Author Topic: Cloud Cover  (Read 5737 times)

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Offline uss1701jb

Cloud Cover
« on: August 14, 2013, 04:29:23 PM »
Asking a newb question here... what does cloud cover do? Does it physically change the map like erosive forces, or does it add nutrients?
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Offline ete

Re: Cloud Cover
« Reply #1 on: August 14, 2013, 04:37:17 PM »
Makes squares more likely to be Rainy, less likely to be Arid, so produce more nutrients. I'm not sure of exactly how it does this or how much of an effect it has.

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Re: Cloud Cover
« Reply #2 on: August 14, 2013, 04:58:27 PM »
What he said - and I always assumed it reduced energy levels, but I cannot say that I've observed a difference.  I always use Cloudy setting, as a more fertile map is the least frustrating for early game, and growing bases are more than adequate compensation for any reduction of terrain energy that might or might not happen.

Offline Geo

Re: Cloud Cover
« Reply #3 on: August 14, 2013, 10:51:31 PM »
Easiest maps should be dense cloud cover combined with strong erosive forces. The latter makes more peaks, thus more terrain with a higher potential energy output.

Offline uss1701jb

Re: Cloud Cover
« Reply #4 on: August 14, 2013, 11:11:01 PM »
I'm asking because I like to play as  ;ulrik; and was hoping for more sea early on.
Thanks guys!
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Offline JarlWolf

Re: Cloud Cover
« Reply #5 on: August 15, 2013, 01:11:45 AM »
Easiest maps should be dense cloud cover combined with strong erosive forces. The latter makes more peaks, thus more terrain with a higher potential energy output.

Don't you mean Weak erosive forces? Strong erosive usually ends up more flat.


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Re: Cloud Cover
« Reply #6 on: August 15, 2013, 01:27:36 AM »
Agreed.  Strong Erosive is what Ship Registry Guy wants, for max sea.

Offline Green1

Re: Cloud Cover
« Reply #7 on: August 15, 2013, 03:21:18 AM »
High cloud cover is when you want land squares that have more nutrients. Low cloud cover is when you want a fairly barren Mars-like world that is barren and dry.

Of course, this only affects land, not sea tiles.

Offline Geo

Re: Cloud Cover
« Reply #8 on: August 15, 2013, 11:10:55 AM »
Easiest maps should be dense cloud cover combined with strong erosive forces. The latter makes more peaks, thus more terrain with a higher potential energy output.

Don't you mean Weak erosive forces? Strong erosive usually ends up more flat.

Oh, did I mix things up again?  :-\

Agreed.  Strong Erosive is what Ship Registry Guy wants, for max sea.

AFAIK, that's covered with the percentage sea vs land option (30-50% - 50-70% - and so on).
« Last Edit: August 15, 2013, 03:08:55 PM by Geo »

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Re: Cloud Cover
« Reply #9 on: August 15, 2013, 03:05:06 PM »
Well, I'm given to understand that you want weak erosive for maximum land, in addition the sea% settings, so I assume the obverse is true.  I set for maximum land by habit, so I may not know what I'm talking about.

Offline Kirov

Re: Cloud Cover
« Reply #10 on: August 24, 2013, 02:19:09 AM »
It may be worth noting that dense cover (rainy tiles) and weak erosion forces (rocky tiles) help AI to some extent, as it usually relies on farms/collectors/mines and is too stupid to forest. So it's a very easy way to slightly increase the challenge and make AI look less like a dork it really is. I saw it farming arid terrain and it makes me want to punch the screen.

I hope the kyrub patch has improved AI terraforming behaviours, I need to give it a try a bit more.

Offline Geo

Re: Cloud Cover
« Reply #11 on: August 24, 2013, 07:48:21 AM »
I saw it farming arid terrain and it makes me want to punch the screen.

I hope you didn't forget to mention that fat nutrient resource on the tile?  :D
(nah, I know, just pulling your leg)

 

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