No more Pollution!

remconius

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In civ4 we will no longer have to deal with pollution, which was a great nuissance. It will be replaced by a health concept.

I wonder how this works. We know health will be higher near rivers, with some city improvements (aquaduct and hospitals?) and lower with factories, mfg plants and many people (they produced pollution in civ 3)

But what will the affect of health be? Pollution made tiles unusable until cleaned and caused global warming...

Will health limit growth?
Just speculating here. Let's say a basic city can grow to 6. And with +2 for a river it could grow to 8. +6 for an aquaduct, +12 for hospital. Then as you start producing "pollution" health goes down and so does max size. -6 factory, -8 mfg plant, -1 each person above city size 12, -2 each person above city size 20?

Any ideas on how health is implemented?
 
remconius said:
The other question is how does food relate to health. And food variety?
I would guess that question is such of importance in it's own that we might need yet another thread about it.
 
too me a biger annoyance is spawinging with half the island covered in jungel or woodland, and not being given a choice to spawn on your own island, frankly i could care less about cultural spawning i just want to start alone some times
 
evirus said:
too me a biger annoyance is spawinging with half the island covered in jungel or woodland, and not being given a choice to spawn on your own island, frankly i could care less about cultural spawning i just want to start alone some times

I am really confused as to what you are talking about and what it has to do with the pollution/health topic... :confused:
 
about food variety, look at the Pre-Release info, as the known information on this subject is listed there. Also, the different types of food, the variety, will directly affect how 'healthy' a city is. Meaning if you only have one type of food source available you will be less healthy and a similar terrain city that has say 3 different types of food. Atleast, that is the feel we are getting from the articles and video interviews that have been released. So read the pre-release, and you will have a better idea on how this will all work.
 
I wonder if different types of food imply the possibility of plant diseases, like wheat blight or potato blight.
 
I read there are 7 types of food and the more the you can secure, the healthier people get. I suppose this is similar to the luxury concept from Civ 3.

Also if you're city grows too big, apparantly the city will go into negative growth as people get unhealthy.
 
remconius said:
Also if you're city grows too big, apparantly the city will go into negative growth as people get unhealthy.
As far as I understood, pollution has been incorporated in a general "health" conception. Lack of health in a city, will start to make some people unhappy there. And unhappy people do not work tiles, hence not bringing in basic food for that city. That puts a counterforce on the growth and indeed can make it negative, effectively causing starvation. As cities become less healthier as their population grows, it becomes more important what terrain is nearby (river and lakes gives you health bonuses) and some buildings (aquaduct, hospital) will also add health. Whilst luxuries will keep people happy, a variety of food rescources will keep them healthier. Both are important.

I'm not sure though whether Firaxis has stuck to the old (more discrete or discontinous) city limits of 6 and 12 or not. If you have the food to support a 7 pop city I guess it will grow to it and if it has good health, it will stay there or grow even further. If not, you'll have to invest money to keep the workers happier or allow less local food production. There are now more tricks to get healthier cities, such as the aforementioned nutrition variety - and food is tradable.

So basically the same as in CIV III but extended and less "all or nothing". Whereas in CIV III a city could not grow unless the amount of food was sufficient and people were not rioting and the necessary city improvemenst where there, now one may in principle "simply" invest money and make trades to keep the cities healthy and growing. An investment that may pay off, or start to weigh heavily. It looks like an improvement, that is if I understood correctly.

Kind regards
Jaca
 
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