5 years ago
Whaddya know, an Industrial eco footprint does have gameplay effects!
So in addition to changing the sky and making Sims Uncomfortable (+1, via the "Gross Air" buff), it seems there actually are gameplay effects related to an Industrial neighborhood.
They're not particularly exciting effects, but they're effects nonetheless.
I've been digging into the game files to see if I can make eco footprints more interesting, and I thought I'd share my findings, since there's been some criticism (by me and others) regarding how useful the eco footprints even are.
The "Unnatural Environment" buff (+2 Tense) seems to also make Hygiene drop faster (1.75x faster), and the Commodity "commodity_object_fire_strength" seems to make objects... less(?) likely to catch fire. It cites a 0.7 decrease. I'm gonna have to look into that one some more. I would've thought industrial environments would be more hazardous, so I'm not sure I'm interpreting that one correctly.
I think there's room for improvement, though.
They're not particularly exciting effects, but they're effects nonetheless.
I've been digging into the game files to see if I can make eco footprints more interesting, and I thought I'd share my findings, since there's been some criticism (by me and others) regarding how useful the eco footprints even are.
The "Unnatural Environment" buff (+2 Tense) seems to also make Hygiene drop faster (1.75x faster), and the Commodity "commodity_object_fire_strength" seems to make objects... less(?) likely to catch fire. It cites a 0.7 decrease. I'm gonna have to look into that one some more. I would've thought industrial environments would be more hazardous, so I'm not sure I'm interpreting that one correctly.
I think there's room for improvement, though.