Poll

Effects of Tree Farm / Hybrid Forest intended?

Not a bug - intended
0 (0%)
Bug - tree farm / hybrid forest shouldn't reduce negative terraforming ecodamage
3 (60%)
Bug - terraforming ecodamage shouldn't ever go negative
2 (40%)
Other - explain in thread
0 (0%)

Total Members Voted: 5

Author Topic: Tree Farm / Hybrid Forest and ecodamage  (Read 1670 times)

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Offline Nexii

Tree Farm / Hybrid Forest and ecodamage
« on: December 28, 2015, 03:22:26 PM »
Ok so most know, Tree Farm and Hybrid Forest reduce the effects of terraforming ecodamage caused by 50% and 100%.  However this also applies in the case where terraforming ecodamage is negative.  This occurs when a base has many forests which provide -1 each to terraforming ecodamage and few improvements.  So in the situation of base with all forests, building a Tree Farm or Hybrid Forest can actually increase overall ecodamage.  Bug, intended?  Something else?

Offline Lord Avalon

Re: Tree Farm / Hybrid Forest and ecodamage
« Reply #1 on: December 29, 2015, 11:41:49 PM »
I'd say bug. Tree Farms & Hybrid Forests shouldn't reduce the good effect of having lots of trees. So if terraforming ecodamage is negative, then they should have no effect on that.
Your agonizer, please.

Offline Mart

Re: Tree Farm / Hybrid Forest and ecodamage
« Reply #2 on: December 30, 2015, 01:06:44 AM »
Negative ecodamage could be understood as "environment healing"
I do not know, how exactly ecodamage works there, if it is cumulative from turn to turn, if yes, then negative values are very much needed for green-minded factions.

Offline Nexii

Re: Tree Farm / Hybrid Forest and ecodamage
« Reply #3 on: December 30, 2015, 03:49:47 AM »
It's not cumulative.  Ecodamage from terraforming at a given base is just on a current basis.

So right now, negative ecodamage from terraforming reduces ecodamage from mineral production as well.  Although typically if you play with 1/2/1 Forests, the ecodamage from working the forest will outweigh the terraforming effect.  It can depend a bit on what mineral divisor you use.

I was leaning more to #3, that ecodamage from terraforming shouldn't go negative.  But these are pretty good arguments for #2.

This would come into play more if terraforming and ecodamage functionality gets expanded.  Right now Forests are hardcoded to be -1, so typically advanced terraforming outweighs their benefit.  It only takes a few roads and a borehole to make the terraforming value positive.  I've kind of felt that Fungus should also have a negative value but it's set at 0.

 

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