GAME MECHANICS HOARD

EARTHQUAKES

Seismic disaster events that damage structures, reshape terrain, or interrupt operations — periodic tremors in a colony sim, a scripted quake as a story beat, or a random catastrophe testing city resilience.

SimCity's earthquakes are the classic city-stressor, Dwarf Fortress and RimWorld-style colony sims use cave-ins and quakes to punish careless excavation, and Minecraft-likes with structural physics turn tremors into engineering tests. Designers deploy earthquakes as an audit of player construction: unlike raids, which test defenses, a quake tests redundancy — single points of failure in power, water, or support columns get exposed at the worst time. As rare events they also create memorable stories and force rebuilding, which re-engages systems late-game players had automated past. Key decisions: whether quakes are random, telegraphed with warning time, or triggered by player action (deep mining), whether damage is structural-physics-driven or statistical, and whether recovery has dedicated mechanics (rescue, rubble clearing). Pitfall: undodgeable random destruction of hours of work reads as the game griefing the player — quakes need either warning, mitigation options (reinforcement, insurance), or damage that stays repairable rather than erasing.

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