u/cultivatingmass

Possible late game science use -- "solving" badtides and droughts?

Was pondering doing a playthrough with no badtides and droughts because I want to build around running water and build more natural looking settlements.

I'm not smart enough to create the mod, but was thinking a cool idea would maybe be a building that would "solve" badtides and droughts (each a separate 500k science unlock or something) -- and it would require constant science to run as well. When it's on and running, the next badtide/drought has a chance to just be another temperate season.

Rivers could power settlements late game instead of badwater monstrosities. Whatchu all think?

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u/cultivatingmass — 19 hours ago