January 31, 2003, 14:05
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#1
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Settler
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How can I get rid of the Global Warming?
How can I eliminate Global Warming from Play The World? I do not want to eliminate pollution alltogether, because I still want pollution from factories and large cities. But I just want to stop terrain from changing due to global warming. There is an option in the editor that says "Pollution Effect", that can be set to NONE for each terrain type. Will this eliminate global warming? In the help topics pollution effect is explained like this: "Selects the terrain type (if any) that a tile of the selected terrain type will become if pollution stays on that tile for an extended length of time. For example, grassland would become plains, and plains would become desert."
This does not seem to be eliminating global warming. Does anyone have experience with this?
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January 31, 2003, 14:20
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#2
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Emperor
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Re: How can I get rid of the Global Warming?
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Originally posted by xpfusion
How can I eliminate Global Warming from Play The World? I do not want to eliminate pollution alltogether, because I still want pollution from factories and large cities. But I just want to stop terrain from changing due to global warming. There is an option in the editor that says "Pollution Effect", that can be set to NONE for each terrain type. Will this eliminate global warming? In the help topics pollution effect is explained like this: "Selects the terrain type (if any) that a tile of the selected terrain type will become if pollution stays on that tile for an extended length of time. For example, grassland would become plains, and plains would become desert."
This does not seem to be eliminating global warming. Does anyone have experience with this?
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hi ,
in the editor , look at the terrain , change the pollution effect from basic terrain to the terrain you are viewing , do this for each type of terrain and you are save , ...
have a nice day
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January 31, 2003, 14:29
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#3
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Settler
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Thanks for your reply. I'm just wondering why it says in help: "Selects the terrain type (if any) that a tile of the selected terrain type will become if pollution stays on that tile for an extended length of time". Seems like it only stops terrain from changing when pollution is on that very tile, while global warming causes random tiles to change based on the number of polluted squares on the map. Are you sure global warming too will be eliminated if I set the values in pollution effect to the same terrain types I am viewing?
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January 31, 2003, 14:37
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#4
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Emperor
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Quote:
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Originally posted by xpfusion
Thanks for your reply. I'm just wondering why it says in help: "Selects the terrain type (if any) that a tile of the selected terrain type will become if pollution stays on that tile for an extended length of time". Seems like it only stops terrain from changing when pollution is on that very tile, while global warming causes random tiles to change based on the number of polluted squares on the map. Are you sure global warming too will be eliminated if I set the values in pollution effect to the same terrain types I am viewing?
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hi ,
yes you shall stop global warming , because the terrain change is the same , instead of the default global warming type ( dessert ) , ....
you shall still have "regular" pollution , that by the way seems to effect terrain aswell , just leave it a long period of time , ..... but if you do the above change it does not affect the terrain , ...
have a nice day
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January 31, 2003, 16:47
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#5
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Chieftain
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January 31, 2003, 16:59
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#6
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Prince
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xpfusion,
Yes making those editor changes will stop global warming. You will still the message "terrain changed due to global warming" but sun will not grow larger and terrain will not change.
== PF
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January 31, 2003, 18:30
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#7
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Settler
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How about just setting the pollution effect values to NONE?
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January 31, 2003, 20:14
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#8
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King
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Quote:
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Originally posted by xpfusion
How about just setting the pollution effect values to NONE?
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He said he wanted pollution to be in the game, just no global warming.
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January 31, 2003, 20:55
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#9
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Settler
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yes it was me who said it, but if pollution effect is set to none, then there would still be pollution, right? just no effect to the terrain?
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February 1, 2003, 07:04
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#10
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Emperor
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Quote:
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Originally posted by xpfusion
yes it was me who said it, but if pollution effect is set to none, then there would still be pollution, right? just no effect to the terrain?
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hi ,
if you mean with "effect" terrain that becomes dessert , the answer is yes
and its great to play like this , just watch out where you use those nukes , they still make mountains into plains
have a nice day
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February 1, 2003, 10:16
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#11
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Warlord
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Hey, thanks for the great info, guys. I didn't realize this. Thank you very much.
Colonel
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February 1, 2003, 14:45
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#12
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Emperor
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hi ,
P.S. ; you can put polution on a map in the editor , ....
have a nice polution free day
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February 3, 2003, 06:33
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#13
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Prince
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Maybe you could have the pollution change desert to Flood Plain?
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February 3, 2003, 06:49
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#14
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Emperor
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Quote:
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Originally posted by Centauri18
Maybe you could have the pollution change desert to Flood Plain?
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hi ,
no , "floodplain" is desert with a river running true it , ..... so that shall only help if pollution strikes near grassland or plains and make them desert , the desert is also the default setting , .....
but you can set it to plains or grassland , .....
or any other of the options you want , ....
have a nice day
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February 3, 2003, 07:03
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#15
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Prince
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Changing it to grassland would be pretty cool. But it would sure mess with people's heads. And if Global Warming turned desert into plains or grassland, would you even do anything about it?
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February 3, 2003, 07:28
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#16
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Emperor
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Quote:
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Originally posted by Centauri18
Changing it to grassland would be pretty cool. But it would sure mess with people's heads. And if Global Warming turned desert into plains or grassland, would you even do anything about it?
