Catastrophes, disasters: earthquake, tornado, volcano, tsunami, landslide, etc.
see title. Catastophes toggled mode on/off like in sim city 2000. Earthquake, fire, crop plague,disease in the water tank so you need to pour it all in the river, poachers, you name it. Adjustable parameters for severity and how often it happens. Or something that scales over time, like the drought scaling.
Comments: 34
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27 Sep, '21
Mason MergedI think that floods, high winds, etc. would be fun to survive along side with droughts!
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28 Sep, '21
Gin Fuyou Admin"More environmental disasters" (suggested by Mason on 2021-09-27), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Sep, '21
Gin Fuyou AdminAdded search keyword to description
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28 Sep, '21
MrDeafwater related disasters, like heavy rainfall, mudslides, landslides, and sinkholes.
The latter three could change the landscape, and where the water flows. Unless the beavers fix it. -
29 Sep, '21
Jope Bona MergedA lot of city building games have natural disasters (volcanoes, earthquakes, tornados, etc.), which really just end up being a nuisance. However, with the unique water and block mechanics of Timberborn, I think that earthquakes specifically could actually provide a real and interesting challenge.
Rather than just the ground/screen shaking and buildings being destroyed, I think that realistic fault movements would be the best implementation. Take a plane with a random position and orientation on the map to act as a fault, and have all of the blocks on one side move along the plane (laterally or vertically). This could shift a river, create a natural dam, waterfall, or chasm, or even completely cut off water from your city. What better way to utilize all of your technology and resources than to solve this new problem? I think it adds just the right kind of fun for late-game, and could make or break the early/mid-game. -
02 Oct, '21
Pieter Mergedwe already have droughts. wouldn't be a cool idea to add disaters/great things like a rain season(crops grow faster) or snow (Bevers get very cold and need a home/warm place).
this way thet user needs to be prepared for anything, not just drought. -
03 Oct, '21
Losnachos MergedFlood, Vulcano, or even Icy Days to bring some more elements into the game. Vulcano could create underwater River Connections or change the Waterflow of a river.
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05 Oct, '21
Gin Fuyou Admin"More disasters" (suggested by Pieter on 2021-10-02), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Oct, '21
pmduda Admin"Natural Disasters" (suggested by Losnachos on 2021-10-03), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Nov, '21
MathewExpansion of this concept:
A mechanic that makes mid-late game more challenging. Things like lightning storms that start fire (idle beavers automatically put out) but it uses water. Dust storms and heat waves that slow work and increase water consumption respectively. (Weather is already mentioned elsewhere but this might be a good concept to bundle with weather (rain, wind, etc)
Other ideas include Floods that break dams and can sweep away beavers. :'( or even introduce pollution or barrier tiles that need cleaning(demolishing) afterwards.
Windstorms that destroy wind or faction specific power. -
08 Dec, '21
Locane MergedIt would be really great if we had more "villains" in the survive-despite-but-also-because-of-nature game. More varied disasters means more varied buildings / counters to them, which means more to do, more choices, more complexity, and more game.
Disaster ideas:
* Tree blight - Trees are afflicted with a disease; one type of tree might be reduced severely or wiped out completely. A system of infection from tree-to-tree would be interesting too, making mixing tree species placements a good idea, or research to make them more resistant
* Locusts - A swarm of (edible) bugs descends on crops and tries to eat them. Maybe potatoes are immune, maybe there are buildings to catch the bugs and eat the effers
* Smog storm - Leftover from the humans, enormous horrible pollution clouds descend on and envelop the area briefly, poisoning beavers who are outside, slowing them down, and acidifying the river and any water in open containers, making it useless to drink. Maybe countered by -
09 Dec, '21
Gin Fuyou Admin"Consider adding more varied disasters: tree blight, locusts, smog storm" (suggested by Locane on 2021-12-08), including upvotes (1) and comments (0), was merged into this suggestion.
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30 Dec, '21
source-k2009 MergedI want you to implement other disasters, like earthquakes.
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30 Dec, '21
Gin Fuyou Admin"my opinion" (suggested by source-k2009 on 2021-12-30), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Jan, '22
A.Bear MergedRandomize disasters more, instead of just droughts, there can be other disasters such as blizzards, earthquakes, wolves, wildfires, flooding, etc. With the water cycle feeling a little Nileish with periodic floods and droughts, wild grasses would grow like gangbusters, and be very susceptible to fire.
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01 Jan, '22
Gin Fuyou Admin"Random Disasters" (suggested by A.Bear on 2022-01-01), including upvotes (1) and comments (0), was merged into this suggestion.
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14 Mar, '22
Andrew MergedThe problem is that i have now built three self sustaining towns, and now there is nothing else to manage, if tornados were a thing, that damaged buildings and possibly killed beavers, it will be that extra threat, something i would have to look out for.
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15 Mar, '22
Gin Fuyou Admin"Tornado" (suggested by Andrew on 2022-03-14), including upvotes (1) and comments (0), was merged into this suggestion.
