiency is now strictly multiplicative to avoid possible exploitation (it applies the same reduction at each level, with higher tech levels getting the same reduction multiple times in a turn instead of a different reduction) and is capped at 98% total reduction to reduce its silliness in long-lasting missions (note the soft cap at 80% is still present). Its HDI level recognition has also been fixed (like tech levels, HDI now only needs to round to the limit) and reduces emissions generated by resource extraction, but not toxicity.
* All .dds textures used by the game now include mipmaps. Although this increases the game's memory footprint, it should result in better performance, especially on machines running at smaller resolutions. As a side effect, the main menu's globe's cloud layer now has an odd seam in it, but the in-game globe looks fine.
* Corrected an incorrectly formatted entry in the FotWPedia section (Solar Power)
* The previously unreleased Italian fan translation by Simone "Fox" Volpini has been included in this patch. His website for accreditation: http://foxfreelancetranslator.wordpress.com/


Some Major Changes:
Starting with v0.50, there are so many changes, it would make reading the full list impossible. Check the Readme for the full list of changes.

* All news items now display exactly what happens stats-wise and what triggered the event. All cards now display exactly what they do stats-wise, the precise chance of failure, and any relevant info (eg. Eco-Awareness tells you what Green societies like and dislike, Grow Industry tells you how industry is good and bad, Expand Coal Production tells you how coal is good and bad, etc.).
* The game's music files have been replaced with higher quality versions processed from the game's official soundtrack.
* Arctic Methane and Clathrate Eruption values have been changed drastically to be both more realistic and less "weird". Details can be found in the readme and an explanation for the precise numbers can be found as a comment near the Arctic Methane and Clathrate Eruption cards in [Fate of the World base]\share\fotw\policies\mod_unofficialpatch.lua.
* All regional offices are automatically built in all regions on turn 2 (2025) and cost $0. This is mainly to make the game less frustrating.
* Cap & Trade and the related 'Business & Household Regs.' and 'Industrial Carbon Regs.' cards have been redone to offer more choice, be more realistic, and have less of the "green propaganda" effect.
* Production peaks for fossil fuel production have been redone so running out of fossil fuels is just as possible as demand outpacing production.
* Tech order and timing has been altered to be more realistic, offer better pacing, and provide a better challenge.
* Biomass, biofuels, and the biotech research tree have been greatly improved and redone.
* Vegetarian Revolution's dynamic has been redone and plays into the biotech research overhaul. A new card has been added that acts as a weaker, more limited Vegetarian Revolution that works with all outlooks, but has a slightly bigger economic cost.
* All renewables growth rates except for hydro have been increased 10x, but their max capacities have been lowered. This is because growth rates for renewables were ridiculously low in the unmodded game, but their capacities were very high in some cases (for example, max solar capacity was higher than max fusion capacity on a lot of regions).
* Fusion capacity for all regions has been increased 10x (in the unmodded version, the maximum capacity for fusion was ridiculously low; some regions had higher capacity for solar power than nuclear fusion) and both Expand 1st Gen Fusion and Expand 2nd Gen Fusion have been altered so that they are no longer direct upgrades.
* Commit to Nuclear is now a viable option, since 4th Gen Nuclear's uranium efficiency boost is now much stronger (was 10x, now 100x, realistic would be 200x) but happens more slowly, and new cards have been added to increase uranium production and speed up the uranium efficiency increase.
* All space cards have been redone: all of them have some sort of gameplay effect, their initial costs have been increased overall and their chance of failure has been decreased overall, and Space Solar Array, which was completely overpowered in the unmodded game to the point of rendering the energy dynamic useless after it was played, has been completely changed.
* Propaganda cards (Eco-Awareness and Encourage Consumption) have been redone to be both less costly and less powerful (society doesn't change overnight).
* The game's economic system has received a major overhaul, from alterations to the way Financial Collapse and Market AI works (eg. Local Financial Collapse is now possible), to alterations of the way climate change affects regional economies and a new Private Investments - Governmental Investments dynamic that acts like a natural addition to the game and is purposeful without being any more complicated than it needs to be.
* Migration DLC cards and effects will work for custom scenarios, as well as the Cornucopia, Fuel Crisis, and Earth Day missions.
Last edited by Delnar_Ersike; Jun 22 @ 6:24pm
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Showing 1-15 of 253 comments
proudlarry Dec 9, 2013 @ 5:47am 
No. don't feel this was late. A most sincere thank you from a lot of people.
Delnar_Ersike Dec 9, 2013 @ 6:56am 
Working on the Migration DLC cards right now, for some reason I forgot all about them (maybe I've been playing too much Denial and Oil Fix It).
Postius Dec 10, 2013 @ 10:50am 
The bug fixes are nice, the gameplay changes are horrible. Make a patch with just bug fixes. Its great if you want to fix bugs, not so great if you want to redesign the game.
Delnar_Ersike Dec 10, 2013 @ 11:31am 
Originally posted by Postius:
The bug fixes are nice, the gameplay changes are horrible. Make a patch with just bug fixes. Its great if you want to fix bugs, not so great if you want to redesign the game.
The funny thing about the bugfixes is that they also "redesign" the game: by removing unintended shortcuts and making sure certain cards don't cancel prematurely, I'm fundamentally changing the game's balance. Heck, even expanding card text "redesings" the game in some occasions, as it exposes the precise effects of each card, even ones that might be deliberately vague to increase game difficulty (eg. Reduce Working Week).

