Soot
As you may know, humanity recently mastered the atom and weaponized it. Two small, yet conclusive tests were performed on Japanese cities, and despite the military enthusiasm to then use it in bulk, the war ended soon.
The arms race continued, and the accumulated yield of all nuclear weapons reached stunning values that a human mind could barely fathom. Recent studies estimated that a full-scale nuclear war between Russia (no longer the USSR) and the USA would kill 360 million directly and 5 billion (humans) as a consequence of starvation. A small regional exchange between India and Pakistan would kill about 2 billion. My conclusion is that both scenarios would provoke a significant dent in Antimatter's future player base, which is indeed unfortunate. So, who is responsible for this astonishing good result in such a macabre endeavor?
Over decades of studies concluded that accumulation of black carbon soot in the high atmosphere would create a significant obstruction of solar radiation over several years. The consequence would be a sudden drop in surface temperature leading to periods of no-food production and mass extinctions of other species as the dire consequence of a completely fuck-up natural food chain.
Soot is not only produced by nuclear strikes. Large fires and volcanoes produce soot as well, the eruption of Mount Tambora in 1815 for example contributed to creating a global cooling. The condition is to produces a lot in a small area to lift it in the upper atmosphere, so you can already put away this BBQ, it won't solve global warming.
As you know Antimatter is a 4X, and I guess that you'd never expect soot to join the arsenal of eXtermination (Actually you probably expected it by now due the the title and previous paragraph...)
We take as subject this nice little planet, teeming with life and love. I model a complex planet simulation with a great deal of detail, and this, of course, includes the atmosphere. The latest small addition to this equation is soot particles in the high atmosphere.
As you can see this planet had a bumpy road before, the Creator misclicked some buttons, oops. (there was a civilisation here), but now it's all fine. In Antimatter, soot is particularly effective in reducing the temperature, because it comes first in reflecting the star radiation. Contrary to the effect of albedo that still lets the radiation heat the atmosphere, creating the greenhouse effect and partially bouncing back again, soot blocks radiation right in the upper atmosphere.
This is the effect of 25% of soot just over a few months. Soot is not something you can't control, (well you can at least add it, obviously), it is produced by volcanic activity and strategic strikes (not yet fully implemented) and it slowly fades after several years.
The effect isn't linear, as secondary effects are also simulated, such as the change in albedo. The effect of soot is fast, global cooling will occur after the first months. Since I simulate flora, any change to the climate is likely to create a huge drop in agricultural production, and subsistence production soot also affects solar energy yield. A subsistence economy could theoretically lose the entirety of its food production.
Grass survived, your lawn is safe, what a relief ! Currently "sun" exposure value for flora is not fully implemented, at this point, the effect of soot will be even more drastic to the biodiversity. ----- Some stories to tell in order to make your children sleep tight: https://www.johnstonsarchive.net/nuclear/multimeg.html https://www.nature.com/articles/s43016-022-00573-0 ----- Disclaimer : Antimatter is a video game with a relatively complex yet inaccurate, empirical, and unrealistic simulation of telluric planets (in this case). It probably doesn't come close to actual simulations and should not be taken as a serious source for scientific modeling or educational material.
[ 2023-10-08 21:49:54 CET ] [ Original post ]
This is a much smaller and light-hearted devlog about nuclear apocalypse :) .
Some context if you've just left your fallout shelter or failed school (or both)
As you may know, humanity recently mastered the atom and weaponized it. Two small, yet conclusive tests were performed on Japanese cities, and despite the military enthusiasm to then use it in bulk, the war ended soon.
The arms race continued, and the accumulated yield of all nuclear weapons reached stunning values that a human mind could barely fathom. Recent studies estimated that a full-scale nuclear war between Russia (no longer the USSR) and the USA would kill 360 million directly and 5 billion (humans) as a consequence of starvation. A small regional exchange between India and Pakistan would kill about 2 billion. My conclusion is that both scenarios would provoke a significant dent in Antimatter's future player base, which is indeed unfortunate. So, who is responsible for this astonishing good result in such a macabre endeavor?
Soot
Over decades of studies concluded that accumulation of black carbon soot in the high atmosphere would create a significant obstruction of solar radiation over several years. The consequence would be a sudden drop in surface temperature leading to periods of no-food production and mass extinctions of other species as the dire consequence of a completely fuck-up natural food chain.
Soot is not only produced by nuclear strikes. Large fires and volcanoes produce soot as well, the eruption of Mount Tambora in 1815 for example contributed to creating a global cooling. The condition is to produces a lot in a small area to lift it in the upper atmosphere, so you can already put away this BBQ, it won't solve global warming.
In the game
As you know Antimatter is a 4X, and I guess that you'd never expect soot to join the arsenal of eXtermination (Actually you probably expected it by now due the the title and previous paragraph...)
We take as subject this nice little planet, teeming with life and love. I model a complex planet simulation with a great deal of detail, and this, of course, includes the atmosphere. The latest small addition to this equation is soot particles in the high atmosphere.
As you can see this planet had a bumpy road before, the Creator misclicked some buttons, oops. (there was a civilisation here), but now it's all fine. In Antimatter, soot is particularly effective in reducing the temperature, because it comes first in reflecting the star radiation. Contrary to the effect of albedo that still lets the radiation heat the atmosphere, creating the greenhouse effect and partially bouncing back again, soot blocks radiation right in the upper atmosphere.
This is the effect of 25% of soot just over a few months. Soot is not something you can't control, (well you can at least add it, obviously), it is produced by volcanic activity and strategic strikes (not yet fully implemented) and it slowly fades after several years.
