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  • #16
    IF you make the Council your beyatch and destroy or limit any industry but your own clean stuff, there's no problem.
    Consul.

    Back to the ROOTS of addiction. My first missed poll!

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    • #17
      Mongoose, if this is a reply to my post: I usually have the problem of an overall sea level sinking, as if the program forgot to raise the sea level due to pollution, as promised.

      P.S. I still didn't play a game to get the "drowning victory ..." I'll really have to do.
      Why doing it the easy way if it is possible to do it complicated?

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      • #18
        Mong, go ahead and tell us, how much of that gas where you responsible for?

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        • #19
          Adalbertus - that wasn't in response to you specifically, but to the general proncipal of being (easily) able ot offset rising sealevels with just in time solar shading.

          Mr Wheel- it's damned hard to make a council of human players your 'beyatch'.

          JT - No more than 85%, I swear! 4 of the 5 PBs were mine, too. I was Hive. Even went GREEN, and baby bases producing 6 minerals were in the high 30s in ecodamage. I made ~1500 ec a year for 10 years killing native life, and only got the half of it. Lost at least 20, maybe as many as 30 bases to native life and rising seas. Everybody should play a game like that...ONCE! Hmmm...seems I remember vetoing a solar shade resolution, too.

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          • #20
            All of my strats or advice is strictly single player. In which case it makes sense.
            Consul.

            Back to the ROOTS of addiction. My first missed poll!

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            • #21
              Whenever global sea levels rise, I hurry pressure domes in all my bases, build a few sea formers, and prepare to live a new life under the sea.

              {singing}Under the sea... Under the sea...{/singing}

              No not really. But I will try drowning out my opponents as much as possible.
              "Corporation, n, An ingenious device for obtaining individual profit without individual responsibility." -- Ambrose Bierce
              "Any society that would give up a little liberty to gain a little security will deserve neither and lose both." -- Benjamin Franklin
              "Yes, we did produce a near-perfect republic. But will they keep it? Or will they, in the enjoyment of plenty, lose the memory of freedom? Material abundance without character is the path of destruction." -- Thomas Jefferson

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              • #22
                In one of my current PBEM games I just noticed that some of my coastal squares are "endangered." Not being the hindmost (I don't get the end of turn messages) in this game, I never got the warning, so I do not know how severe the warming might be, nor how long I have to take action.

                I suppose it's too late for the solar shade option, so I'll rush build pressure domes and sea formers. What's the usual lag time between getting "endangered" warnings and actual loss of the square?

                Earlier in this thread someone mentioned that a coastal city will not always be submerged when the sea level rises - that sometimes the AI will build a pressure dome for you. Do we know how this works?

                I'd hate to have my Super Science City sink under the waves because I missed the global warming warning... That would be worse than embarrassing!
                "Don't Panic!" - The Hitchhiker's Guide to the Galaxy

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                • #23
                  If I suspect rising sea levels will happen then I just forget about sea forming and raise the land from the get go, it's fairly cheap to raise terrain as long as you keep extending your territory with new bases, and you can get more out of the raised terrain than the sea (in particular you can drill a heap more boreholes).

                  And anyone who claims the sea level can rise faster than formers can raise terrain is telling horrible lies, enough formers will terraform any sea level problem away.

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                  • #24
                    You get 'endangered' warnings when the next sea level rise will sink that square. They come every four or five turns, I think.

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                    • #25
                      Originally posted by Zaphod


                      Earlier in this thread someone mentioned that a coastal city will not always be submerged when the sea level rises - that sometimes the AI will build a pressure dome for you. Do we know how this works?

                      I'd hate to have my Super Science City sink under the waves because I missed the global warming warning... That would be worse than embarrassing!
                      IIRC a city that is larger than size 4 will survive and get a pressure dome but you lose a certain amount of population (4 perhaps). I don't recall if you lose any facilities as well. Sorry I can't be more precise but I usually raise land to avoid this result so I have not seen it in awhile
                      You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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                      • #26
                        Had this happen in the last multiplayer game I ran. My stupid friend decided to nerve gas and nuke the planet as the Hive (he took out quite a few of my bases in the process the bastard) and ended up causing sea levels to start rising 3733 meters. Terraforming will not fix this!

