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  • Ecological Disaster

    Hi,
    I couldn't find any answer on my problem on existing thread, so i guess i will post it here.

    At late game, all my bases keep producing a lot of pollution, the native aliens keep appearing and global warming keep occuring almost every turn. And the problem is, sunspot prevent me from launching solar shade. Furthermore, sometimes the global warming occurs consecutively every few turns and to make matter worse, solar shade can only be launched at the council (council can be accesed every 10/20 turns).

    I am so desperate, are there anyway to control the ecological problems?

    A bit of information:
    Each of my bases usually have several boreholes, several condensers and several echelon mirrors. Even after I build centauri preserves and Temple of Planet, still a lot of pollution produced. I also built all minerals enhancement facilities such as manufacturing plant, genejack factory, etc.

    Thanks for any advice given.

    Edit:
    My planetary ratings is +3
    Last edited by one79; June 25, 2008, 09:47.

  • #2
    First, look here.

    In a nutshell, the key to handling your ecology is a quirk in the game's programming:

    Every Tree Farms, Hybrid Forests, Centauri Preserves and Temples of Planet constructed by your faction since the first fungal bloom caused by pollution raises by one the number of minerals each base can produce without pollution.

    So, deliberately cause a fungal bloom at a base (the first couple of blooms do not create any mindworms). Then start building Tree Farms, Hybrid Forests, Centauri Preserves and Temples of Planets at your bases. If necessary, sell a Centauri Preserve and build it again! This strategy can eliminate the pollution caused by mineral production. Note you must have the fungal bloom first!

    I assume you know that a Tree Farm and a Hybrid Forest at a base eliminates the pollution caused by improvements (boreholes, condensors and echelon mirrors all make huge contributions) in that base's radius.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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    • #3
      hmmm.....as I am near the end of the game...I think it is kinda too late already. I won't have a chance to scrap all the ecology enchanting facilities and rebuild it. Every turn, new fungal keep blooming. I am not disturbed by the native aliens, but the global warming is the problem.

      I guess I should restart a new game, right?

      I wonder what wrong with my game play. In the past, although I have a lot of fungal blooms, but I never experienced global warming.

      Anyway, thanks for the help and the link.

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      • #4
        You don't need to restart your game.

        For the current game:

        (1) Raise land. With all the minerals you're producing, you can afford to build and maintain lots of formers. If you raise land faster than the sea level rises you can keep going.

        (2) Build pressure domes in your bases. As your bases become sea bases, build sea formers and improve the sea. You'll lose the land units that are not in your bases as well as all the land improvements. However, you'll win the game as the AI's drown ...

        Global warming is caused by having too many fungal blooms in a given amount of time and also by atrocities.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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