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.
Last edited by Delnar_Ersike; Dec 10, 2013 @ 11:31am
proudlarry Dec 10, 2013 @ 8:54pm 
To be fair, the Oil Fix It mission is sort of easy and dull. By nerfing emmissions, Dr. Apocolypse is nigh impossible to get 6 degrees. You grossly undestimate the effect of natural emissions from things like artic methane releases and clatharate explosions. I agree that cap and trade is a shell game with carbon emissions and the effect that this card produced was unrrealistic and stupid.

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 ^^
Delnar_Ersike Dec 11, 2013 @ 5:46am 
Originally posted by proudlaяяy:
To be fair, the Oil Fix It mission is sort of easy and dull. By nerfing emmissions, Dr. Apocolypse is nigh impossible to get 6 degrees. You grossly undestimate the effect of natural emissions from things like artic methane releases and clatharate explosions. I agree that cap and trade is a shell game with carbon emissions and the effect that this card produced was unrrealistic and stupid.

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).

Originally posted by proudlaяяy:
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 ^^
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.
proudlarry Dec 11, 2013 @ 6:22am 
Originally posted by author:
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

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?
Delnar_Ersike Dec 11, 2013 @ 7:27am 
Originally posted by proudlaяяy:
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?
Due to Biochar reducing emissions, I would never use it in Dr. Apoc; except for climate protection and water stress (to protect the economy; if you're willing to risk lower support and agricultural GDP, wildfires from no drought protection can help a lot), I'd avoid green cards in Dr. Apoc and focus on making sure you have the most people producing the most amount of emissions possible without overstraining resources (because that interrupts your constant emissions increase). GDP is a secondary goal, since a) increasing emissions per person usually results in GDP growth, and b) you still need money to run the policies you want to run. You don't necessarily need to stick with just coal, oil works alright as well, and gas is needed for agriculture and industry. Techs are usually either not worth it or detrimental to your objective, as a lot of them increase fuel efficiency; the best techs for Dr. Apoc are Supertensiles for increasing sector size and growth, Advanced Drilling for better fossil fuel production, Quantum Computing for obvious reasons, and Benthic Depressurization for clathrate eruptions. Fast Breeder reactors are also helpful, but only if you are aiming to get thermonuclear war and Nanomedicines would be worth it if they came sooner. Infotech past Quantum Computing is bad for Dr. Apoc (Super-Smartgrids greatly reduce energy usage, AI removes clathrate eruptions). Synthetic feedstocks is only worth it if you have the energy to spare, otherwise you won't be able to sustain a large, emissions-producing workforce. I don't usually use Cap and Trade, but that's usually because I can sort out developing economies without it, especially with the help of Quantum Computing. Baby boom is a good idea, but I'd couple it with Grow Agriculture to avoid famines. Grow Industry is great as long as you have the resources, since industry is highly polluting, least effected by climate change events, and generates a fair bit of GDP per worker (10k, compared to 12k per commerce worker and 1.1k per agriculture worker).

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.
fox Dec 12, 2013 @ 8:42am 
Hello there, Italian Translator of the game back in the day. Unfortunately RR didn't have time to add the Italian translation. I'd be really happy if my work could be added to the game together with this unofficial patch.
Delnar_Ersike Dec 12, 2013 @ 8:52am 
Upload it somewhere and send it over, I'll see what I can do. Besides cursing at the .luac files that won't decompile properly, I'm trying to see if I can get unicode characters working in the UI and card text, which would ease translation burdens significantly.
Delnar_Ersike Dec 13, 2013 @ 4:04pm 
Version 0.35 of the patch is now out, and I'm quite proud of it. Biofuels, biomass, biotech research, and vegetarianism have all been addressed to make biofuels/biomass more prominent, vegetarianism more accurate and less "green propaganda"-y, and biotech research to now actually be useful, especially when coupled with the changes to the other three (for example, the last tech in Biotech will unlock synthetic meat, giving +10% agricultural GDP and allowing Vegetarian Revolution to be successful in Consumerist/Denialist outlooks).
Delnar_Ersike Dec 15, 2013 @ 2:51pm 
Version 0.40 of the patch is now uploaded: in addition to sweeping changes to both nuclear fusion and fission, as well as a few changes to renewables and space projects, I've reverted back to using forcing modifiers for arctic methane release and clathrate eruptions due to how atmospheric methane decays after 10 years, and implementing a decay system is much harder than using forcing modifiers.

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.
proudlarry Dec 15, 2013 @ 3:20pm 
Cool. I'll download.
I'm assuming the conditions for 2nd generation fusion deployment are also fixed?
proudlarry Dec 15, 2013 @ 3:22pm 
devs will never fix it. Have you looked at the landmark species extinctions? Do you know why they no longer work correctly? I've heard alot of theory, but you have looked at the code.
Delnar_Ersike Dec 16, 2013 @ 3:14am 
I don't know what you're talking about: from what I can tell, both 2nd Gen Fusion and Extinctions have always worked properly. It's possible you have another mod installed that interacts with both, hence why they don't work for you.

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.
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