StrangeLoopGames / EcoSuggestions

Repo for storing Eco game suggestions, separate from EcoIssues
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Give pollution some inertia to reinforce long-term planning #1240

Open ThePiachu opened 3 years ago

ThePiachu commented 3 years ago

During one of the 0.9 beta servers we had some fun run-in with over-polluting the planet with too much CO2 when everyone unlocked oil mining and they decided to refine too much at the same time. However, it was pretty easy to counter it - just turn off CO2 production for a day with a law and give nature some time to recover. Perhaps it would be a bit neater if there was a bit of inertia to the CO2 pollution to make the recovery a bit harder.

Basically, take inspiration from "death spirals" from games like Factorio, Oxygen Not Included, or especially Banished:

What all those have in common is the cause and effect are separated by time and not that easy to fix if you don't catch it early. In ECO, this could take a form of a mechanic like this:

Or something like that, it could just be simplified to "whatever CO2 you produce you will see released into the world 1-2 days later".

What this would do is it would make the impact of CO2 spikes a lot more dangerous. If a massive production boom caused global warming and sea level rise that would last you 3-4 days before it clears out, rather than being able to tackle it in 1 day, it would rise the tension of the game a bit and reinforce that you need to plan ahead. It might also be long enough to actually feel like it's a disaster - with this amount of time you can see some areas lose their natural plants, some hit to wildlife, crops, etc.

Engimage commented 3 years ago

I guess the first step here should be actually make the impact relevant. In its current state you can think of how to complicate it more, but IMO the basic part of it should start working.