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08 May, '22
AlistalBuildings should be able to be damaged, reducing their productivity or effect (number of rooms in houses and beauty for monument) relative on the damage.
Floods damage buildings, either at a fixed rate or at a % of the building cost (fixed rate mean small buildings would be destroyed faster).
Add heavy rains that can make the dams overflow and create floods.
Add earthquakes that damage buildings, and depending on their intensity, create rifts and destroy dams, creating floods.
Fires should appear but only around where it makes sense, temples have torches, explosive factory, firecamp ; or from thuder, in Rimworld there are dry thunderstorms that ignite fires on the map. -
24 Jul, '22
Gake MergedAdding the ability for buildings to be destroyed adds to survival gameplay. If beavers are inside or on a destroyed building they should get injured or killed.
Causes:
-Fires: be it work hazard, lightning, or Firestorm.
-Acid: acid would be able to eat at buildings. Acid produced from Acid Rain if added.
-Flood: a giant wall of water (3 high) should be able to destroy most buildings. Would need slight changes to water system simulation to allow depth to determine rate. Would give value to sturdier building materials.
-Wind: giant stacks of platforms would be most vulnerable. -
28 Jul, '22
Gin Fuyou Admin"Disasters destroy buildings." (suggested by Gake on 2022-07-24), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Oct, '22
Chris L Mergedfires, floods, earth quakes, tornados, Locusts who attack crops, raiding parties from squirrels? creates a challenge later in the game.
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01 Nov, '22
Gin Fuyou Admin"Natural Disasters" (suggested by Chris L on 2022-10-20), including upvotes (1) and comments (0), was merged into this suggestion.
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26 May, '23
T MergedOnce you get started (even on hard) there is really no challenge to the game. This leads to all games turning into a slog of slowly progressing through the tech tree with no real problems or challenges.
To fix this I propose a disaster system similar to the one in Banished but obviously adjusted to suite the theme. Perhaps dams could have a chance to burst, building catch on fire or even perhaps even tornadoes or the plague.
It should probably be opt-in as there are those players that prefer the slow slog without challenges ( I will never understand you, but I respect you). -
30 May, '23
Gin Fuyou Admin"Disasters (randomly occuring problems that challenge your ability to adapt and survive)" (suggested by T on 2023-05-26), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Jun, '23
Jacob MergedThe game gets a bit respective after so many cycles. I was thinking after 5 cycles there could be a chance of you having a random weather event every cycle sometimes nothing would happen or other times an event will trigger. My first idea is storm that makes it rain for 2 to 3 days cursing everything to flood and making it so that have to make your districts flood proof. Another weather idea is a wind storm/hurricane that damages things so you have to plan for that by making sure you have extra materials encase anything gets damaged. The wind storm/hurricane would probably last 1 or half a day. My final weather idea could be extra harsh draughts that cores fires that spread damaging buildings, kill beavers, burn crops and trees this would be the rarest of the events because of how bad it is. The warning for these events could be audial sounds like thunder or strong wind. I hope you read my idea and I like how the development of the game is going so far.
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03 Jul, '23
Gin Fuyou Admin"Adding in random weather." (suggested by Jacob on 2023-06-23), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Aug, '23
Josh MergedAnything from random rainstorms, seasonal weather, heat waves, disease outbreaks etc would add some dynamic gameplay. With the awesome water physics you have you could even have random tsunamis and stuff.
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28 Aug, '23
Gin Fuyou Admin"World Events" (suggested by Josh on 2023-08-21), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Nov, '23
Gin Fuyou Admin"Earthquakes" (suggested by Jope Bona on 2021-09-29), including upvotes (6) and comments (0), was merged into this suggestion.
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09 Jan
Aixseul MergedI think it could be fun than sometime, some rain arrive, changing the deep of the rivers, or a storm coming, like a "hurrican", breaking some stuff on the way ? ,
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10 Jan
Jcheung Admin"Incidents" (suggested by <Hidden> on 2024-01-09), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Mar
tweek MergedD !
Disaster :
earthquake = Architect-Geologist.
an earthquake destroys small buildings, and damages large structures: now "BREAKDOWN!!" which is in its area of effect and which has not been visited and "*reconstructed" by a geo-architect group... (*reconstructed: in 20-45 seconds! with just the appearance of two or three reinforcements, here, and there for the visual!)
Could we add “tremor zones”?
adding places more difficult than others!...
the geo-Architect group goes everywhere (I imagine a triple duo: a geologist + an Architect x3)
Who would work on the selected buildings? the most dangerous first? etc ?? ...
I'm talking about geology and architecture.... I would like to make the link with my other idea: it divides the points of science! .
points of science: for remedies and others,
architectural points: for buildings/walkways and others!
technology points: for energy, and others!
impossible to find the idea so... I'll put it back here!
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20 Mar
Gin Fuyou Admin"Propose (Fr to Eng Trad): Fires / Firefighters -- Landings / Geologist -- Unemployed/Security (2)" (suggested by <Hidden> on 2024-03-16), including upvotes (1) and comments (0), was merged into this suggestion.