Today I’ve been looking at these areas and just wanted to let people know they will be changing.
I had not realized that water shortage was still being linked to year (which makes it very tough to avoid). We have added water meters and desalination plants to help fight it, but I’m also re-doing this simulation so that there is no direct annual link to water shortage, and its triggered mostly by average temperature.
Average temperature itself is impacted partly by CO2Emissions and partly by GlobalCO2Emissions, which we assumed do rise slightly each year.
To make things more interesting, the extent to which GlobalCO2Emissions rise each year is being tied slightly to how well the player is winning, to give it some nice challenge for players who have totally beaten the game later on, and to not crsuh players who are having a tough time.
I think its probably fair to generally tie GlobalCO2Emissions to year, as the data shows that global CO2 levels are basically still rising reliably each year
We still give a non-trivial input for the player from the domestic emissions. Obviously as with all things this will require a lot of playtesting, but I’m hoping 1.22 will be better balanced when it comes to Water Shortages and Cyclones.
I don’t like relying on inevitable _year usage in multiple places, and I think tying it a bit to game difficulty is an improvement. Feedback welcome!