Global Warming

unknown_spirit

Militaristic extremist
Joined
Apr 3, 2002
Messages
134
Location
The Kremlin
Has anyone out there figured out what Global Warming actually does? I've tried deliberately causing it by launching nukes, and I STILL can't figure out what it does..
:confused:
 
Global Warming will eventually turn the whole planet into desert. :eek:

Actually it affects IIRC only grassland and plains tiles. Grassland will change into plains and these into desert.
You will get a pop-up message telling you that global warming has occured.
I am not sure whether it effects any other terrain type, maybe swamps and jungle, too.
:D
 
as long as there at least 9 polluted squares,you MAY get global warming.You may not either.

It is bad.Rich food squares will become barren swamps and jungle.Even water can change to jungle or swamp.Soon you will have food deficits....starvation sets in...cities shrink.It can continue every turn that you leave 9 or more polluted squares.
 
My first global warming came in my first GOTM. What a rush. :o I think about one in six spaces were changed -- plains to desert, grassland to plains/desert (?), grassland to swamps/jungles. Natch, the 'new' jungles came without farmland, so a large number of improvements were lost.

On the up side the many polluted symbols were now all gone. Sooooo game over, sent it in to Matrix.
 
IIRC, gobal warming literally paints strips of desert across the map. its like brown smears, about 3 or 4 hexs apart. nasty. Its to be avoided at all costs. The only two good things about it are, as Old n Slow said, all pollution is gone, plus, it affects the A.I. as badly as you. But that in no way offsets the horrible effects on your production/food base. With enough engineers, and air monopoly(the A.I. just loves to pick off engineers with stealth fighters) you can successfully wage nuke war without gobal warming. its messy, but it can be done.

Personally, I think its much more fun to use spies, howitzers, and tanks with mech inf. :beer: :beer: :beer:
 
Thanx, guys. I now know to definitely get Environmentalism and lots of Solar Plants before I get an itchy red-button finger :lol::die:
 
Originally posted by unknown_spirit
Thanx, guys. I now know to definitely get Environmentalism and lots of Solar Plants before I get an itchy red-button finger :lol::die:

:beer: Not necessary. Solar Plants will not help with the pollution caused by nuke warfare. Solar Plants are only needed to stop RP (resource pollution) when a city's SP (shield production) reaches 61 or 62 (I forget the exact number). With a smaller number of SPs, a recycling plant will handle the pollution.

What you really need to wage nuke war without incurring gobal warming is hoards of engineers! Spies plant nukes, Mech Inf rushes in to occupy, and the engineers follow up to clean up the mess. You can handle nuke war relatively easily this way. The only real danger is if the AI has stealth. He WILL use stealth fighters to massacre your engineers. A single stealth fighter is perfectly capabily of killing 4 or 5+ engineers in a single turn if its in range. The only way I have found to preclude this and protect my engineers is to park a stealth bomber over one, and thats risky because the stealth fighter will probably kill both of them. This is assuming you do not wipe out the target civ in one turn.

That is my biggest complaint about the civ 2 game mechanices. You can have fighter cover over a city or airbase, and over a ship by using carriars, but, you cannot provide fighter cover over your ground units, which is a major function of the fighters in the real world. I have always thought that Sid had fighters and bombers reversed here. Or that both should go out and return on the same turn, the main difference being that the bombers have a longer range. (Granted, making a bomber "sit and take it" after bombing is "realistic", there should be someway to have fighters protect the ground units).


:beer: :tank:
 
Fortunately, when global warming occurs, you can use your engineers to transform the landscape back to usable territory.

In the real world, I don't think that we will be so lucky... :sad:
 
Not necessary. Solar Plants will not help with the pollution caused by nuke warfare. Solar Plants are only needed to stop RP (resource pollution) when a city's SP (shield production) reaches 61 or 62 (I forget the exact number). With a smaller number of SPs, a recycling plant will handle the pollution.a

Not exactly, in regards to pollution & global warming. A Solar Plant will help!! What a Solar Plant does is negate 1/2 (one half) of one white skull (polltution). Normally, at 9 skulls, you have a chance of global warming. If you have 20 Solar Plants, then they will nullify 10 skulls.... this means you can nuke, and your upper limit goes from 9 to 19 skulls.... The Solar Plant will not clean up the mess, but it will allow the mess to exist will less chance of GW.