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hi ,
one way to get the attention of others , being it the AI or other players is to set the pollution terrain to coast , ....
correction on floodplain ; if you take a look in the editor you have the option to put it as the default pollution terrain , ........ but dont ask if this gives the river with it , ..... never tried that one before , .....
have a nice day
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February 3, 2003, 19:18
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#17
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Warlord
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Found that assigning a negative pollution value to an improvement does work. However, if the improvement is provided by a Wonder, it doesn't work. Specifically, Hoover Dam. Had Hydro plants set to provide -2 pollution. Built Hoover and it didn't make the pollution symbols vanish. Played another game, built a factory and a hydro plant and the pollution symbols vanished when the hydroplant was built.
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February 3, 2003, 19:54
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#18
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Warlord
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Quote:
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Originally posted by panag
one way to get the attention of others , being it the AI or other players is to set the pollution terrain to coast , ....
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In my upcoming mod, Flood plains turn to coast (to represent over-flooding of the flood plain). Tundra also turns to grasslands, to plains, to desert. Coast to sea to ocean. Play long enough with pollution out of control and the world drowns.
Last edited by Amesjustin; February 3, 2003 at 20:01.
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February 3, 2003, 20:59
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#19
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Prince
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That actually makes a lot of sense. Like the polar icecaps melting.
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February 3, 2003, 22:46
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#20
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Warlord
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That was the plan. The land masses continue to shrink and desertify (if that is even a word) if pollution grows. I added a lot more pollution to several improvements, and added almost as much expensive improvements with negative pollution. That way if you want the production boost, you will risk destroying the planet with your pollution unless you shell out some dough to build these improvements. At that point you are basically trading economy for production, which you may or may not need to do depending on your situation.
I also made the best anti-pollution buildings only available to Democracy. The downside to demacracy is that the people REALLY revolt now if you are at war, so Diplomacy becomes much more important if you want to maintain the planet....
I think I am getting off topic, so I will just end this post here.
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February 4, 2003, 07:19
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#21
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Emperor
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Quote:
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Originally posted by Sinapus
Found that assigning a negative pollution value to an improvement does work. However, if the improvement is provided by a Wonder, it doesn't work. Specifically, Hoover Dam. Had Hydro plants set to provide -2 pollution. Built Hoover and it didn't make the pollution symbols vanish. Played another game, built a factory and a hydro plant and the pollution symbols vanished when the hydroplant was built.
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hi ,
try to flag "removes building pollution" and "removes pop polution" , it should work then , ......
have a nice day
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February 4, 2003, 15:36
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#22
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Settler
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The reason why I started this thread, is that I HATE when terrain is changing. I my scenarios, I always set worker job to NONE for every terrain. Only thing that can be done, is mining and irrigation. Not even forests can be cut down. I guess, when I've worked for days building a cool map, I don't want it to change in the game.
However, removing pollution alltogether makes the game very unrealistic. I want pollution to appear so that civs have to deal with pollution problems and clean it up, build recycling centres, mass transits, etc. But I can really do without the damned global warming. In my new scenario, I've set the pollution effect for every terrain to NONE, and hopefully this will work. We'll see when I get industrialized... If terrain start changing again I'll snap.
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February 5, 2003, 05:49
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#23
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Emperor
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Quote:
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Originally posted by xpfusion
The reason why I started this thread, is that I HATE when terrain is changing. I my scenarios, I always set worker job to NONE for every terrain. Only thing that can be done, is mining and irrigation. Not even forests can be cut down. I guess, when I've worked for days building a cool map, I don't want it to change in the game.
However, removing pollution alltogether makes the game very unrealistic. I want pollution to appear so that civs have to deal with pollution problems and clean it up, build recycling centres, mass transits, etc. But I can really do without the damned global warming. In my new scenario, I've set the pollution effect for every terrain to NONE, and hopefully this will work. We'll see when I get industrialized... If terrain start changing again I'll snap.
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hi ,
huh , workers to none , so how do you build railroads then after a they are blown up , ......
setting the terrain to "none" will results indeed to no changes what so ever because of global warming , ......
the only way to change them , and its only mountains to hill's and hill's to grassland is true nukes , .....
have a nice day
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February 5, 2003, 06:33
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#24
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Prince
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Amesjustin, that is a really freakin' cool idea.
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February 5, 2003, 07:49
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#25
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Emperor
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I just discovered this -- excellent! I've hated the terrain change feature, especially since they removed the engineer transform feature.
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February 5, 2003, 16:57
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#26
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Emperor
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Amesjustin,
A fantastic concept that will definately make you make some interesting choices, but also parrallels reality.
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February 5, 2003, 19:29
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#27
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Warlord
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Yeah you really have to think about where you put your cities Coastal and Flood Plains especially.
But I don't want to hijack XPFusions thread. He doesn't like changing terrain, and I think this mod in particular really does not appeal to him.
Removing worker jobs and setting the pollution effect to none in the Terrain tab of the editor should eliminate the issue of terrain changing for you.
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