Both sides previous revision
Previous revision
|
|
dom6:scales [2024/04/24 18:52] fenrir [Growth and Death] |
dom6:scales [2024/04/24 18:55] (current) fenrir [Extreme Scales] |
{{:misc:scales:productivity.png?nolink }} **Extreme Productivity** is taxing on the body and spirit, and the locals will quickly realize that //something// is deeply wrong. This results in **1d5 Unrest** being added each month, **1d15** with 5 points of Productivity, eventually negating the benefits if not addressed. | {{:misc:scales:productivity.png?nolink }} **Extreme Productivity** is taxing on the body and spirit, and the locals will quickly realize that //something// is deeply wrong. This results in **1d5 Unrest** being added each month, **1d15** with 5 points of Productivity, eventually negating the benefits if not addressed. |
| |
{{:misc:scales:heat.png?nolink }} **Extreme Heat** kills people, of course, adding that **{{:misc:gui:population.png?12&nolink}}Population Growth** penalty that kept Heat from being a worse version of Death. 4 points of Heat is as deadly 2 points of Death, while 5 is as deadly as 5. Some cultures have climate-controlled forts, however. | {{:misc:scales:heat.png?nolink }} **Extreme Heat** kills people, of course, adding that **{{:misc:gui:population.png?12&nolink}}Population Growth** penalty that kept Heat from being a worse version of Death. 4 points of Heat is just as deadly as 2 points of Death, while 5 is as deadly as 5. Some cultures have climate-controlled forts, however. |
| |
{{:misc:scales:cold.png?nolink }} **Extreme Cold** kills people, of course, adding an **{{:misc:gui:population.png?12&nolink}}Population Growth** penalty exactly like Extreme Heat. 4 points of Cold is as deadly 2 points of Death, while 5 is as deadly as 5. Some cultures know how to cope with this, however. | {{:misc:scales:cold.png?nolink }} **Extreme Cold** kills people, of course, adding an **{{:misc:gui:population.png?12&nolink}}Population Growth** penalty exactly like Extreme Heat. 4 points of Cold is just as deadly as 2 points of Death, while 5 is as deadly as 5. Some cultures know how to cope with this, however. |
| |
{{:misc:scales:death.png?nolink }} **Extreme Death** degrades the environment; it **slowly turns {{:misc:gui:farm.png?20&nolink}}farms and {{:misc:gui:forest.png?20&nolink}}forests into plains**, reversing the work that took many lifeforms many years to do. Turning a forest into a plain will make it better for human Population Growth, actually; but this is a temporary reprieve, for Extreme Death will also **slowly turn plains into {{:misc:gui:waste.png?15&nolink}}wastes**. | {{:misc:scales:death.png?nolink }} **Extreme Death** degrades the environment; it **slowly turns {{:misc:gui:farm.png?20&nolink}}farms and {{:misc:gui:forest.png?20&nolink}}forests into plains**, reversing the work that took many lifeforms many years to do. Turning a forest into a plain will make it better for human Population Growth, actually; but this is a temporary reprieve, for Extreme Death will also **slowly turn plains into {{:misc:gui:waste.png?15&nolink}}wastes**. |