Random Events - Environmental changes
My suggestion is to have various types of random events that can occur at any time. They shouldn't dominate the playthrough at normal settings but should be there as an extra challenge or opportunity from time to time.
For example, one random event could be a flash flood event, where the river flows at a greatly increased rate for a short time (say 6 hours to a day), and it could flow at anywhere from double to quadruple the normal rate, making managing flood waters and low laying land flooding an issue, as well as designing your water management systems to be able to handle the excess flow during such an event and mitigate or prevent the damage done by flooding.
There are many types of random events that could happen, some harmful, some helpful.
Comments: 10
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27 Sep, '21
boxestbike5181a wild fire or storm could be interesting.
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28 Sep, '21
JasonI even kind of expected seasonal flooding after the drought. Might also be a good way on harder modes to recharge your reservoirs after longer droughts. "Monsoon Season"
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12 Oct, '21
Seriously UnseriousFrom what I've found, after playing around with the editor a bit, this would not be hard to do, either for seasonal floods or random flash floods that could come through at any time. Just dial up the strength of all connected water sources by up to 2 points to generate the flood waters. If it's a seasonal/monsoon flood, should be by a smaller amount over a longer period of time, maybe even as a designated season (ie 3 seasons Dry/drought, Monsoon, temperate). If it's a flash flood, the magnitude of the water source strength increase should be to the higher end of the spectrum, but for a shorter period of time. A few days for seasonal, a few hours for a random flash flood.
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14 Jan, '22
kiwibirdI'd love this! It adds variety and increase replayabily.
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01 Feb, '22
Daleybobs MergedSo far droughts provide a good source of challenge, but I think there's potential to add more events to the game that create new scenarios the player will have to overcome. Here's a few ones I think might help provide more challenge:
Snap Freeze: All water sources freeze over and can no longer be used. However, beavers will be able to walk across the ice as though it was solid land
Flood: Water will rise by 1 level, causing structures on that level to no longer be accessible until the flood passes
Quake: Low level structures that aren't sturdy cannot be used
Storm: High level structures that aren't sturdy cannot be used
Eclipse: Plants and trees wont grow while an eclipse is in effect, and may die out
Pollination: Plants and trees will grow faster
Rain: Water tanks will fill faster
Holiday: Leisure structures work better, beaver productivity is lower -
02 Feb, '22
Gin Fuyou Admin"New Environmental Events" (suggested by Daleybobs on 2022-02-01), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Jun, '22
SelweynI'd also been thinking of this idea, with things such as floods, earthquakes, hurricanes, etc. I'd want to add that it would be a nice feature if some beaver tribes were better adapted at certain "negative" events than others. All beavers would be evenly matched at draughts, though. The starting beaver clan would be "ok" at everything, but not really great at anything. The Irontooth clan might be excellent versus earthquakes, but slightly worse at dealing with a sudden shortage of polinators (as an example).
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24 Aug, '22
Albert MergedYour game is great and very addictive! But after playing longer time it is becoming very predictable and repetitive. To add little bit to the excitement, maybe some unexpected events could happen - like floods after rainfall or wildfires during dry season etc.
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26 Aug, '22
Gin Fuyou Admin"add some unexpected excitement" (suggested by Albert on 2022-08-24), including upvotes (1) and comments (0), was merged into this suggestion.
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30 Apr, '23
PsametikTo further Albert's point - often games like this become easier the more you play. Adding "opt-in" random effects (maybe even intensified by environmental triggers - reducing bio diversity, reducing the number of trees, or burning fuel), further than droughts would require more adaptive play