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  • Pollution

    I think the pollution in Civ II and in Civ CTP could do with an upgrade. In Civ II pollution has no effect, other than global warming. I can just leave my pollution out for 1000years without affect. I like the Civ CTP concept of Dead Tiles. However, Civ CTP citizens don't seem to care about pollution. AI opponents live amongst impossible amounts of filth.
    I also think pollution should be able to spread. If there is a polluted tile, and a clean one next to it, there should be a 10% chance of it becoming polluted to. Pollution should also have a 90% chance of traveling down rivers.
    Grrr | Pieter Lootsma | Hamilton, NZ | grrr@orcon.net.nz
    Waikato University, Hamilton.

  • #2
    River spreading should be lower

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    • #3
      Pollution should, if near a city, have a possibly of infecting the inhabitants with disease and killing a certain percentage of them.
      -->Visit CGN!
      -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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      • #4
        What a good idea, Dark Cloud.
        As for you QW1020 I believe it should be about this high, as chemicals do spread down rivers speedily, and by the way, this would mean it would only travel 9 tiles every 10 turns
        Grrr | Pieter Lootsma | Hamilton, NZ | grrr@orcon.net.nz
        Waikato University, Hamilton.

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        • #5
          One thing that Civ and SMAC got wrong was that there are basically two types of pollution to be concerned with. There's normal industrial pollution, which throws out tons of chemicals and nasties which do funky things to the ozone layer and trap heat and cause global warming. On the other hand is large scale particulate (sp?) pollution. This variety is what you get with volcanoes, nukes, and planet busters. The nukes obviously poison the area around them, but all of them throw a large quantity of dirt into the stratosphere. If there's enough of it, it blocks the sun, causing cooling, sometimes very bad. Nuclear winters, the Phillipines eruption a while ago, asteroid impacts, that kind of thing. More than a few ice ages have been caused by this sort of thing. An alternative to the dino-killing comet was this truly massive series of eruptions in India that put out several orders of magnitude more dust than a normal eruption.

          With Civ the discrepancy wasn't too bad, but with SMAC it got kind of annoying that no matter what you did, you'd end up with rising water levels.

          --
          Jared Lessl

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          • #6
            I do agree that pollution from civ2 should be upgraded, but I consider it a very minor problem, so I will bother my self with more major problems, Diplomacy, AI, units, etc.

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            • #7
              I agree there should be different types of pollution. If it is going to be handled at all then I prefer the Civ2 method to CtP. The period between the dawn of the industrial revolution and the latter half of this century was one of almost unbelievable grime. This pollution dirtied buildings, killed or sickened people forced to breathe it daily and harmed crop production. It did not, however, destroy tiles and tile improvements like railways. Civ2 modelled that kind of pollution quite well although the small limit of pollutable tiles before global warming set in made it difficult to have a real industrial revolution without racing headfirst towards the technologies needed to clean it up. Using engineers to keep it in check seems quite acceptable to me, particularly if the rate it is produced is increased to allow for that real 19th century coal-powered industrial smog feel without causing ecological disaster immediately. The 20th century pollution is subtly different in that it is less visibly dirty but is causing greater long term problems.

              The really nasty stuff is the nuclear and biological pollution that really can destroy tiles for good and be almost impossible to clean up. I don't understand why these should be aiding global warming though. Tiles that are not just awkward but positively hazaardous to enter would seem to be penalty enough.
              To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
              H.Poincaré

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              • #8
                quote:

                There's normal industrial pollution, which throws out tons of chemicals and nasties which do funky things to the ozone layer and trap heat and cause global warming


                If you want, this category could be subdivided into greenhouse gases and ozone depleting gases. Chemicals that cause global warming (Primarily C02 and believe it or not H2O) do not affect the ozone layer. Similarly Ozone depleting gases (CFCs etc) do little to affect global warming.
                One day Canada will rule the world, and then we'll all be sorry.

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                • #9
                  How about a new tile:
                  Deadlands: 1 food, 0 sheilds/trade. irrigate: +1 food. Mine: +1 sheild. Transform: flatland- (flatland -1 food, -1 trade, transform: flatland)
                  Movement penalty: non, non-engineer units take 5 hp/round they stay in a Deadlands, or 2 hp in passing.

                  Deadlands is caused by such things as nuclear attacks, volcanos, (actually, the ground around a volcano, after it erupts is fairly fertle ground, and would cause Deadlands+ :2 food, 0 shld/trade), large battles (not sure how to decide if a battle is a large one or a small one, but if battle sizes are represented then that would be one cause)

                  Industrial pollution would be represented as it was in civ 2, except that it would require more pollution to start global warming, maybe 2x.
                  I don't have much to say 'cause I won't be here long.

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                  • #10
                    Ive thought about the 'deadlands' tile myself, and I think its a great idea.

                    I would like to add to airdiks idea, how about, if a town is nuked, the surrounding tiles become deadlands, and they CANNOT be re-used.

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                    • #11
                      As in the tile where the city was and the four tiles adjacent to it (become deadlands-:0 food, transform: deadlands)

                      There is also the effects on the atmosphere that we need to worry about. Durring the cold war between the US and Russia, we practically created the Van Allan (not totaly sure on his name) radiation belts: three belts around the Earth that trap massive amounts of radiation and require all passing ships to have radiation protection or all passengers get radiation poisoning. There were other consequences to these belts, but I can't remember them, that was a whole year ago in my physics class and like I am going to remember that.
                      [This message has been edited by airdrik (edited December 14, 2000).]
                      I don't have much to say 'cause I won't be here long.

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                      • #12
                        quote:

                        There is also the effects on the atmosphere that we need to worry about. Durring the cold war between the US and Russia, we practically created the Van Allan (not totaly sure on his name) radiation belts:


                        The Van Allen Belt has always been there and is due to the interaction of the Solar wind with the Earths Magnetosphere. Nuclear Weapons did nothing....
                        One day Canada will rule the world, and then we'll all be sorry.

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                        • #13
                          quote:

                          Originally posted by Big Crunch on 12-15-2000 10:52 AM
                          The Van Allen Belt has always been there and is due to the interaction of the Solar wind with the Earths Magnetosphere. Nuclear Weapons did nothing....


                          Actually, I was wrong that we 'created' them, we nearly increased the amounts of radiation in them by like 10x, or something.

                          I don't have much to say 'cause I won't be here long.

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                          • #14
                            The effects were only shortlived and had no permanent effect. The upper atmosphere has and always will be full of highly energetic particles and radiation. All the Nukes did was provide an extra few lights for a few weeks - equivalent to the Aurora Borealis. Even the Really Big Bombs only lasted about a year. Don't foget that these bombs were deliberately detonated in space to see if they could create these belts!

                            Basically what I'm saying is that ground based detonations will not cause radiation in space.

                            One day Canada will rule the world, and then we'll all be sorry.

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                            • #15
                              they detonated nukes in space??? i never knew this!! i thought theyd only been detonated 'on the ground'. surely they didnt do that just to test out the effects on the van allen belts (quite vital in keeping out deadly solar radiation along with the atmosphere...).

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