Further, the Solar Plant will reduce the chance of GW even when they cannot nullify all the skulls. Its simple... the GW odds go up with more net skulls, and with SPs there are fewer net skulls to be considered in the GW computation, thus reducing chance of an actual GW.

So Solar Plants are good for more than just eliminating RP and boosting Shields by 50%......

PS, The SP number is 62, for a RC. The 62nd shield will cause the first yellow triangle to occur with MT & RC.

:)
 
Originally posted by starlifter


Not exactly, in regards to pollution & global warming. A Solar Plant will help!! What a Solar Plant does is negate 1/2 (one half) of one white skull (polltution). Normally, at 9 skulls, you have a chance of global warming. If you have 20 Solar Plants, then they will nullify 10 skulls.... this means you can nuke, and your upper limit goes from 9 to 19 skulls.... The Solar Plant will not clean up the mess, but it will allow the mess to exist will less chance of GW.

So Solar Plants are good for more than just eliminating RP and boosting Shields by 50%......

:goodjob: I forgot about that! Was just thinking about the skulls directly caused by the nukes and their quick elimination by engineers. The Solar Plants will provide an additional safety margin against gobal warming, but in a blitzkreig nuke war, you should be able to "clean up" before gobal warming kicks in. I'm playing the percentages here that you won't get gobal warming immediately you cross the threshold that enables it. The one time I got gobal warming in a nuke war, was a three way shoot-out between me (Germans), and the Japanese and Russians, and I was unable to clean up the pollution when both of them used stealth fighters to massacre my engineers. :nuke:

PS, The SP number is 62, for a RC. The 62nd shield will cause the first yellow triangle to occur with MT & RC.

Thanks. :)

:)

:beer: :tank:
 
Can GW be stopped once it starts? Just curious...
 
I believe that the changes of GW reset once it has taken place, and all existing pollution goes away. Who says that there are no second chances? :lol:
 
:cry: GW is an instant happening, once triggered, you can't stop it. You get a message saying its happening and brown strips plow across the landscape turning your beautifully landscaped cities into deserts. Not a pretty sight!

If you want to preview it, take an old .sav and activate the cheat mode and create a bunch of nukes and blast away! it might take several turns but you will get GW. And if your a bit masochistic, once you get GW, create more nukes and do it again. eventually, the entire landscape will turn into nukes. I tried it once a couple of years ago just to see what would happen.

:beer: :tank:
 
Marlos is right. All pollution is eliminated and you start over. But its hardly a second chance!!! your world is pretty messed up.



:beer: :tank:
 
Originally posted by Ace
The only real danger is if the AI has stealth. He WILL use stealth fighters to massacre your engineers. A single stealth fighter is perfectly capabily of killing 4 or 5+ engineers in a single turn if its in range. The only way I have found to preclude this and protect my engineers is to park a stealth bomber over one, and thats risky because the stealth fighter will probably kill both of them. This is assuming you do not wipe out the target civ in one turn.

The best way to deal with this is simply to keep your engineers well out of the way of the stealth fighters until you have taken the city and then use the railroads to send them into the danger area and begin work. If the AI has not fitted the terrain with railroads then this should be the first job for your engineer hordes - they can build enough to get to the city and the pollution and then clean up. Alternatively, a fortified vet mech infantry will either destroy the AI stealths or put it down to so much red that a second one will prevent any further attacks. Stick the mechs on top of the engineers closest to the AI cities and the stealths will go for them rather tahn going round and picking off the other engineers like a human player would. :)
 
Or simply use your own SFs to blow theirs out of the sky.
 
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