The effect isn't linear, as secondary effects are also simulated, such as the change in albedo. The effect of soot is fast, global cooling will occur after the first months. Since I simulate flora, any change to the climate is likely to create a huge drop in agricultural production, and subsistence production soot also affects solar energy yield. A subsistence economy could theoretically lose the entirety of its food production.
Grass survived, your lawn is safe, what a relief ! Currently "sun" exposure value for flora is not fully implemented, at this point, the effect of soot will be even more drastic to the biodiversity. ----- Some stories to tell in order to make your children sleep tight: https://www.johnstonsarchive.net/nuclear/multimeg.html https://www.nature.com/articles/s43016-022-00573-0 ----- Disclaimer : Antimatter is a video game with a relatively complex yet inaccurate, empirical, and unrealistic simulation of telluric planets (in this case). It probably doesn't come close to actual simulations and should not be taken as a serious source for scientific modeling or educational material.
Antimatter
Geoffroy Pirard
Geoffroy Pirard
1970-01-01
Strategy Simulation Singleplayer
Game News Posts 20
🎹🖱️Keyboard + Mouse
No user reviews
(0 reviews)
https://www.facebook.com/akamarigames
https://store.steampowered.com/app/1343010 
Follow the game's development :
Antimatter is a strategy game in a simulated galaxy where you create and incarnate a character.
In command of your spaceship, trade, fight, explore or lead an interstellar empire.
You will dive into a complex universe where you, a mere player, is the insignificant cog of a cruel simulation.
Antimatter is a strategy game in a simulated galaxy where you create and incarnate a character.
In command of your spaceship, trade, fight, explore or lead an interstellar empire.
You will dive into a complex universe where you, a mere player, is the insignificant cog of a cruel simulation.
Features
- Thousands of systems and planets to explore in a gigantic instantiated galaxy.
- A dynamic universe where dozens of factions struggle for power or survival.
- Take command of a spaceship, trade, mine, harvest, scavenge, produce and participate in the simulated economy.
- Manage an existing city or found a new colony on any planet.
- Climb the political ladder of a commercial corporation or a sovereign organisation, or found a new one from scratch.
- Interact with AI characters who are living independant and simulated life in the Antimatter universe.
- Terraform entire planets by altering their atmospheric compositions.
- Fulfil missions for corporations, factions or individuals, or unravel the secrets of this galaxy.
- Get involved in the Antimatter Crisis and try to change yourself the course of history.
How To play ?
Antimatter is a RPG that plays as a grand strategy game, you have neither omniscience or omnipotence, most of your responsibility can be delegated to spaceship captains and governors if you control any territory.
No micromanagement is required, you have the freedom to deal with the businesses that interests you the most.
Antimatter plays in the intersideral space, on the planet's surface or in the mysterious undergrounds, you can play all the way from a space journeyman to a galactic emperor.
Create and customise your galaxy with all available options, such as the stellar systems count and types or the historical events that will impact the simulation of civilisations through the ages.- An universe generated and simulated across billions of years with a realistic accretion model of gas and dust.
- A simulation of civilisations through thousands of years, filled with historical events.
- Asteroids, comets, nebulae, planets and many other astral objects to explore.
- A wide range of planets, entirely simulated and procedurally generated.
- A procedurally generated geology.
- A realistic and dynamic atmospheric simulation.
- Terraform entire planets by altering their atmospheric composition.
All civilisations are procedurally generated and simulated through thousands of years. Ruins, monuments, POIs and ancient artefacts exist thanks to this detailed simulation.- Manage your crew and the specialty of your crewmembers.
- Customise your spaceship with many modules and choose from dozens of different spaceships.
- A radar simulation with passive and active detection, which rewards stealth and reconnaissance.
- A varied range of weapons, such as missiles capable of crossing millions of kilometres.
- Manage your fleet and hosted ships.
- Land on any planet or asteroid in the galaxy.
- Study and harvest exoctic flora.
- Meet and profit from ancient civilisations.
- Create and incarnate a character, define his physical and psychological traits, his education, characteristic and skills and his appearance.
- NPCs have their life simulated from birth, each trait and characteristics come from an experience in their lives.
- NPCs have their own artificial intelligence, they act by themselves with the same liberty as the player. You are not the only actor in this universe. NPCs also contribute to the political system of organisations.
Create, or be part of a commercial corporation, a sovereign state or a criminal organisation, fulfil missions and climb the ladder of the organisation.- Trade goods.
- Mine and harvest ressources and objects.
- Manage and build space stations, and produce new spaceships.
- Embrace a pirate's life with extorsions and deceiving actions.
- Administrate cities and territories, or lead an entire empire.
- Participate in the organisation's political intrigues.
- Lead and organise a fleet by using your influence.
THe terrain of each planetary region (tile) can be explored and can even be the location of a colony. Each region has its own geology, a simulated biosphere and can host ancient ruins generated during the historical simulation.- Manage the city's industry, trade, demography and its political aspects.
- Plan the city's defences against orbital threats.
- Develop and extend the city's frontier across the planet.
- Explore deep and mysterious subterranean regions.
- A destructible environment and a liquid simulation.
- A dynamic weather system.
- A monstruous fauna (only giant worms for now).
Change the climate of an entire planet by slowly modifying its atmospheric composition, observe the chain reactions on its geology, hydrosphere and its biosphere thanks to a detailed and realistic atmospheric simulation.
The flora is entirely simulated where each species' reign depends on local conditions and the other competing species. - Create and incarnate a character, define his physical and psychological traits, his education, characteristic and skills and his appearance.
- An universe generated and simulated across billions of years with a realistic accretion model of gas and dust.
MINIMAL SETUP
- OS: Linux
- Processor: Pentium 4 @1.5 GHz
- Graphics: AMD or Nvidia Graphics card with 512MB RAM
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