Grrrr Pollution :mad:

Welcome to the civ3 antipollution club! You'll be pleased to know that our members have already pressured Firaxis into totally redoing the pollution model for civ4, so it won't be a problem there. As for civ3, I suggest modding your game, you can lower the pollution created by buildings in the editor, and add an improvement that eliminates pop pollution at the same tech you get hospitals, or, if you are REALLY annoyed, just check the "Eliminates pop pollution" box for the hospital, heh heh. Don't consider these cheats, consider them timesavers. BIG timesavers.
 
I don't think that's cheating, as the AI will enjoy it just as much as you do. The same goes for most settings - alterning tech costs, improvement properties etc. IMO, the only modifications that can be considered cheats are those which the AI cannot easily take advantage of - for example if you make one government type super good, or some unit which the AI doesn't know how to use.

Only modding I've done is changing the minimum tech development time + tech cost (proportionally, mark you!) for the DyP mod, as I found myself in the modern ages way too early when playing my first game....
 
I'm more or less ok with the pollution model. I considering it a tradeoff to have factories, coal plants etc... you want production? you want to be in the industrial age? eat the pollution too!

What i absolutely despise of it it's the way it shows up. You may have no pollution for 10 turns and then 5 or 6 polluted area in ONE turn. This is quite moronic. Then, it seems to have a preference for hitting squares in a way that it borks the production of a city. Say the city has 62 shields per turn and is producing a cruise missile. Pollution hits, its shields lower to 59, and you have 1 turn left with only 1 shield missing... :mad: IMHO, this happen quite too often, as if the Pollution God knew exactly where to hit in order to annoy the most...

Then, another serious flaw: conventional pollution and nuclear contamination are treated as the very same thing. That's absolutely moronic. Another type of pollution (radioactive) with a specialized unit needed to clean it (NBC squads) would be quite better.
 
After carefully watching in my last game, I am fairly sure the AI targets with pollution in somewhat the same manner as disease, i.e for awhile it may attack the same city over and over, though not on consecutive turns like disease does. Last game, Eridu and Nineveh seemed to get hit with pollution every 2-3 turns, this would go on for 10-12 turns or so, then stop, for one city at a time, then the game would take a break, and plop 4-5 tiles of pollution at random before picking on a city again. Strange.

Own, another thing I highly recommend is greatly reducing the time it takes to clean pollution in the editor, this is really the best timesaver, if you do not automate workers (I never do), you can lower it enough so that it is like cleaning up pollution in civ2, quick and easy. Whoever at Firaxis thought that it would be fun to have 6-8 tiles of pollution pop up every turn, and then have the player move 3-6 workers onto the tile and order each one to clean it up - well... this person should have their compilers taken away, and be forced to run around the Firaxis parking lot for the next 3 months or so, picking up litter with a tweezers.
 
Own said:
this is a thread for angry players to express their opinions on pollution. i don't think it is another difficult obstacle in the way of mastering civ3, i think it's just frickin annotying.

Automate a few workers and let them handle it for you.
 
I like to really build up my cities and this makes a lot of pollution, so I usually end up railroading all of the squares within my city radii, and then I make sure to keep enough workers on the railroad system to take care of any pollution the turn it comes up. It's a lot of work and I've had games where near the end most of my turn would be spent sending workers around to fix pollution (before nukes) and I too would like to see the pollution model completely re-done in Civ 4. For instance, maybe your government could place certain pollution-reducing restrictions (like scrubbers, better waste disposal methods, etc.) on your industry which would take money out of your economy but cut down on pollution without sacrificing production.
 
MeteorPunch said:
I believe this works in Conquests, but does it work in vanilla/ptw?
I play PTW. I never automate so I don't know. I don't really have a problem with pollution though. Usually by the time of pollution, I have everything railroaded so I just move my stack of workers over it and poof it's clean with workers to spare.
 
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