February 8, 2003, 22:34
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#1
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Chieftain
Local Time: 11:01
Local Date: November 1, 2010
Join Date: Sep 2000
Location: Ohio
Posts: 64
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Does the Iron Works Cause Pollution ?
Anyone know the answer to that ?
Thanks.
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February 8, 2003, 23:01
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#2
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Prince
Local Time: 13:01
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Join Date: Nov 2002
Location: Porto Alegre, RS
Posts: 532
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I think yeah. It raises production. More production = more pollution.
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February 9, 2003, 00:20
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#3
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Prince
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Join Date: Jun 2002
Location: The Physics Guy
Posts: 977
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I don't think so, but I think it should be tested.
However, NEVER restrict yourself from building the IW because it woudl create pollution. In fact, if you get a site, you might even consider moving the palace near it, if conditions allow it...
--Kon--
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February 9, 2003, 00:32
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#4
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Warlord
Local Time: 11:01
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Posts: 157
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yes, 4, the most pollution in the game.
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February 9, 2003, 00:40
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#5
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Deity
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But look at the bright side, it makes cities with production of over 100 very possible.
Screw the pollution, build it!
BTW, remember that using Shift-P on a Worker automatically sends them to clean up a polluted square, this is really useful when 2 or 3 polluted squares appear per turn.
__________________
A true ally stabs you in the front.
Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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February 9, 2003, 14:24
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#6
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Emperor
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Quote:
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Originally posted by Master Zen
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BTW, remember that using Shift-P on a Worker automatically sends them to clean up a polluted square, this is really useful when 2 or 3 polluted squares appear per turn.
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... and it is really frustrating when there is NO pollution. Then you have to stand them all down and Shift-P them again when pollution reappears.
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February 10, 2003, 00:53
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#7
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Emperor
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Which is probably why I don't bother to automate at all.
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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February 10, 2003, 07:26
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#8
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Chieftain
Local Time: 11:01
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Jaybe makes a good point. There should be a way to keep the workers automated on pollution cleanup even when you have none on a given turn. That way you wouldn't have to fortify all on one turn and re-command them the next.
I think this interface difficulty is kept in to 'encourage' you to build Mass Transit and the Recycling Plant.
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February 10, 2003, 08:27
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#9
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Prince
Local Time: 16:01
Local Date: November 1, 2010
Join Date: Nov 2002
Location: of Old Europe
Posts: 341
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I always use shift-a...this way my workers will clean pollution whenever it appears an will be railroading every tile when they don't have anything else to do.
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February 10, 2003, 14:28
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#10
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Chieftain
Local Time: 11:01
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And what do you do when all your tiles are railroaded and otherwise improved ?
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February 10, 2003, 17:17
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#11
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Prince
Local Time: 13:01
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Location: Porto Alegre, RS
Posts: 532
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Wait for pollution to clean up, make watch tower, radar towers, field airports... wait for enemy terrain to be won so to get workers there and improve my (new) terrain...
Usually I use the slave workers to build up towers, field airports and radars... other times, I just use a mix of different nationality workers to put in a new-found city. Usually the city won't flip. Just as guarantee, I put equal number of every nationality worker in the population, and equal of mine workers as well.
You can use them to lure your opponents with your good intentions, giving some of them to the enemy, er, adversary civ, or returning the former slaves to the enem, ups, former-enemy.
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February 11, 2003, 01:59
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#12
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Deity
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Usually after I send some workers to clean pollution I lump them in the same square and Fortify All. Then when pollution returns I Wake All and send them to clean up
__________________
A true ally stabs you in the front.
Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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February 11, 2003, 02:04
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#13
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King
Local Time: 19:01
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Yes it does.
Before IW I was getting 48 shields and no pollution in that city. With IW it was producing 96 shields and 4 pollution.
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February 11, 2003, 02:12
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#14
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Emperor
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If you open the editor, you can easily find out exactly what pollutes, and how much.
The thing I found surprising was the one pollution found on airports.
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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February 11, 2003, 02:19
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#15
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Guest
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But what does that "one pollution" exactly mean? What are the actual chances that a city cotaining an improvement that produces "one pollution" to have a pollution blob suddenly show up on a city square? What are the numbers regarding pollution and it's distribution according to the games logistics?