                        Several of my bases were reduced from size 14 to size 8 almost immediately and they were given a free pressure dome. I didn't lose any base facilities. Some of them weren't even in the water when this happened (though it was only a matter of time).

                        Has anyone seen 10 minutes of solid fungal growth and mindworm attacks? My friend did each turn until he was dead (took about 5), and the bastard got what he deserved for nuking me.
                        "Luck's last match struck in the pouring down wind." - Chris Cornell, "Mindriot"

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                        • #27
                          I disagree, terraforming can fix anything. For example by getting formers to raise mountains to 3000+ you raise a HUGE expanse of land (7x7 tiles to 1+, 5x5 tiles to 1000+), it takes 12 former turns to raise terrain, or 6 super formers 1 turn.

                          6 formers positionined between 3-4 bases constantly raising terrain will keep those bases high and dry unless the sea level is going to rise more than 1000 per turn, or 20000 over 20 years. Thats with the fairly modest formers requirement of 2-3 per base (and lets face it, at 3 rows super formers arent exactly expensive). (the exception is when the sea level is rising more than 3000 per turn, this might just submerge all the land on the map before you have time to react)

                          Ofcourse raising such large mountains is going to wreck havoc on your sea terraforming, which is why it sometimes pays to not have any (or atleast not rely on it - ie dont crawl it).

                          Also it's a different can of worms (excuse the pun) if you are the one causing the ED because you'll have to deal with the native life, the best solution tends to be using empath rovers and laughing all the way to bank. (by raising terrain you also greatly reduce the number of locusts that appear, seeing as they usually spawn at sea pops).

                          Btw heres a fun tatic if you are causing the ED, capture an enemy sea base in/near there territory and it will immediately start spewing out pops and locusts, then demolish the base and watch gleefully as the locusts attack your enemy.

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                          • #28
                            In one of my current PBEM games I just noticed that some of my coastal squares are "endangered." Not being the hindmost (I don't get the end of turn messages) in this game, I never got the warning, so I do not know how severe the warming might be, nor how long I have to take action.
                            I'm not PBEM player, but isn't it normally a matter of politeness that the first player mails the start/end of turn messages to all others?

                            You get 'endangered' warnings when the next sea level rise will sink that square. They come every four or five turns, I think.
                            To my experience, it works somewhat like this (attention, it's just from playing games, I didn't do any thorough testing):
                            I usually got messages of a rise between 66 and 333 meters in the next 20 years. For little changes, (66 m) there is only one flood, at the end of the 20 years. For big changes, there are several floods - so for 333 m, five floods, every four years, would be sensible. So it might well be possible that the rises are handled in steps of 66 m, and there are as many floods as necessary in the 20 years period.
                            I often raised a solar shade in an attack of panic, even at a rise of 66m, which resulted in an infinite drop of the sea level ... but also in several steps (the players are limited to packs of 333 m.)

                            I disagree, terraforming can fix anything.
                            Blake is right here, don't know if he is clear enough. The trick is that when you raise a square from 2xxx to 3xxx m, you are sure that 36 squares are higher than 1000 m. Little investment for saving many squares.
                            Why doing it the easy way if it is possible to do it complicated?

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                            • #29
                              If in fact the sea level raise is every 5 turns (it is with 333m), then if you loose more than 3500m in that one turn, it should be beyond the capacity of terraforming. That means a total of 14000 in sea level rises or more in 20 turns (3500*4).

                              However, given that I haven't seen a sea level rise of more than 333m in about 2 years (and 333m less than 10 times in 2 years), don't quote me on the every five years thing.
                              Fitz. (n.) Old English
                              1. Child born out of wedlock.
                              2. Bastard.

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                              • #30
                                Moderators: I promise I'll behave

                                Oh, joy! Another global warming thread…

                                Global warming in Civ2 is annoying, but rising sea levels in SMAC are stupid. Where the heck does all this water come from? In the manual it says Chiron has negligible polar ice masses.

                                Earth would experience only about 150m sea level rise if all polar ices melted. That would endanger a surprising number of cities well away from the coast, but the sea can't "go" anywhere after that.

                                Why is it that nukes throwing particulates into the upper atmosphere would cause cooling (documented for volcanic events), but in SMAC it causes warming? Chiron can grow fungus and worms, but it can't transmute matter or create ex nihilo.

                                Does anybody know of a "no silly-@ss sea level changes" patch?
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