Laurent:
There are some kinds of pollution (phosphates) that can be beneficial, but usually it's one of the following cases:
1) Some species benefit at the expense of other species, which means the total BM stays the same or even decreases.
2) It's only temporary.
3) Some species proliferate and are afterwards 'recycled' into the ecosystem, in which case it's a plain benefit. Since most farming methods will aim at the same yield each year, the
So, it depends on the specific effects linked to a specific type of pollution.
Mark:
Is this more suitable?
0 waste 1 desert 5 low cover 20 high cover 20 light forest 5 forest 5 climax forest 3
I was actually thinking of these ranges as maximums, to be adjusted by terrain etc. So far the big bonus for Egypt came from the extra nutrients brought each year by the Nile. It can be treated as a 'free' Kapital extra, thus enhancing total output.
Does the number of sites increase with better technology? I think it shouldn't. You can get more out of a site with better methods, but you can't get farmland from the void.
Thanks for the explanation. I was not sure whether these things came from the tech or the investment. It covers everything that prevents loss of crops, benefits soil etc. and has to do with farming, right?
So this happens each year: BM = BM + Kapital(noted as BM) + BM regeneration - produced amount
The BM regeneration must be there, it is meant to happen to every square each turn. This is to simulate non-sustainable methods, when they are harvesting more than is added with Kapital and natural recovery. It's probably best to have a list of squares that are 'messed with', to save on clocks. Standard farming can also be considered sustainable, then it's only necessary to penalize BM when it's explicitly ordered to do overcropping.
How are we keeping track of land use so far? Later in the game there will probably be big cities that cover an entirely square, farming is no longer possible there. It could also be useful for draining 'in progress' and when the land is flooded again, to avoid brusque changes.
There are some kinds of pollution (phosphates) that can be beneficial, but usually it's one of the following cases:
1) Some species benefit at the expense of other species, which means the total BM stays the same or even decreases.
2) It's only temporary.
3) Some species proliferate and are afterwards 'recycled' into the ecosystem, in which case it's a plain benefit. Since most farming methods will aim at the same yield each year, the
So, it depends on the specific effects linked to a specific type of pollution.
Mark:
Is this more suitable?
0 waste 1 desert 5 low cover 20 high cover 20 light forest 5 forest 5 climax forest 3
I was actually thinking of these ranges as maximums, to be adjusted by terrain etc. So far the big bonus for Egypt came from the extra nutrients brought each year by the Nile. It can be treated as a 'free' Kapital extra, thus enhancing total output.
Does the number of sites increase with better technology? I think it shouldn't. You can get more out of a site with better methods, but you can't get farmland from the void.
Thanks for the explanation. I was not sure whether these things came from the tech or the investment. It covers everything that prevents loss of crops, benefits soil etc. and has to do with farming, right?
So this happens each year: BM = BM + Kapital(noted as BM) + BM regeneration - produced amount
The BM regeneration must be there, it is meant to happen to every square each turn. This is to simulate non-sustainable methods, when they are harvesting more than is added with Kapital and natural recovery. It's probably best to have a list of squares that are 'messed with', to save on clocks. Standard farming can also be considered sustainable, then it's only necessary to penalize BM when it's explicitly ordered to do overcropping.
How are we keeping track of land use so far? Later in the game there will probably be big cities that cover an entirely square, farming is no longer possible there. It could also be useful for draining 'in progress' and when the land is flooded again, to avoid brusque changes.
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