Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Say that only at above 3.0 does a Tornado cause damage to buildings, roads, and lifts people and cars, and anything else below that does nothing.
Here's some ideas I'd personally like to see some variation of integrated if possible:
0. Try to use standard scales people are familiar with for the intensity of a natural disaster. E.g. Richter scale,
1. Map type detection for starting game with certain disasters enabled/disabled. OR A well known region of the world that tends to be subject to specific natural disasters of varying intensity could be selected from a drop-down list with the specs detailed in a pop-up box. Might be an easier solution to this for some default game settings.
2. Option to disable dynamic fire animations. Visual updates would include building/tree damage stages, a new object catching on fire (animation of catching fire, and then fixed frame of being on fire after that), a fire being extinguished, and anything key components like this functional to game play rather than graphical appeal. The dynamic animation of a widespread fire can be taxing on the computer.
3. Tornadoes downgrade buildings with an over-time effect rather than destroying all. If level 1, after x time, the building is destroyed. If the building doesn’t have a level, create an index of build cost, find the quartiles, and use those points to determine the level of the building. Ergo, cheaper service buildings can get destroyed more easily than expensive ones.
4. Tsunamis’ flood water scales up the pollution scale the more structures it destroys/affects. I think a simple weighed count could be used with buildings, props, roads, trees, etc. to scale the significance of the pollution, such that buildings have more weight than trees for example. Perhaps give consideration for city level as well in the scaling factor to make it relative. Water pollution on land disappears post clean up, but inland water sources take a permanent 50% weight of the pollution level due to clean water mixing with dirty water. The water then is scrubbed out later by normal water flow directions. This is intended to causes some sickness if drinking pipes intake polluted water. I suggest making the intake pipes unaffected by the tsunami (or optionally unaffected) so this effect can occur. The algorithm to determine what counts as inland water is not something I’ve figured out yet.
5. Earthquakes have a scalable probability to take down a building based on building level. If you feel like getting fancy with it, you could team up with the realistic population mod people to use an algorithm for buildings of 3 to 4 floors (since earthquakes affect those the most) as having the highest probability of actual collapse while other buildings have a probability of downgrading.
6. Consider teaming up with Colossal Order devs to create a set of complementary mods with a option to use this mod to modify defaults. CO devs/contributors could create the animations and defaults, etc while this mod acts to modify the controls of those. The additional types of disasters:
Avalanches with the Snowfall DLC dependency – Could be triggered by placing too much concentrated noise pollution in the snowy mountains. Destroys buildings in the area, or whatever you decide to let it do.
Blizzard – prevents people from going to work/school for the duration of the blizzard plus x time until snow plows clear the roads. Causes deaths in non-heated regions if it lasts too long (random intensity basically). Thus, electricity is not enough and a probability per building is applied to determine if any x% of the cims in the building die. The goal is for random death waves where the hearses are slow to get to the bodies due to snowed out streets. Hail could occur for animation variety from regular snow.
Floods/Monsoons – dependency on rain weather being enabled, with a random probability of a micro-burst or sustained rain to cause it. Effects: increases water levels or water flow, and very slowly puddles on the streets. The goal is that if terrain management by the player is say, too flat, or too near and too level with a full lake, flooding can occur and downgrade buildings by 1 level. Could trigger a dam burst.
Dam burst – if reservoirs fill up and the dam overflows, flow increases past a certain point, and the dam overflows, the dam has a probability of bursting. The dam would be demolished basically and whatever happens happens with respect to water flow.
Destructive Crime – Crime being too high and not resolved has a chance to cause fires, small cim death counts at the building, etc. Not sure how much Colossal Order would be “willing” to do here, so I’ll just leave it at that with my comment.
Mosquito Irritation – If the bug vehicle is enabled, then this one could occur. Basically the bug vehicle, which of course isn’t a controlled vehicle, has to drive through a street for neighboring buildings to be considered treated (how ever often is balanced). Only relevant in hot weather and more relevant tree natural resources. Reduces affected cims happiness. Excludes nature preserves.
Obesity – If the donut van is turned on, then the donut van getting stuck in traffic for X time (e.g. traffic light timers) near residential areas with a high count of cims waiting for public transport (to keep this computationally efficient and less dynamic) has a chance of causing obesity. Slightly reduces the base health value. The more bike paths/cims walking biking increases health slightly.
Heat Wave – If temperatures are above X threshold for Y amount of time and Z cims are walking/biking/visiting parks/bored of waiting for public transport (since that means they’ve been there awhile in the heat), then a random chance of sickness requiring an ambulance to one of these regions occurs. Basically, cims passing out from dehydration and heat.
Hurricane/Cyclone/Typhoon – chance of destroying level 1 and 2 buildings due to winds. Causes “tiny” tsunamis to simulate storm surge and waves. Causes weak tornados and lightning storms. Chance of downgrading higher level buildings by up to 2 levels. Prevents cims from walking or biking for its duration. Chance of Destroying props if feature enabled.
As a reminder, these would be other mods that could be created to work in conjunction with this one. I’d recommend splitting them up so too many DLC requirements aren’t present unnecessarily.