- @whoever is concerned with cats in deserts and water and whatever
Cats evolved in deserts originally, being first domesticated in the fertile crescent in what's now called Mesopotamia, and then in Cyprus, and other places in that sort of region, so they're pretty well adapted to hot and dry. There's also possibly a separate domestication event in Quanhucun, in the P.R.C.. They can withstand temperatures up to 115 Fahrenheit or 46 Celsius, which is pretty high. Highest ever recorded ground temperature worldwide was 58Celsius in Libya, highest in the US was 57Celsius, highest in Europe is 48Celsius, within Greece... and the UK was a gentle 39Celsius. I think those are the regions most likely to be played in.
Basically, countries which have gotten to the point of cat heat exhaustion; Afghanistan, Algeria, Argentina, Australia, Azerbaijan, Bolivia, Bos. & Herz., Burkina Faso, Chad, Cyprus, Greece, India, Iran, Iraq, Israel, Italy, Jordan, Kuwait, Latvia, Lithuania, Myanmar, Nepal, Niger, Nigeria, Pakistan, Portugal, P.R.C., Qatar, Saudi Arabia, South Africa, Spain, Sudan (N), Swaziland, Syria, Tunisia, Turkey, Turkmenistan, UAE, Ukraine, USofA, West Sahara, Zambia. I only think that 8 of those have any chance of actually causing anyone to need to do any checks to see if their clan's setting would cause heat exhaustion issues.
If you're country's not listed, your cats should not have any problems with heat exhaustion, basically, unless you're just having them get exhausted because it's hot, not getting actual heat exhaustion. Except if you're clan's country's really humid... That's an entirely different issue. See places like Hong Kong, Belize, or anything else on a tropic.
@Simon
I like the idea there, and would be up for it, but I'm aware that just that on its own would give everyone an incentive to not have desert clans unless they were going hardcore. Maybe if desert has a clear drawback, other types of environment could too. Like, coastal clans can have tidal waves or something, tundra clans have an increased chance of getting a cold throughout the whole year, etc. I mean, I don't know how they'd all work, and I don't know how many would be needed. Potentially, if it's a really huge number you could kind of have a "these are the vague types of territory, and here's a list of balanced cons to each, choose which feel most appropriate to your clan", instead of listing every individual type of clan territory.
Just I think it's better to have slight drawbacks for various forms of territory which pretty much any clan will end up fitting within one of (and you can go in two if you want a challenge) than for just one territory type. Especially as the one territory type's traits thing would (as far as I'm aware) just affect Snakeclan and Scorchclan and that'd be pretty unfair without their consents unless everyone gets affected by something along those lines. And I'm more in favour of everyone getting affected by something.
Also, if there's any huge change to the traits based on just the territory, a lot of people will restart, probably, to have a better territory, with drawbacks they feel are easier to manage, and 10x rate of something negative for one territory is a lot, unless it's more like all types have a slight advantage and a slight disadvantage (eg coastal clans have a slightly easier time catching birds, but have a slight chance to face tidal waves which have some specific negative effect or might be more likely to have bad storm events, or forest clans have a slightly easier time catching squirrels but a mildly increased chance of badgers on the territory, marsh clans will rarely face dogs, but they can get different unique diseases like Weil's or even trenchfoot in winter, which mean they need a larger herb stock, etc.), instead of them all having a big disadvantage. That way people won't just avoid one territory which has a bad trait that they personally dislike, because the good trait should be enough to counter act it.
And imo, if that's the plan I think there should be a general thing where if you don't like the conditions for your territory, it's okay to choose a similar territory type's traits if you're more comfortable with those if there's any plans along this line.
(And I like geography and maps and stuff, in case anyone hadn't guessed, so I'm plenty happy to submit ideas alongside anyone else who wants to give them for potential traits that different ecosystems have which could affect how the clans function, if those sorts of ideas go forwards.)
or the short version: I do quite like the idea of different territories having different risks based on what's around, but idk how they'd really all work. It's definitely better than penalising two clans for things that their creators didn't know would come about at the time of creation without giving a chance for them to just not take that extra challenge if they don't want to.
I am aware I tend to over-think things.