Is there a way to have zerio pollution?

Dark Sheer

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I am getting sick of chasing pollution at the later stage of the games. :(

Is there a way to mod it to have zero pollution? I tried but it seems the lowest it get is 1 pollution per city (pollution icon of course :nuke: ) Even if I made it so no building gives pollution there will still be 1 icon if the shield output is high. :confused: Anyone know a way around this? :cry:
 
Population... So mass transit is still needed. And you can just make polution 1 turn clean ups.

Or you can make no city ever reach metro, (pollution generating stage) but it would put it at a disadvantage.
 
My cities do have mass transits. ;)

I think the pollution calculation is screwed up. Cause some of my city that has higher shield count has no pollution while others with lower shield count have pollution. :confused: Unless someone is telling me that mass transit does not eliminate pollution from pop (which I believe it does work as per Civilopedia) cause my cities are real huge with most above 30 and some reaching 50 and beyond. :p
 
It doesn't.

Then try setting the cities to become metros at size 99 or something. That way, they will never have population pollution. (and never become metros)
 
Bluemofia said:
It doesn't.

It doesn't ??? :eek:

I thought in the editor it says eliminate pop pollution :rolleyes:
Dead to Firaxis for false information! :ar15: :ar15: :stupid:

Ah well, back to chasing pollution with my military workforce (aka Guerilla workers :p )
 
Okay, here's how I made it work in the FF mod:

I set it up so that Towns (the first size of city) go up to 12 pop instead of 6 before you need to build an aqueduct, and Cities (here's the important part) go up to 24 pop before you need hospitals....

Then I eliminated Hospitals, and changed the stats of the Zanarkand dome (what I replaced Shakespear's Theater with) so that it would not allow cities to reach metropolis size.....

Now it is impossible for cities to reach metropolis size (which generates pollution), but with a 24 pop cap, it means that you can work ever tile of a city that has 0 overlap and have 4 specialist citizens as well, elliminating the pollution and the disadvantages of not having any metropolises... Not to mention that it, IMO make the game more fun, not having to worry about building a ton of aqueducts early on in the game.

As for buildings, I have allowed the polluting production enhancers to remain (factory and coal plant), but I also added an optional tech called Wind Power, which makes the polluting improvements obsolete (so you can't build them after you research this tech), and allows a Wind Mill and Wind Farm improvements that produce 0 pollution, but have slightly less production enhancement.... In the modern age, it is the same thing; I'm going to add a tech called Green Energy that makes Makou Reactors (big polluters) and Manufacturing plants obsolete (and is also the tech that's prereq for Planet Studies, which allows construction of the SW that defends against the Meteor ICBM units I have in the game), but allows construction of Solar Pwr plants and Green Factories.

In addition, I elimiated commercial docks (I gave harbors the added ability of "increased trade in water"), and changed offshore platforms, airports, research labs and the Great Ironworks (or Bastok Metalworks as I call it in the mod) so that they don't pollute. It has, in all play test sessions thus far, worked flawlessly.... About the only pollution on the map is from volcanos and AIs building factories and makou reactors...
 
I didn't read everything that was said here(i am in a hurry), so sorry for repeating smb else said.

Isn't there a "Advanced unit control" that is smth like "Automate worker-clear pollution". I used it often in the late stages of the game because i have railroads mostly everywhere - so the workers travel and clear polution everywhere and i don't bother about it.
 
Dark Sheer said:
I am getting sick of chasing pollution at the later stage of the games. :(

Is there a way to mod it to have zero pollution? I tried but it seems the lowest it get is 1 pollution per city (pollution icon of course :nuke: ) Even if I made it so no building gives pollution there will still be 1 icon if the shield output is high. :confused: Anyone know a way around this? :cry:

In WW2-Global no buildings create pollution.
I have flagged all buildings with remove population pollution
and reduce building pollution.

In this way some 95% of the pollution have been eliminated.

Rocoteh
 
People pollution: Seems, that the masstransit (and the connected flag in the editor) only sweeps away the existing pollution by people, not the pollution produced by people in the future.

Improvement pollution: Seems that the recycling flag only reduces the existing pollution caused by improvements (don´t forget the "allow recycling" flag in the advances editor).

So it seems to make sense to flag every improvement after masstransit and recycling center with these flags to minimize pollution.

In the editor there is the possibility to give negative numbers for pollution ( -1, -3 and so on). Does this mean, so flagged buildings clean pollution (in addition to the flags above) ? I have not tried this yet.
 
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