Open johnkslg opened 4 years ago
Humans should output a bit of CO2 then as well, depending on either amount online or to make it a bit harder depending on amount of registered users. For white tiger with 1k registered users at the end that would be quite interesting :D
Wanted to highlight that having a CO2 buffer would be helpful. If animal production exactly matches plant absorption from the start, any pollution would immediately start building up carbon, which doesn't seem particularly reasonable.
Not least, plants increase their carbon fixation as atmospheric carbon increases, which would cause at least some tolerance to increased carbon production:
One of the most consistent effects of elevated atmospheric CO2 on plants is an increase in the rate of photosynthetic carbon fixation by leaves https://www.nature.com/scitable/knowledge/library/effects-of-rising-atmospheric-concentrations-of-carbon-13254108/
Not suggesting you model this accurately, necessarily, only stressing that it's unrealistic to make atmospheric carbon a zero-sum unstable equilibrium.
Also, when tuning CO2 production it's worth considering this sudden initial population correction that happens whenever a server is launched: https://github.com/StrangeLoopGames/EcoIssues/issues/15822#issuecomment-617045512
Starting animal populations often not representative of equilibrium range once they stabilise.
Humans should output a bit of CO2 then as well, depending on either amount online...
I like this idea - it would be an interesting counter to the benefit in levelling you get from having more playtime that was introduced with 8.0. More playtime tends to mean more environmental impact anyhow, but any kind of rubber band on people who have more playtime seems like a good idea at this point, when EXP is such a benefit.
Animals do emit CO2 now. This could use a little more balancing though
Ideally there should be a pretty-much steady state CO2 at game start, with co2 from animals - co2 removal from plants