I have searched the strategy thread titles for pollution and amazingly found none. So humbly I leap into the breach.
The Civ3 pollution model is quite different from Civ2.
In Civ2, pollution = f2(shields, pop, tech)
In Civ3, pollution = f3(facilities, pop, tech)
Civ3 facilities include factory, ironworks, coal power, nuke power, mfg plant
(but not hydro or solar)
In Civ2, if your city started polluting a lot, you could move the workers around so as to produce less shields and thus lower pollution. This does not appear possible in Civ3. I guess you could sell a factory, but.....
In Civ2, city downsizing (settler production) would lower both shields and pop terms of the pollution model. In Civ3, downsizing (settler or worker production) has no impact on facilities, and only impacts the pop term if over the pop threshold. The threshold appears to be size 12 during the industrial age.
OTOH, cleanup appears easier in Civ3. I mean you do have a ton of captured workers, don't you? If not you have simply not been agressive in your warfare! I bet the AI's even like you! I beeline in industrial age to replaceable parts to speed up worker rates. This means that pollution starts after my emergency skeleton railoroad system is in place, and I still have skads of slave workers engaged with completion of bulk infrastructure. Thus, pollution cleanup simply diverts some of the slaves from otherwise useful infrastructure tasks. What ever you do, be sure to stack your slaves as high as required to finish most improvements in one turn. This is to ensure a goodly supply available next turn. (Just in case several tiles get polluted.) The obvious exception is clearing jungle. I start jungle clearing squares in pairs with each tile getting 2x the simple road task. This occupies the workers for 6 turns (1 to move in, 4 to clear, and another move for half the workers to road. The other half join up on one of the tiles to mine or railroad as desired). This is a tradeoff between lost worker turns for the move in and duration of commitment. Now if the jungle square already has a road, you can move in enough to finnish in one go just like other squares.
Needless to say, automated workers are a joke! You simply must be prepared to micromanage this!
Global warming is also different. In Civ2 the onset was usually delayed, but once started, the results were rapid and catistrophic. In Civ3 global warming starts much earlier but does not accelerate as rapidly. I have not yet experienced runaway global warming in any game of Civ3, but this may be due to suffering so badly a time or two in Civ1 and Civ2. (My approach to pollution abatement is tempered by those experiences.)
Conclusions: Civ3 produces more pollution in early industrial age, and about all that is doable is deferring factories (facilities) and hospitals (pop). Cleanup is easier provided you have the captured workers to exploit.
Anybody have pollution/global warming experiences they want to share?
roadcage
The Civ3 pollution model is quite different from Civ2.
In Civ2, pollution = f2(shields, pop, tech)
In Civ3, pollution = f3(facilities, pop, tech)
Civ3 facilities include factory, ironworks, coal power, nuke power, mfg plant
(but not hydro or solar)
In Civ2, if your city started polluting a lot, you could move the workers around so as to produce less shields and thus lower pollution. This does not appear possible in Civ3. I guess you could sell a factory, but.....
In Civ2, city downsizing (settler production) would lower both shields and pop terms of the pollution model. In Civ3, downsizing (settler or worker production) has no impact on facilities, and only impacts the pop term if over the pop threshold. The threshold appears to be size 12 during the industrial age.
OTOH, cleanup appears easier in Civ3. I mean you do have a ton of captured workers, don't you? If not you have simply not been agressive in your warfare! I bet the AI's even like you! I beeline in industrial age to replaceable parts to speed up worker rates. This means that pollution starts after my emergency skeleton railoroad system is in place, and I still have skads of slave workers engaged with completion of bulk infrastructure. Thus, pollution cleanup simply diverts some of the slaves from otherwise useful infrastructure tasks. What ever you do, be sure to stack your slaves as high as required to finish most improvements in one turn. This is to ensure a goodly supply available next turn. (Just in case several tiles get polluted.) The obvious exception is clearing jungle. I start jungle clearing squares in pairs with each tile getting 2x the simple road task. This occupies the workers for 6 turns (1 to move in, 4 to clear, and another move for half the workers to road. The other half join up on one of the tiles to mine or railroad as desired). This is a tradeoff between lost worker turns for the move in and duration of commitment. Now if the jungle square already has a road, you can move in enough to finnish in one go just like other squares.
Needless to say, automated workers are a joke! You simply must be prepared to micromanage this!
Global warming is also different. In Civ2 the onset was usually delayed, but once started, the results were rapid and catistrophic. In Civ3 global warming starts much earlier but does not accelerate as rapidly. I have not yet experienced runaway global warming in any game of Civ3, but this may be due to suffering so badly a time or two in Civ1 and Civ2. (My approach to pollution abatement is tempered by those experiences.)
Conclusions: Civ3 produces more pollution in early industrial age, and about all that is doable is deferring factories (facilities) and hospitals (pop). Cleanup is easier provided you have the captured workers to exploit.
Anybody have pollution/global warming experiences they want to share?
roadcage
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