hazard tiles (toxic wasteland) and polluted water for map building
having hazardous tiles and toxic water at the start of a map may be an interesting element for the theme, toxic water would not dry up over time like normal water(or it would just be a time delay), and would ensure no crops could be grown in tiles next to it untill its cleaned,
the hazard tiles would have to be treated with some tech, or just bipassed with bridges and platforms, these would probably be around ruins and story wise they would be things humans left behind as they died out
Comments: 10
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07 Jan, '22
palidine40Maybe the hazard tiles stay where they are after drying out because the pollutants come from the soil, so even if its dried it can't be used, and when its wet again it still can't be used. Then you still get what you want and the origin story is more palatable.
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09 Jan, '22
RanWithAPlanInstead of certain areas being poisonous, a dry season has a small chance (after handicap) to be a sludge wave. The water sources produce sludge instead, which contaminates normal water. Players need to find ways to stop the sludge contaminating the water, and find ways to dispose of the sludge. Maybe the sludge also gives valuable resources, so not disposing of it instantly grants some benefits. The sludge could maybe be treated to make it into water, using special proccessing plants. Because the sludge doesn't evaporate, this could provide players with a dangerous, but usefull store of water.
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26 Feb, '22
Dan Checky MergedA river of polluted water that never dries but must be pumped and filtered with paper first. No planting plants in the polluted water.
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02 Mar, '22
Gin Fuyou Admin"New Game Mechanic" (suggested by Dan Checky on 2022-02-26), including upvotes (1) and comments (0), was merged into this suggestion.
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12 Apr, '22
NyoraiaHazard tiles could be create by beaver poop or other waste from buildings that beavers need to move out (e.g. from mines, dynamite factory, houses), or be there by default from map creation. This suggestion could be complementary with the "waste" one.
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02 Jul, '22
Martin Theobald Mergedadd toxic wasteland to the game where normal beavers die and only golems can work so you are forced to use them. like area markers or something
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02 Jul, '22
Gin Fuyou Admin"Toxic Wasteland: Give golems purpouse" (suggested by Martin Theobald on 2022-07-02), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Jul, '22
GakeCharcoal Power Plant: Ironteeth Only
Note, this requires a Kiln building to turn Logs into Charcoal, buildable only with Metal, but available to all factions. Charcoal would be a useful mid-game resource for other applications, but that's a separate suggestion entirely. Assume 1 Log per 1 Charcoal.
Charcoal Power Plant would be a late-game option to as an upgrade to Engine, but it's huge in size and has a major drawback: it produces toxic water. Sure, this doesn't make the most sense from a realism perspective, but gameplay wise it's GREAT. Modeling smog isn't feasible so this is a good middle ground; not to mention creating waste water runoff is a fun mechanic.
-Don't know how many workers would be needed, but burns FAST.
-1000 hph/Charcoal. Variable amount of Charcoal burned to meet demand, up to 10 Charcoal able to be burned at once.
-20 total Charcoal storage, so needs workers are working constantly. -
22 Aug, '23
Jaco3011 MergedPatches of toxic land scattered through the map. Plants can't grow there, when it's watered grass becomes yellow instead of green.
a) Removing top layer or placing a dirt block solves the problem
OR
b) No matter what beavers do, whole column of dirt is toxic -
28 Aug, '23
Gin Fuyou Admin"Toxic soil" (suggested by Jaco3011 on 2023-08-22), including upvotes (1) and comments (0), was merged into this suggestion.