Hi, thank you for your message. I have a couple of questions, hoping you can clarify things a bit better for me:
- The climate change point can be calculated by summing up Disaster Intensity and Global Temperature. Do we know how these points are calculated? From what I read in the thread, Global Temperature rises by 1 point for every 2000 units of CO2? Because right now in my game, there are 4000 units of CO2 emitted and the temp rose by 1.6. I remember one of the patches reduced the speed of global warming, and this discussion was posted in March so I am not sure if the numbers are still up to date. Still, not sure how the Disaster Intensity is calculated.
- On the 1st and 3rd page of the discussion, there are 2 people who brought this up:
CO2 emission required for temperature to increase depends on map size based on these numbers:
Duel map: 500 000 CO2 for 1 degree temperature increase
Tiny map: 1 000 000 CO2 for 1 degree temperature increase
Small map: 1 500 000 CO2 for 1 degree temperature increase
Normal map: 2 000 000 CO2 for 1 degree temperature increase
Large map: 2 500 000 CO2 for 1 degree temperature increase
Huge map: 3 000 000 CO2 for 1 degree temperature increase
What are these numbers? Cuz they seem too disproportionately big, not sure how CO2 units can reach hundreds of thousands or millions? Am I missing something?
- I do get the deforestation stats, definitely will include it.
Yes we did the analysis before the Patch, The analysis is done so we understand the key settings and from there any changes per patch cen just be extrapolated. I'll have another look at he figures but to answer your question, the key thing in my post I refer you to is
One more question: So in order to calculate phases of climate change, we sum the Global Temperature Rise point and the Disaster Intensity point. What do we know about the Disaster Intensity point and how is it calculated?
NP, disaster intensity point? Do you mean the the didaster intensity setting? In the above params it does discuss how more volcanoes are active with a higher setting and disasters get more intense with a higher setting (I did not include that xml) but there no longer seems a correlation between disaster intensity setting and speed of global warming. The settings above show the realism settings do not change the clomate change points, They used to, I have the old settings, but they are old.
With regard to Units there is a global parameter that seems to spell it out but I have not validated
So an ironclad will emit half a coal in emissions per turn
In this first thread you sent me, when you hover your mouse over the Climate Change phase bar, you will see the climate change points, which is the sum of Global Temp and Disaster Intensity. I am not sure how Disaster Intensity is calculated, because in my game, I always set to hyperreal setting yet the disaster intensity point, even when I am at Phase 3, is always 0. And I remember there is a patch which dissociated the climate setting and how fast climate change took place. My question is if you know how this disaster intensity point is calculated.
In all of my recent games, these disaster intensity points were always 0, not sure if Firaxis forgot to delete it after making it irrelevant to climate change phase, or if it bears any other meanings.
Yes, if you pop into Expansion2_randomn_events.xml and change the ClimateChangePoints=0 settig below to perhaps 1 or 2 and then start up the game and try you will find the disaster intensity value is now what you set it to. Give it a god to validate... I did test this when GS came out. Firxis make mistakes all over the place, for example the Toa and Digger should have resource requirements bu they failed to change them in the units.xml file despite having made notes in there to do so (I hop Toa do not require iron because they fought rifles with stone clubs and that is an awesome thng to keep in the game.
I just wanted to commend you for going through and adding the intro and Strategy section heading (and, in cases where they were missing, quotes and speakers) to these articles - it gives them a cleaner and more consistent look. Nice work, sir!
Just to clarify. Once a pantheon becomes part of a religion, then any city or indeed civ where that religion becomes dominant gets the benefit of that pantheon (in theory at least!). Apart from the inevitable bugs there are deliberate exceptions to this, such as Kongo being unable to really use any pantheons that are heavily/solely reliant on Holy Sites.
Also, Kongo's religious drawbacks are well known to us, but they might not be to newcomers to Civ 6.
One change from Civ 5 AFAIK is that a pantheon of a foreign religion that becomes dominant in a city or civilization no longer erases the native pantheon. That may have been what you were thinking of.