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February 11, 2003, 02:23
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#16
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King
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One pollution means the same as one chimney in Civ1 - it represents the chance of getting one of those 20 squares polluted. Thus the more pollution, the more likely to get polluted city squares.
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I'm not a complete idiot: some parts are still missing.
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February 11, 2003, 02:31
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#17
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Prince
Local Time: 11:01
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Yes, and lots of it. It produces a large amount of shields, and a corresponding amount of pollution. Be prepared!
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February 11, 2003, 08:30
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#18
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Prince
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Quote:
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But what does that "one pollution" exactly mean? What are the actual chances that a city cotaining an improvement that produces "one pollution" to have a pollution blob suddenly show up on a city square? What are the numbers regarding pollution and it's distribution according to the games logistics?
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That's something troubling. The only answer we have until now is "the more you have, the more chances you get to be polluted". It would be nice if we had some percentage about these things, like "4 pollution = 10% of actual blotted square", or something like that.
The same goes for the global warming thing. How much pollution can we stand so there'll be no terrain changing? Or this is a cumulative effect?
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February 11, 2003, 14:14
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#19
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Emperor
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All I know about global warming is that I hated the tile-changing trick so much that I turned the damn thing off in the editor.
Now I don't mind it a bit!
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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February 11, 2003, 14:34
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#20
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Deity
Local Time: 10:01
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Also one must take into account that population causes pollution beginning in the late industrial age (i think when you get Motorized Transport)
Whoever, I still don't know what's the formula for population pollustion
__________________
A true ally stabs you in the front.
Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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February 12, 2003, 01:59
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#21
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Emperor
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I think population causes polution once it gets above twelve, or when population exceeds the number of usable squares, whichever comes first.
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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February 13, 2003, 11:20
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#22
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King
Local Time: 12:01
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IIRC, One tile is affected by GW for every 9 tiles where pollution is present at the end of a turn. This is world wide, not just in your territory. (that was from CIV 2 but I think that it is the same in CIV3 and PTW as well.)
Master Zen:
Population starts to pollute once the size of a city reaches a metropolis (which is why I make a town=8 and a city=16)
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February 13, 2003, 13:01
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#23
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Emperor
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Quote:
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Originally posted by Mad Bomber
IIRC, One tile is affected by GW for every 9 tiles where pollution is present at the end of a turn. This is world wide, not just in your territory. (that was from CIV 2 but I think that it is the same in CIV3 and PTW as well.)
Master Zen:
Population starts to pollute once the size of a city reaches a metropolis (which is why I make a town=8 and a city=16)
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hi ,
ahem , and what then concerning cities that are size 6 and have polution , ...... caused by buildings , ......
have a nice day
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February 13, 2003, 13:33
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#24
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King
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Either way : it is still well worth it to build it. The advantages far outweight the pollution.
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What?
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February 13, 2003, 18:03
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#25
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King
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Quote:
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Originally posted by panag
hi ,
ahem , and what then concerning cities that are size 6 and have polution , ...... caused by buildings , ......
have a nice day
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Yes, Panang. City improvements do cause pollution......
Factories, Manufacturing Plant's, Coal Plants, Research Labs and Airports all create pollution. Also keep in mind that if a city shares tiles the pollution may not have come from the city it is listed but from the city it shares the tile with.
__________________
* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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February 13, 2003, 18:53
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#26
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Prince
Local Time: 13:01
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Quote:
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Also keep in mind that if a city shares tiles the pollution may not have come from the city it is listed but from the city it shares the tile with.
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This is something new. Never heard about it. How did this happen to you, exactly?
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February 14, 2003, 10:31
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#27
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King
Local Time: 12:01
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Petro:
lets say that there are two cities. the first is City A, the second is city B. Imagine that they share a few tiles. lets say that pollution occurs in a tile shared by the two cities. It is possible that the polltuion was caused by city B, but because the tile is closer to city A, the game will say "there is pollution by City A" even if it was caused by City B.
__________________
* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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