![]() This makes possible to outline potentially threatened areas - check the Settler lens for that. Most disasters stay immobile, that is, even if they last for several turns, they will only affect one area.Instantaneous disasters (floods, volcano eruptions) happen in the beginning of the turn, and inflict damage (and increase yields) only once.The extent of the affected area depends on the severity of the disaster. They affect an area of several tiles each turn while active, and the damage and yield boosts for them happen at the beginning of each turn. Most disasters (storms, droughts) will last for several turns, until they fizzle out.Most disasters are centered onto, or connected to a specific land feature, such as a River or a Volcano, or to a particular terrain type, such as Tundra or Grassland. ![]() Refer to individual disaster tables for more specifics on that. Which ones will be usually depends on the disaster severity level. ![]() Note that in the case of Floods and Volcanic eruptions (which have specific areas subject to the disaster) not all tiles have to be affected by every single disaster. They are localized, affecting a group of several tiles only.Also, the different kinds of disasters work a bit differently, but they all have some common features: The areas affected by disasters depend on disaster type, as you will see below. Players have no control over these events during the game itself (up to the point when they start affecting the climate, see below) - they can only learn how to adapt to them, minimize the damage they suffer and eventually use them to their advantage. A flood may hit the tiles next to a river in one turn, then 10 turns later a nasty blizzard may come from the northern tundra and freeze some land. Disasters happen throughout the game completely automatically, depending on a randomized event generator.
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