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Author Topic: Cold but not TOO cold.  (Read 969 times)

DoctorMonch

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Cold but not TOO cold.
« on: August 18, 2011, 01:56:41 pm »

In world generation options, what's the min-max temperature to keep the world primarily generating tundras, glaciers, and mountains only, while also not being SO cold that no traders/invaders will come?

I'm trying to make a pocket island that has nothing but freezing biome locations, and it works fine, but some of the map is so cold, that it says "NO TRADE" for my home civ, and I'm pretty sure that means goblins won't attack as well...

Currently my min and max temp are

-75 to -25
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Dradym

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Re: Cold but not TOO cold.
« Reply #1 on: August 18, 2011, 02:27:23 pm »

i think you need to bring lots of wool on the embark screen
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DoctorMonch

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Re: Cold but not TOO cold.
« Reply #2 on: August 18, 2011, 02:30:12 pm »

i think you need to bring lots of wool on the embark screen



Edit:

Truthfully, my main concern is whether or not goblins will show up.

I'm fine with no caravans, but having no goblins would be a problem for FUN.
« Last Edit: August 18, 2011, 02:40:13 pm by DoctorMonch »
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Dorf3000

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Re: Cold but not TOO cold.
« Reply #3 on: August 19, 2011, 07:21:04 am »

This is either a really dumb idea or a really obvious one, but what about setting the min/max temps to -50/-50 ?

Also does it really matter that some regions are too cold?  You can always stay in the warmer less-freezing parts of the world.  If it's so cold that carbon dioxide in the air turns to snow, don't settle there ;)
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Ieb

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Re: Cold but not TOO cold.
« Reply #4 on: August 19, 2011, 07:25:20 am »

As long as hostile civs have that red line next to 'em they're able to attack you, even if friendly civs can't get to your site to trade.
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