The Fate Of The World Fansite!
Fate Of The World is simulation a game released in 2011, where you are put in charge of GEO (the Global Ecological Authority) and try to solve ALL the problems of our world, from global warming to economic crises, to ensure a sustainable, peaceful and happy future for all.
It is also ridiculously hard. It is very difficult to have even reasonable results in this game. Most likely, the world ends up embroiled in famine, wars and rising temperatures destroying human civilization.
Still, much like Sim Earth, it's a very unique game with a very unique premise, and it's addictive once you know what you're doing.
Guide
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Tips
So, you want to know how to win Fate of The World and save the world from global warming?
You won't. You're gonna lose.
Well, not necessarily. You can win the game and keep humanity from reaching 3 degrees of warming without billions dying. But it's a very hard path. With all the hours I've spent in this game, I've only done it five times or so (I often ragequit, addmitedly, but...). Until I make up a proper tutorial, keep in mind these tips:
- First, memorize this: The two main regions you need to keep in mind in game are China and India. You should play "Commit to Renewables" "Coal Free Industry" and "Decline Coal" as soon as you can, and ESPECIALLY CSS (Carbon Capture and Sequestration) as SOON as it is researched. In North America and Europe, you should play "Commit to Renewables" and "Electrify Transport" as soon as you can. Latin America and South Asia will benefit from "Protect Land, Soil, and Forests" first and renewables after. You should also play "Commit to Renewables" in the Middle East when you can. This is the bare minimum you need to do to keep emissions from going out of control.
- Unless you're some sort of masochist (Not judging), implement the Tobin Tax in every region you can for as long as you can. Even the regions with the greenest outlooks will eventually get tired of it however, so implement and remove it carefully.
- Make Drought and Flood defences in every region you can. They're very cheap and gather you a lot of support. Also, repeated natural disasters will decrease Stability.
- A "Balanced" or greener outlook also increases Stability besides support. This is very important in all regions, but especially in Russia and India, where wars can become nuclear. The "Eco Awareness Campaign" card is cheap and useful; play it soon and often. A "Communal" outlook is often the best.
- The Organic Farming card reduces oil consumption in agriculture and so can save many regions like Latin America, India, and Southern Africa from famine, keeping world food supply up and preventing worldwide famine. Other regions like North America, Europe and Japan, for reasons I haven't yet been able to explain, never recover from the collapse of their agriculture even if you play that card, and you might need to play the "Relieve Famine" card there till the end of the game.
- It might sound paradoxical to your goals, but if you get a message that there's a critical lack of oil, you should actually increase oil production in regions like the Middle East, North America and Russia for a couple of turns. If oil runs out too quick and transport hasn't been electrified in major regions yet, you might suffer an economic collapse, or a global famine AND economic collapse. It's a hard game.
- The "Deploy Stratrospheric Aerosols" card is useful for reducing temperature, but you have to be very careful on how much you use it; I often leave it running in 4 regions or less. Because unless all regions have drought defenses and water control to the max, if you see the "stratospheric aerosols increase drought risk" warning, it means that worldwide famines (yes, again) are coming, and you can easily end up with billions dead. It also decreases support in green Outlook regions... but interestingly it increases support in consumerist regions, so it you might find it useful to keep them happy.
- It goes without saying that stratospheric aerosols are usless if you don't make emissions lower. That should be your main goal at all times.
- BAN CLATHRATE EXPLOTATION AS SOON AS IT IS RESEARCHED. The ONLY thing it does is wreck your emissions up, and it can happen in the next turn after it's researched. In fact, one of the main reasons to build a GEO HQ is for this. BAN IT.
- JAPAN. I could write an entire essay on why Japan is so hard in this game. In fact, I think I will: First, it's a sort of important region because it gives you Tobin Tax and often is the first to discover key technologies like Stratospheric Aerosols and CSS. Because of its low population, it also has little emissions. However the Tobin Tax advantage wears off soon because Japan gets angry very easily if you keep it up more than a couple turns, and that lowers stability too. But the worst thing: Japan has a VERY consumerist Outlook and it's COMPLETELY oil-dependent. And to guide it away from oil and consumerism, you need a LOT of money to invest -money you could better use in more key regions like North America or China-; 150 billion for the agents alone, 100 for Commit To Renewables and Electrify Transport (and you need to keep it up for several turns in most cases), and that's not counting the Eco-Awareness Campaign you would need to reduce its very high consumerist outlook, disaster prevention cards -necessary, as Japan is often on the verge of leaving GEO for whatever reason-, and other things. And even if you choose to invest all that, Japan's agriculture often collapses without remedy in the mid-game no matter what you do anyways, and with that Stability and Support lowers, and so Japan very often makes the IMHO as GEO director the very, very poor choice of leaving GEO (you know, the only thing that keeps it alive with Famine Relief), then finally collapsing entirely in civil war and famine. I've only had two or three games where Japan hasn't collapsed, and it took massive investment, not taking any Tobin Tax from it (which cripples you in the early game) and luck.
- On the other hand, Russia and Oceania are also rich (Tobin Taxeable!) regions with low population -thus low emissions-, highly consumerist outlooks and high technology, but they're much, much easier to keep happy than Japan. Russia will need a Medical Welfare Program early in game, and both will do well to adopt Drought defences, and as long as you also implement Eco-Awareness Campaings and renewables/electric transport later on and don't abuse the Tobin Tax too much on them, they likely will remain stable for the rest of the game. Russia might need Famine Relief for the inexplicable agricultural collapse that often happens in game, though, but both can be saved with Organic Farming, unlike Japan for some reason.
Lack of realism
For such an old game, Fate of the World is a quite sophisticated piece of software, taking into account an amazing number of factors, from healthcare to deforestation. However, in retrospect, it has many flaws. For one, the rate of adoption of renewable energy is ridiculously slow and regions use coal well into the future, which contrasts with the trends in real life, where renewables are getting cheaper every year, and coal more expensive and declining instead. The game also severely nerfs nuclear energy as an option, making uranium consumption too high and arguably the possibility of nuclear disasters higher than it should. The rate of technology spread could also use work too; India, for example, is one of the biggest recent adopters of solar energy, but in game, it takes long for it to have the technology base for it. The original scenarios also assume that oil will run out soon in the future (the famous "oil peak"), while in real life, there are problems because of an excess of oil in industrial markets. The "Cornucopia" scenario is in fact, more realistic regarding that -and much like real life, you should also decline oil in that scenario, not because it's running out, but because it's harmful to the enviroment-. There's also a lack of internal politics; regions just do (or don't) what you tell them to do. A game where regions reject or misinterpret your policies, or better yet, implement some of their own that can benefit you, might be more interesting.
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