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dom6:scales [2024/06/28 14:26] fenrir [Temperature] |
dom6:scales [2026/07/29 18:33] (current) druwski temperature: correct the encumbrance and season rules |
| {{:misc:scales:heat.png?nolink }} **Heat** is not necessarily a positive, though it is the default. No one likes working when it's too hot for them, to say nothing of the plants and crops who can't go inside. Heat does melt ice, though, which helps with crossing mountains. | {{:misc:scales:heat.png?nolink }} **Heat** is not necessarily a positive, though it is the default. No one likes working when it's too hot for them, to say nothing of the plants and crops who can't go inside. Heat does melt ice, though, which helps with crossing mountains. |
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| {{:misc:scales:cold.png?nolink }} **Cold** is not necessarily a negative, but it's an impediment to most units in terms of movement. It can be handy for crossing rivers, but very few are trained to [[snow-move|walk through snow]]. There's also the issue of going to work and farming normal crops in a snowstorm, of course. | {{:misc:scales:cold.png?nolink }} **Cold** is not necessarily a negative, though it is an impediment to most units in terms of movement. It can be handy for crossing rivers, but very few are trained to [[snow-move|walk through snow]]. There's also the issue of going to work and farming normal crops in a snowstorm, of course. |
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| A point off from the temperature your nation is used to gives **-10% {{:misc:gui:supplies.png?15&nolink}}Supplies** and **-5% {{:misc:gui:income.png?15&nolink}}Income**; stacking in a multiplicative manner instead of an additive manner, as noted at the top of the section. Your Pretender's religion is a relatively new phenomenon, after all, compared to the centuries-old habits of your people. Some nations care a lot less than others, however; these may have a mix of peasant races (such as [[ragha-la|Ragha]]), or an aversion towards typical revenue collection that the temperature doesn't change much (such as [[yomi-ea|Yomi]]). The only "typical" interaction between Heat and Cold is that a point of **Cold** adds **15%** to the chance for **[[weather#snow|Snow]]** in local battles (0% at base), but Cold Scales also **prevent Rain**. | A point off from the temperature your nation is used to gives **-10% {{:misc:gui:supplies.png?15&nolink}}Supplies** and **-5% {{:misc:gui:income.png?15&nolink}}Income**; stacking in a multiplicative manner instead of an additive manner, as noted at the top of the section. Your Pretender's religion is a relatively new phenomenon, after all, compared to the centuries-old habits of your people. Some nations care a lot less than others, however; these may have a mix of peasant races (such as [[ragha-la|Ragha]]), or an aversion towards typical revenue collection that the temperature doesn't change much (such as [[yomi-ea|Yomi]]). The only "typical" interaction between Heat and Cold is that a point of **Cold** adds **15%** to the chance for **[[weather#snow|Snow]]** in local battles (0% at base), but Cold Scales also **prevent Rain**. |
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| Temperatures hotter than {{scales>H1}} and colder than {{scales>C1}} also add to [[Encumbrance|Base Encumbrance]]; the first point away from that "comfort zone" increases it by **0.5**, the second point increases it by another **1.5**, and so on. The final value is rounded down, or ignored on those with 0 Base Encumbrance. This occurs regardless of what the national temperature preference is; said preference is just for farming and everyday life. | Temperatures of {{scales>H3}} or {{scales>C3}} and beyond also add to [[Encumbrance|Base Encumbrance]], by the Temperature **minus 1**: **+2** at 3 points, **+3** at 4 points and **+4** at 5 points. Two points or fewer add nothing. The addition is ignored on those with 0 Base Encumbrance, and it occurs regardless of what the national temperature preference is; said preference is just for farming and everyday life. |
| * Every 5 points of the matching [[Elemental Resistance]] ({{:abilities:resist_fire.png?15&nolink}}Fire or {{:abilities:resist_cold.png?15&nolink}}Cold) negates the effects of **one point of unsavory Heat/Cold** on the unit that has it. This works **from the bottom-up** instead of from the top-down; for example, a unit with 5 points of {{:abilities:resist_cold.png?15&nolink}}Cold Resistance in {{scales>C3}} has +1 Base Encumbrance (1.5 rounded down), instead of +0 (0.5 rounded down). | * Every 5 points of the matching [[Elemental Resistance]] ({{:abilities:resist_fire.png?15&nolink}}Fire or {{:abilities:resist_cold.png?15&nolink}}Cold) removes **one point** of the addition. For example, a unit with 5 points of {{:abilities:resist_cold.png?15&nolink}}Cold Resistance in {{scales>C3}} has +1 Base Encumbrance instead of +2, and 10 points leave it with none. |
| | * [[cold-blooded|Cold-Blooded]] units have a separate and larger penalty in the Cold, which starts at {{scales>C1}}. |
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| During Summer, most provinces have an extra point of Heat. During Winter, most provinces have an extra point of Cold. This is only applied in the middle (or the "height") of the season in regular [[Underwater|Sea]] provinces; or not at all, in Deep Seas, [[Caves]], or the [[Void]]. | Each of the three Summer months gives most provinces an extra point of Heat, and each of the three Winter months an extra point of Cold. Spring and Fall are neutral, and no month of a season counts for more than any other. Regular [[Underwater|Sea]] provinces take the shift as well. Their Temperature is then held within one point of neutral either way, so they never reach the Encumbrance threshold. Deep Seas and the [[Void]] sit at neutral Temperature at all times, and [[Caves]] keep their Dominion's Temperature with no seasonal shift. |
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