Real Natural Disasters
Real Natural Disasters natural disasters
About this mod Machine translation
Real Natural Disasters natural disasters
New version 2.2 released 22.03 - YnAMP compatible, Simplified Chinese localization
Supported languages: English, Chinese/Chinese (Simplified Chinese).
Added new game mechanic - Natural Disasters - damage certain areas in the form of randomly occurring events. Implement disasters: earthquakes, floods, meteors, tornadoes, tsunamis, volcanoes, wildfires. New features in version 2.0:
Visualization
Disaster prevention mechanism
disaster resources
Many tweaks and improvements
Works with vanilla game and Rise & Fall expansion. Compatible with YnAMP and CQUI.
Important tips
This mod adds 4 new lenses and requires one of the following mods in order to function properly:
- Multiple lenses
- CQUI
- HBWII
integral
- astog - for more shots
- @Sknaht -Simplifying Chinese localization
Version 1.0
How does it work?
The mechanism works as follows:
When the game is started or loaded from a save file, the map will be evaluated for each disaster to find possible locations.
Every time you turn the mod it will check if any disaster has occurred. It is random and depends on several parameters.
If the answer is yes - the selected type of disaster occurs with a specific magnitude, also use Gutenberg-Richter type algorithm for randomization.
A disaster affects all tiles within its range, causing various types of damage, depending on the size and content of the tile.
On his turn, the player will see a detailed damage report.
4 new lenses were implemented: 3 showing possible locations of disasters (risk areas) and 1 showing recent disasters. The footage only shows the areas revealed by the player.
Phase 1 - Map Assessment
Just a quick overview of where events might occur:
Earthquakes - hills and mountains with at least one mountain/mountain adjacent; some natural wonders are considered a mountain (Everest, Kilimanjaro, etc.)
Floods - all rivers and lakes
Meteors - land and coastal seas (excluding oceans so no "null" hits)
Tornado - a flat area with at least 2 other flat areas adjacent to it (so the tornado may actually move)
Tsunami - The sea is 3 tiles from the land; tsunamis always go towards the land
Volcanoes - all mountains
Wildfire - At least flammable tiles that have other flammable tiles adjacent to them; flammable = forests, grasslands, some resources (like tobacco, silk, wheat, etc.) As for now rain forests are not flammable.
Phase 2 - Did it happen?
Each disaster has a probability assigned at the tile level. So for example the more mountains on the map - the more likely there are volcanic eruptions, the more tsunamis on the archipelago map, etc. The probabilities are calibrated on a standard size continent map (reference map) (8 players) and for standard game speed (500 rpm) the entire game should have ~105 events:
25 earthquakes,
15 floods,
5 shooting stars,
15 tornadoes,
10 tsunamis,
10 volcanic eruptions,
25 wildfires.
The above may change due to map size - smaller maps will have fewer events (i.e. Tiny - 75), larger maps (i.e. Huge - 125). The probability of events also scales based on game speed, so a full-length game will have the selected number of events.
Stage 3 - Amplitude
The amplitude, or intensity of the event, is also chosen randomly, but it follows the Gutenberg-Richter formula discovered for earthquakes. It says the more powerful the event, the less likely it is. The correlation is logarithmic. The mod uses a similar approach, so basically you can expect:
Cat 1 - 45% of incidents (minimum damage)
Cat 2 - 25% of incidents (moderate damage)
Cat 3 - 15% (wide damage)
Cat 4 - 8% (Extreme Damage)
Cat 5 - 5% (catastrophic damage)
Cat X - ~1% (total damage)
Basically, the amplitude is a number in the range 0..100. Each disaster type has a different range of possibilities. It allows simulating various effects of different types of disasters.
Stage 4 - Affected areas
Every disaster operates in a different way.
Earthquake - area around origin (epicentre), radius 3 tiles
Flood - C …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.