Temperature, overhead mountain

Started by Shurp, July 26, 2016, 09:21:03 PM

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Shurp

In order to be more realistic & encourage cave use, any tile with an overhead mountain should have a strong preference (heating or cooling) to 10'C.

This would give tribal players on ice sheets a fighting chance.  And give players who want a greater challenge a reason to play on Small Hills or Flat.

And encourage more dwarvery.  Diggy diggy hole!
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

MuffaloDiver

Fully agree.  Areas deep in the ground (if they are ever added) or deep in a mountain should cause the temp in those areas to be relatively stable. Realistically those places keep a constant temp of around 14C (57F) on Earth no matter if the outside climate is scorching desert or frozen tundra. Currently there is little to no reason to use a cave for shelter in the game aside from mortar protection, and that is a late game problem.

It would make tribe starts feasible by providing an easier method of protection from the elements and early refrigeration. I hate that my tribe is building steel buildings instead of living in a cave for the start of the game.

winddbourne

I also totally agree with this. I've been avoiding mountainous/hilly starts thinking this was already in the game and thus would be too easy. But it certainly should be there!

Boston

Tynan added the infestation event to specifically avoid/impede "dwarfism", actually.

But, otherwise, I agree. I prefer to not use power, and digging some root cellars (https://en.wikipedia.org/wiki/Root_cellar) is how I usually go about it.