Please take your precious time and read the Pantheons page for Civ6, here I quoted
"Unlike in Civilization V, a civilization's Pantheon will not get overwritten by foreign religions converting its cities. This means that a player will be able to use his or her Pantheon bonus even without managing to found a full religion, or after founding a religion that gets wiped out. However, despite staying with you through the whole game this time, Pantheons are still seen as just a stepping stone towards creating a religion, and thus it is encouraged not to just settle with a pantheon if you are hoping to gain power from faith."
Pantheons can only be spread in Civ 5, not Civ 6, this is a well-known fact considering that the game has been out for 2.5 years.
- Regarding notes on pages in general, notes should be taken if there is a hidden interaction that is not clearly stated otherwise.
E.g.: On Shrine and Temple pages, it is noted that Choral Music belief only boosts Culture based on intrinsic Faith output, not based on Faith generated by Simultaneum policy, please check it out.
In this case, all it takes to understand Kongo does not benefit from this pantheon is to be able to read, which I do expect our audience to be able to. There are more than one pantheons rely solely on holy site construction, and since we want to keep similar pages consistent, we wouldn't want to add "Kongo can't benefit from this" on every single one of them as it is redundant.
Bottom line, in Civ 6, Pantheon you founded sticks with you, Pantheons cannot be spread from one civ to another. This exhibits in: Once you found a new city, that new city starts with the Pantheon, regardless of the fact that it doesn't start with your religion (if you have one).
Here is what you wrote on the GoW page:
"Kongocannot gain any benefit from God of War even if a religion with GoW as its pantheon spreads in her cities."
This suggests falsehood that pantheons can be spread.
Normal civs can only benefit from follower beliefs of foreign religions, Kongo benefits from all, which includes founder, follower, worship, and enhancer. Pantheons in civ 6 do not count as a belief of a religion as they are civ dependent, not religion dependent for that purpose.
"One change from Civ 5 AFAIK is that a pantheon of a foreign religion that becomes dominant in a city or civilization no longer erases the native pantheon. That may have been what you were thinking of."
I wonder if you are suggesting that pantheons can be spread without eliminating the native pantheon, so basically it is possible for one city to have multiple pantheons coexisting? Because that is just false. If you open the city information panel, you will never ever see more than one pantheon, the one you founded, not the one of the civ that spreads the religion to you.
Overall, I highly recommend you make amends to what you wrote on the GoW page, regarding pantheon being able to be spread. Secondly, if you feel the need to include the fact that Kongo cannot benefit from this, I reckon you should copy and paste a similar note to every pantheon that plays around holy sites, just to keep the consistency. If you cannot do that, I will gladly help.
Now that you mention it, I do remember that when Civ 6 was first released, the benefits of both a pantheon and a religion's founding beliefs were locked to the Civilization that chose them. But I was under the impression they had changed that sometime ago, leaving only founder beliefs that are (normally) so locked? LogicEcho (talk) 08:21, March 6, 2019 (UTC)
This video was released on Nov 3, 2016, a few weeks after release of civ 6, and he already noticed (at 0:30) that Pantheon stayed with you even when you got converted, and every time you founded a city, that city immediately got the pantheon, so no, it was since the beginning of civ 6. Think of pantheon as a separate mechanic existing parallel with religion, since it is not bound as a belief to religions as in civ 5.
Enhancer belief is also exclusive to the founder (except for Kongo, of course)
Hold on a second, Enhancer beliefs are now locked as well? Back again when the game was first released if I'm not mistaken, Crusade and Defender of the Faith were locked to the founding civilization but I believe that was changed ages ago. You're saying they've not only switched that back again, but have now similarly chained all Enhancer beliefs? LogicEcho (talk) 10:06, March 7, 2019 (UTC)
Enhancer beliefs are always locked, and that was never changed, and that was since civ 5. The point of religions is that even if it is spread accidentally, it won't ever give the founder a disadvantage. That rule will be violated if a religion with Defender of the Faith is spread and the founder wants to declare war, so no, enhancer beliefs are always locked.
Thanks for that. I've been creating redirects from the ability and agenda names to the appropriate civ and leader pages, but it sounds like I should hold off on making or renaming anything until the name of Kristina's agenda is finalized.