Polution

gonzo,

There are two sources of city pollution: Population Pollution, and Resource Pollution (PP & RP).

The MT eliminates all Population Pollution. It does not affect RP at all. Any yellow triangles you see either before Industrialization, or when you build the MT, are due to RP.

Conversely, if you build the Solar Plant (or have close to zero shields of output), the yellow triangles are due solely to PP.

To totally eliminate city pollution for good, you need to eliminate the PP & RP. The way to guarantee this for any size city (PP) and any shield output city (RP) is the MT (PP) and the SP (RP). If your city never makes more than 61 shields, then the SP is overkill... the RC (Recycling Center) will totally prevent all PIs (Pollution Icons, AKA the yellow triangles)) until the 62nd shield (or more) is generated by a city. Likewise, the HP/NP/Hoover Dam will eliminate all RP if the city never makes more than 41 shields, and thus the RC and SP would be overkill.

A great deal of pollution detail, along with the exact calculations, is here:

http://forums.civfanatics.com/showthread.php?s=&threadid=765

Also, the thread that you visited about Nethog's 1-page tech tree will have the basics of pollution on page two (concerning improvements).

http://forums.civfanatics.com/showthread.php?s=&postid=316187#post316187

:)

EDIT: Fix bad link.
 
ok about banks and stuff like that: say i have 8 gold per turn in city X. i build a MP and that ads 50% so it now produces 12 gold peer turn. if i buld a bank now, will it add 50% precent of the original or 50% of what i gave now? ie will i make 16 or 18 gold per turn after i build the bank?

edit: same Q about libraries and universities
 
A marketplace adds 50% of the original tax and lux, multiply with 1.5. Bank + MP adds totally 100% of original tax/lux, multiply with 2. SE adds totally 150% of original tax/lux, multiply with 2.5.
So if city X produces 8 gold from the beginning, it will be 12g after MP, 16 after bank and 20 after SE.

If you're building a bank, you'll get 1/3 extra of the gold shown. If you have MP and bank, and are building SE, you'll get 1/4 extra gold.

MP - gold x 1.5
Bank - gold x 1 1/3
SE - gold x 1.25

It took me some time before I figured that out. In the beginning I thout I'd get +/-0 if I built a bank when my city produced 6 gold, and +/-0 if I built a SE when my city produced 8 gold. Which actually is 9 gold for a bank, and 16 gold for a SE.

I'm not 100%, but I think this is the way. I also think it's the same with science.
 
ok about banks and stuff like that: say i have 8 gold per turn in city X. i build a MP and that ads 50% so it now produces 12 gold peer turn. if i buld a bank now, will it add 50% precent of the original or 50% of what i gave now?

Funxus has it pretty much right, as long as you have the progression of M, B, SE in a city. If a city has only a B, or maybe a M + SE, then knowing some more will help.

BTW, that would probably be a great question to start a thread with, where others could see it easier (a pollution thread might not lead some people to it very easily). I know this was one of my first questions about Civ improvements.

But taking your example, the results of most improvements, like the M, B, SE, L, U, RL that you mention, are cumulative (additive). That means that each improvement acts on the basic resources of the city, produces its result, and after each improvement has computed it's contribution, then their individual contributions are totaled. Using just the multipliers (to show how they accumulate in an additive way), relative to the base output (base is the city amount that would be produced with no improvements):

Base Gold + M + B + SE

1.0 + ( 0.5 + 0.5 + 0.5 )

1.0 base + ( 1.5 cumulative )

2.5 final output with all 3 improvements

This works the same way for the Science and Shield improvements, BTW.

Using your example's numbers:

8 + 4 + 4 + 4

8 + 12

20g Total output after improvements.

PS, This may not be the total output of the city, however... if you are using Capitalization, the Cap gold is then added to the 20g (Cap gold is not multiplied by M/B/SE, since it was alread multiplied as shields thru the F-P/HP/NP/SP-MP improvements).

PS, By coincidence, Nethog is working on a good, easy to read reference guide that has a page for the correct effects of all improvements. Look for the final version to be completed and posted in less than a week... I think it will be of use for a lot of people, including myself :).
 
It can also be mentioned that the bonus given by specialists are added to the base gold/science/lux. It seems that taxcollectors bring in 3 gold, elvis 2 lux, and einstein 3 sci to the base gold/science/lux. The bonus given by specialists are therefore larger when you have the right improvements.
 
It can also be mentioned that the bonus given by specialists are added to the base gold/science/lux.
Great point! Any contribution by the citizens not working a chunk of terrain are subject to their respective improvements:

Taxmen: M/B/SE
Scientists: L/U/RL
Entertainers: M/B/SE


Following the prior example for gold, the base gold is determined by adding the taxmen (3g times the number of taxmen) to the allocated taxes:

Base Gold = ( Taxes + Taxmen )


And for a Marketplace's contribution,

M = 50% * (Base Gold)


The result is similar for improvements, as well as Scientists and Entertainers. :)



In summary, the Taxmen, Einsteins, and Elvii are all subject to the effect of their respective improvements; Gold from Capitalization is not.
:crazyeye:

EDIT: 2 typos.
 
well since u know this, maybe u oughtta open up a thread, call it: "Explainations of simple and not so simple things" and tell about the taxes, pollution and OEDO and key civs and things like that all in one thread

or...?
 
... maybe u oughtta open up a thread, call it ...
There are some threads about these topics from last year, but they are buried now & it takes the search function to pull them up. Since newer people (to CFC) don't know, we just take it one question at a time (plus maybe a little extra to help push the envelope ;) ).

BTW, Nethog is working on a nice, easy-to-read reference pack that includes the basics of all that you mentioned. It should be ready in a few days, but you can also have a look in his thread.
 
gonzo
Mass transit cuts off pollution related to city size, but has no effect on pollution due to industrial production (besides chimneys are yellow and skulls are grey; chimneys indicate the risk = 10% chance/chimney; skulls indicate pollution that you should remove)
 
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