By the end of the game the entire planet is basically been demolished by pollution from me and the cpus, and usually I start chucking planet busters at annoying factions with way too many units to fight. I don't think I have ever won a single game without the entire planet turning into water world and having multiple fungus squares spawning each turn. Anyone else have this problem?
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I always end up destroying the planet
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I play on transcend. My faction varies, but this time I was running cyborgs with green+cybernetic+manifold for +5 total and the planet was still screaming at me. The drones started the global sea levels but after I blew up about 15 of their cities they stopped producing enough to cause it. I pretty much never run FM so it's not my planet rating. Even when I don't get nuke happy by the time my cities have 20-25 pop with crawlers and factories up the ecodamage piles up no matter what I do.
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it's not that I can not deal with the damage, I just thought it was strange that I end up causing massive planet damage every single game despite doing nothing that should cause such a huge backlash. I'll try popping a fungus square earlier this time.
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I think it should be mentioned in answer 38 that the Bulk Matter Transmitter doesn't add a meek 2 mins, but add 50 % to basic min production.
Finishing that project without proper preparement can turn the planet into one big fungus field just before it drowns.With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.
Steven Weinberg
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So if you still find yourself polluting after building 1 tree farm and 1 hybrid forest in every base, pick a base (probably your offending polluting bases) to build and scrap Centauri Preserves. Each time you build it, your clean mineral limit for all bases will increment by one, even after you've scrapped the facility. Alternatively, crank out more cheap bases with tree farms.
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I find this strategy very interesting. Taken from the Apolyton column section, on ecodamage:
You might then consider the following strategy, which is especially recommended in small empires that will produce only a limited number of Tree Farms and Hybrid Forests. Set aside a number of bases that primarily do nothing more than build, sell and rebuild Centauri Preserves. This will continuously increase your 'clean mineral' limit and generate a source of revenue.
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More than implying it, I'll come right out and say it: Every base in your empire shares the same hidden limit to the number of minerals it can produce before eco-damage begins to be calculated. This number is raised or lowered for your faction, not an individual base.
The following facilities raise your clean mineral limit:
Tree Farm
Hybrid Forest
Centauri Preserve
Temple of Planet
That's not the only way to improve your clean mineral limit, however. You can also simply continue to get fungal pops, as each one of those also increases your clean mineral limit by one. Of course, after the first two pops, native life forms of increasing number and power will begin to spawn, in addition to whatever fungus appears in the offending square. Nevertheless, a calculated 'pollution base' can actually also work to improve your faction's clean minerals, without triggering global warming. The trick is to pick just ONE base, and defend it with a handful of SAM Trance rovers. A landlocked base is preferable, as are Resonance Weapons for your rovers. You'll collect ample credits from planetpearls while raising your total clean minerals for your faction. Aim for about a 25 eco-damage level, so you average a pop once every 4 turns. That should be enough to give regular worms and pops, without overwhelming your defenses, or triggering global warming.
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