production and pollution control

gr8ful wes

Deity
Joined
Jun 27, 2002
Messages
2,527
Location
PA, USA
Hello,
Just discovered this game a few weeks ago. I'm a long time fan of Colonization. I am interested in learning more about production and pollution controll. Particularly what is good to focus on and what becomes redundant. I love having lots of shields to kick out many tanks battleships and bombers quickly.
Thanks and all the best
\WES
 
Follow the link in my Signature block. I can't see it right now, because of the BBS problems, but when Thunderfall gets things fixed, go to the Info page.

PS, I just found a way to get that link. It is here

Have a look at the pollution link. It also talks in detail about production.

:)
 
Took me a few days to figure this out so I hope it helps:

Mass Transit cancels out basic pollution

Recycling center cancels the basic factory i think

and solar power plant removes the rest of pollution from nuclear/manufact
 
In a nutshell, the are 3 sources of pollution:

1. Population Pollution (PP), which has a relative probablity of generating a white skull, as indicated by it's contribution to the Pollution Icons (PIs, aka Yellow Triangles) in each city.

2. Resource Pollution (RP), ditto.

3. Nuclear explosion-caused skulls. These skulls happen from Nukes, Suitcase nukes, and nuclear meltdowns.


#1 can be completely eliminated by Mass Transits.


#2 can be reduced by Hydro & Nuclear Plants. Recycling centers supercede & reduce the anti-pollution aspect of HP & NP's. Finally, Solar Plants supercede the HP, NP & RC's. SP's reduce the RP to zero.

With the MT & SP, a city will contribute zero PP & RP... that is, the city will generate zero PI's, which means zero chance of actual skulls of pollution.

:)
 
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