I will here address GW, since it is very troubling to many. I've edited the following "quote" to be only the questions, and then comes an explanation of
GW as I know it.
==== Q and A :
Q1. From what I understand here, and from what Blubmuz posted in another thread, you can avoid GW if you keep the total unhealthiness-buildings beneath 20% of the land tiles
Q2. 1 factory with access to Coal and Oil, is that worth '1 point' (= 1 factory), or is it worth '5 points' (= 1 (factory) + 2 (Oil) + 2 (Coal))?
Q3. And building a Recycling Center doesn't change anything?
A1. Totally mixed up and wrong - you mix between
"attempts per turn" and
"GW probability per attempt" .. look at the GW explanation after my answers.
A2. 5 unhealth from buildings !!!
A3. RC changes your health, but not "unhealthiness from buildings".. so it does not change GW
.. this is something that I haven't checked but asked myself and was disappointed to know..
==== GW :
There are 2 important parameters for GW :
1.
Attempts per turn = NukesUsed/2 + (20*BAD_HEALTH)/MAP_TILES.
{
NukesUsed - number of EXPLODED nukes.
BAD_HEALTH - Unhealthiness from buildings of ALL civs combined.
MAP_TILES - TOTAL map size, including land, sea, ice and your girlfriend too. This number is (according to RefManual, from duel to huge) 960/1664/2560/4368/6656/10240
}
Explaination : How many attempts are there per turn for GW. This number rounds DOWN, so if you get less than 1, then "GW probability per attempt" parameter is not important since there will be no attempts !!
Example: For standard world where no nukes are used :
(20*B_H)/2560 = B_H/128 .
Therefor, on standard, 127 Bad Health (commulative for all civs) means no GW attempts, and therefor no pollution ever. 128 Bad Health will mean 1 GW trial per turn, and only then will you need to worry about the second parameter for GW, "probability per attempt".
2.
GW probability per attempt = 20 - 50*WOODS/LAND_TILES
{ (result is percentage!!)
WOODS = Total number of Jungle or Forest tiles remaining on map.
LAND_TILES = Land tiles on the map (no sea, coast, ocean...pole?).
}
Explaination : For each GW attempt (parameter 1 tells how many), there is a probability for actual GW (this parameter tells the percentage).
Here, LAND_TILES change for each map, and WOODS even depends on how many woods you've cut.
Estimation is much harder, but you can see that even with no woods, the maximum chance of GW per attempt is 20%, and this decreases as you have more woods.
Hope it's clear,
Booga. FREAKKKKKKKKK!