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Author Topic:   Global warming and maping functions
redryder posted 02-16-99 02:27 PM ET   Click Here to See the Profile for redryder   Click Here to Email redryder  
The melting of the ice caps as the world temp rises is a good feature. That said I have two suggestions.

1. Give me a global temparture indication. As the number of mirrors and boreholes goes up so does the thermometer. Hell these people were smart enough to go how many light years to get here? They should at least have a readout of the global temp available to them. If you want to tie it to a tech level than tie it to space exploration. I'd love to run a scene and raise the temp with boreholes and mirrors to flood someone out then lower the temp by filling in the boreholes and planting forests/fungus so that I might try to reclaim their territory. But I can only do that if I have some way to watch the temp.

2. Checking every blessed bit of AC firma that I'm using to see if it is threatened by the rising sea is bogus at best. These people can drill a borehole, they should have some concept of topograhical maps other than mountain, big hill, little hill, and plain. Specify the increments in 100m since the sea rise seems to be in multiple hundred meter increments. Color coding of the topo lines would be a nice extra for this feature but not necessary.

Good game overall. I'm glad I bought it.

Regards,

GreasyPig posted 02-16-99 03:21 PM ET     Click Here to See the Profile for GreasyPig    
Good idea..

GreasyPig

redryder posted 02-16-99 05:12 PM ET     Click Here to See the Profile for redryder  Click Here to Email redryder     
minor display question for developers:

How come the eastern and western poles of the planet are not white to signify ice? Would there be a movement penalty for a unit going the polar route like there is in traversing rough rocky terrain? Is there a grand continent hidden under one of the icecaps like on Earth Prime? If you built a city on an icecap and the icecap melted, then what happens?

Regards

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