Watch out for global warming on Time Victories

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Apr 12, 2007
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I recently attempted a time victory on marathon speed. But the game progressively got ruined by global warming. From about 1500AD or so I was getting one tile change into desert roughly every 3-4 turns. On a tiny map it doesn't take long before over half the tiles are desert :(

I think there was a change with 3.17 that doesn't give you any chance to slow global warming except for not building polluting buildings. Recycling centers and Environmentalism don't help one bit.

The problem is obviously worsened with marathon speed since the per-turn chance for desertification is magnified by the large number of turns.
 
A marathon speed time victory just sounds tedious to me anyway. Thanks for the heads up on the Global Warming. I wish there was an option to turn it off.
 
It's what i supposed would have happens with the 3.17 patch.
It's also the main reason i'll wait a new patch to correct this, or a change in the HoF mod to stop it before play again for the HoF, at least time or SS games.

Denniz, is it possible on a new release turn the global warming off, or restore it to the settigs of the 3.13?
 
Denniz, is it possible on a new release turn the global warming off, or restore it to the settigs of the 3.13?
Maybe, I remember some discussion of the global warming when 3.17 came out. I don't think it went very far but I forget the details.
 
The whole idea of BTS was to make the Modern and Future eras more interesting to play. The Global Warming mechanic seems to penalize the player for allowing the game to last that long. Kind of counter productive to add so many nice new features and then release a patch that makes the game less fun to play with those features.
 
I agree.
One thing is to force the player to build recycling centers (but GW not only depends from the player) or limit the use of nukes (if any), another is to have those buildings uneffective against GW.
 
I don't think there's any need to use nukes for a time victory, is there? How does the pollution thing work in 3.17 - I've never seen any pollution in any of my time victories in vanilla or warlords, so it would be interesting to know. I don't build factories or polluting buildings on time victory anyway - no point! - but what other factors contribute to pollution levels?
 
Strange to hear this from a player of your level, Misotu.

What do you produce in a time victory?
Mainly science, and some wealth.
With factories + power (usually by the 3GD) you almost double the output, so less cities needed to produce wealth and higher output of science.

Nukes:
you're right i used only once in a time victory, maybe the only game i used them.
Simply i was tired of the continuos sabotage of anything by the 2 remaining AIs, and i experimented with a dozen nukes, just to shorten the war.
In that same game i pillaged every improvement, roads included, to be sure they will never be a problem again, and attacked them in the very last turn to increase my score. Unfortunately i needed them to keep my cultural borders right below the dom limit.
 
I have no idea but at least before if you got global warming once then it was turned on permanently. So at least back then if you avoided it totally it didnt cause problems.

It was annoying cause I had one overflow city for a short while that managed to warm globe and then it was going bad fast. Next run I avoided that trap and voila no problemo.

Anyway time runs are pain on mara and or big maps.

-Dracandross
 
Strange to hear this from a player of your level, Misotu.

What do you produce in a time victory?
Mainly science, and some wealth.
With factories + power (usually by the 3GD) you almost double the output, so less cities needed to produce wealth and higher output of science.

Well ... I've only played one time victory recently, and I haven't played any time victories on BtS - just vanilla/warlords. But in my experiments with vanilla (and I think also warlords, although I didn't make any notes on that so it might be wrong), the indications were that factories etc do not affect research/wealth output, so I don't build them. My tests indicated that factories etc only affect output when building buildings, wonders, units etc but not wealth or research - you only get base hammers for those. Base hammers are more valuable in Warlords than in Vanilla because you get a 1:1 ratio for wealth or research. BtS might be different of course - I don't know yet! - so I suppose my comments might be misleading in that context ...

I run 100% science pretty much consistently with few exceptions - I generate wealth through religion, specialists and payments from other civs. Since the game doesn't permit you to research more than one tech per turn (although you can bulb extra techs with GPs) there seems little point in building these hammer-orientated city improvements. Of course, BtS might be different, I don't know but would be interested to know what others have observed?
 
Well ... I've only played one time victory recently, and I haven't played any time victories on BtS - just vanilla/warlords. But in my experiments with vanilla (and I think also warlords, although I didn't make any notes on that so it might be wrong), the indications were that factories etc do not affect research/wealth output, so I don't build them. My tests indicated that factories etc only affect output when building buildings, wonders, units etc but not wealth or research - you only get base hammers for those. Base hammers are more valuable in Warlords than in Vanilla because you get a 1:1 ratio for wealth or research. BtS might be different of course - I don't know yet! - so I suppose my comments might be misleading in that context ...

I run 100% science pretty much consistently with few exceptions - I generate wealth through religion, specialists and payments from other civs. Since the game doesn't permit you to research more than one tech per turn (although you can bulb extra techs with GPs) there seems little point in building these hammer-orientated city improvements. Of course, BtS might be different, I don't know but would be interested to know what others have observed?

Vanilla and BTS are using different mechanics for this, building wealth in vanilla is rather ineffecient...
 
Well, in any case the 3.17 GW system is an annoying nightmare.

I ask to our wonderful Staff to post ASAP a release with the problem solved.
If they have some doubt, just launch a poll, or whatever they like to listen to the players' thoughts on this.
 
It would be nice to have a check box in the custom game settings to select "no global warming" when the player wants to play without it.
 
It's an obnoxious, unrealistic, and stupid mechanic. You get GW even if you aren't unhealthy just for having base unhealth in cities - even pop and things like a forge contribute.

For GW to occur though, a certain number of forest tiles must be cleared. If you're playing a small map, you can just kick the AI around until you're pushing but not @ domination, and save all your own forests...they're good tiles to work post replaceable parts and the late game techs...which I'd imagine one would get for time.

In time you'd want to max your pop though so it'd hurt a bit there but a lot less than desert. Just spread sushi everywhere and leave forests. At the end of the game just farm over everything and grow as much as possible I guess...

GW is stupid though. I hate it very much.
 
Any chance that this 'unfun' feature, that you can't do anything about, can be eliminated in the next HOF release?
 
Yeah! Thank you. I like playing for time victories and this 'feature' is truly pointless. It's like bringing back pollution from Civ3, but you can't clean it up!
 
Yeah! Thank you. I like playing for time victories and this 'feature' is truly pointless. It's like bringing back pollution from Civ3, but you can't clean it up!
Holy words :goodjob:
 
It would be nice to have a check box in the custom game settings to select "no global warming" when the player wants to play without it.

I think Al Gore invented one!
 
just keep under 1 attempt per turn for GW - it is number of tiles on the map divided by 20.On a Tiny map it turns out 48 unhealthy buildings.
I do 45-46 and destroy pollutants of other civs via spies :)
 
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