Nah, I beat both of you by tenths of second...
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FIRAXIS! Please fix this in your next patch!
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Originally posted by Nikolai
You have 255 cities, and you call yourself an average player? How do you cope with the corruption?
255 cities... Hey, this reminds me about Civ2! Are you in the wrong forum?
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Originally posted by Nikolai
255 cities... Hey, this reminds me about Civ2! Are you in the wrong forum?"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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Originally posted by Moonsinger
No, I'm not in the wrong forum. If you like proof, take a look at those save games at my site.
And yes, I think the limit was somewhere around 255.Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
I praise you because I am fearfully and wonderfully made - Psalms 139.14a
Also active on WePlayCiv.
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Solution to Pollution Problem
Personally I think the pollution problem can be addressed quite easily. The rules can stay the same where the pollution forces resources to reallocate BUT the game engine could be smart enough to reshift resources back to the polluted square if the square was previously be used as a resource. I have noticed some kind of intelligence in the game engine in that the game will choose the most productive squares and what not. If pollution was cleaned and that square is more productive than another square, then it shouldn't be a problem for the resources to shift back just like they were originally shifted when the pollution appeared. That's my 2 cents.
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Re: Solution to Pollution Problem
Originally posted by luegner
Personally I think the pollution problem can be addressed quite easily. The rules can stay the same where the pollution forces resources to reallocate BUT the game engine could be smart enough to reshift resources back to the polluted square if the square was previously be used as a resource. I have noticed some kind of intelligence in the game engine in that the game will choose the most productive squares and what not. If pollution was cleaned and that square is more productive than another square, then it shouldn't be a problem for the resources to shift back just like they were originally shifted when the pollution appeared. That's my 2 cents.
Morever, I have never used those AI governors. Those AIs are so stupid. If I tell them to produce food, they will only care about producing food and not happiness and so on.
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Issue with AI governor?
Perhaps that's the problem. Maybe it's not that the AI governor is stupid but that when you tell it to produce food, it still doesn't reallocate the resource after the pollution has been cleaned up to the food producing square.
In my mind, most cities you build, you want to grow except for those select few which are placed on tundra and don't have a fart's chance in a windstorm of growing because you can't transform landscape like you could in civ2.
So they need to fix the AI governor in this case I would think.
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Originally posted by kimmygibler
Simple rule, move the worker back as soon as any pollution is cleared up.
And while you're at it, Firaxis, it'd be nice if the Luxuries slider triggered this, too. As it stands, whenever I twiddle my luxuries, I have to go into the governor, turn off mood management, tap the center square on each city, and reactivate mood management.
I do this because sometimes spending money on luxuries gets you a profit. Other times it is so cheap that the gain in shields and food far outweigh the paltry cost (I've seen a gain of 2 foo and 1 shield per city for a net cost of 6 gold).
And the draft... (whether or not to use it is in a different thread)
And just about anything I do that might effect the mood of the city.
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Just to add my $.02...
I agree it shouldn't automatically switch the resources off.
However, even more pressing for me is that there is no way to reduce the pollution of a city to 0 past a certain point of the game. While I know everyone will chime in with notions of realism because of traffic/people, etc...In my games I want a perfect future with no pollution.
SO I think the editor should have the ability to switch pollution totally off for a game, or you can make the pollution cleaning improvements 100% effective. It should at least be an option. I hate late game pollution hopping, it seriously detracts from the fun of the game. It's an exercise in tedium.Tutto nel mondo è burla
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Originally posted by Boris Godunov
However, even more pressing for me is that there is no way to reduce the pollution of a city to 0 past a certain point of the game.
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Originally posted by Moonsinger
Not even if your city (of size 13 or higher has no factory of any kind) has both the Mass Transit and the Recyling Center? I notice that if my city doesn't have a factory, the Mass Transit will reduce pollution down to 1. I wonder if adding a recyling center will reduce pollution to zero?Tutto nel mondo è burla
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