Question bout Pollution

D_L_26

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Is it still possible to clean up the pollution from nukes and/or industry? If it isnt my Nuclear strategy is gonna be a little harder to pull off.
 
Yes, It takes around 4-18 turns for one worker depending on terrain to clear pollution which renders the square inactive until you do.
 
i have another question: how to get rid of city/industry pollution AT ALL??? in civ2 building mass transit+recycling+solar plant cleared all pollution in city. in civ3 i can have relatively low production, 16-18 size city, a factory, mass transit and recycling center and STILL producing pollution! this is annoying and boring - moving hundreds of workers every turn to clean all pollution up! is there any solution?? i've made an experiment: didn't build factories, plants, etc., built mass transits and rec. centers in all cities and the pollution was only lowered! what's up??? is the only solution not growing cities over 12 size and not building any "production boosters"?
 
careful with the nukes!

The first time i used an ICBM every other civ in the game declared war against me.

Not that it mattered though since i had ICBMS and all other civs had knights. In a close game it could hurt though. dont know if the same is true with tactical nukes. Everybody was furious or annoyed with me at the time so i would guess if a civ is friendly like they might not declare war.

jt
 
Yes, but there's one more: in civ2 polluted square was still populated, but produced less food and shields. In civ3 citizen disappears from polluted square and one cannot put him back until pollution is cleared. So I have to take care of this anyway, otherwise my cities will be starving.
 
here's my question about pollution: How do i prevent global warming from ruining my map? I don't have Ecology yet so I can't build Mass Transits or Recycling Centers. I've got a load of Workers dedicated to cleainging pollution each turn, so most times there's no pollution on the map at the end of the turn. But i'm still getting the Global warnings and my terrain keeps changing.
What do i do? I need to have factories in order to build units quickly to beat up on the Zulus.

_______
On another note, the Zulus are an annoying opponent. They're running around with Impi Warriors while I've got Infantry units shooting at them: and the Impis are winning! And on top of that, the Zulus are stacking 4-5 units together (Impis, Swordsman, and Warriors) so even if I win one battle, my guys (Infantry and Knight units, with Artillery for bombardments) are weakened from the previous attack, leaving them vulnerable to counter-attack from the Zulu swarm.
I was so used to Civ2 where opposing Riflemen were no match for my Armors and Stealth Fighters; I could easily walk through most opponent's cities with ease. Now I'm in Civ3 where my opponents are far inferior to me in tech, but their military is still embarrising me.
I think what I need to do is build a mass-army of Knights (same speed as Impi so they can't retreat) and just chip away at the Zulu stacks. I'm not used to losing that many units from my side, but with my killer production, i guess I can replenish my forces within a turn or 2. But will this increase my war weariness in Democracy if my units keep dying?
 
Even though your workers are cleaning up the ground pollution they cannot cleanup the CFC's and other "air" pollutants that are depleting your worlds ozone layer. This is my theory on why you can still have your terrain changed by global warming.

Dustan
 
Well, pollution has sufficiently pissed me off, and it's done it for the last time.

I've altered the rules so that the Hospital improvement now eliminates all pollution caused by population. This effectively eliminates pollution because pollution doesn't become a problem until cities reach a large size (around 20+), and they can't get that big without a hospital first being built.

This leaves the Mass Transit improvement useless, so I edited that to provide 50% income like a marketplace. My reasoning is this:
the more people that take mass transits (trains, busses), the fewer traffic jams there are. People therefore spend more time at work, so income (and taxes collected) are higher.

I also added +1 Culture points for both Marketpalce and MassTransit improvements.

This may seem like cheating and I suppose it is, but it makes the game more fun (for me at least)...
 
I did the same, but left mass transit with its former function --- all I did was changing pollution rate for mass transit to negative value (-4). Did the same with recycling center and solar plant. Now building mass tr. + rec. cent and solar plant cleans all pollution in big cities with factories, offshore platforms and mfg. plants. Like in civ2...
 
CivIII is modable, hopefully moreso as the patch(es) come out, and I also hope you guys are having fun, but that just strikes me as a silly move. I mean … you don't feel it was unrealistic in CivII (compared to reality) that massive megaopolis cities could produce zero pollution? Doesn't work that way in the world I live in.

Also the answer was mentioned: Shift-P automates a worker to only tend to Pollution.

Pollution is a balancing factor strategically. Eliminating it reduces the computer's production of pollution, which will basically leave the world in the game 'clean'. That eliminates several spots of bother I suppose, but those spots of bother are there for a *reason*. A 'clean' world, for example, can use Nukes with much greater abandon. It really just strikes me as kiddy-Civ, honestly.

Not like it impacts your score as it used to.
 
Sometimes your AI opponents will cause massive global warming without any help from you, especially if an AI civ has a lot of hills/mountains in its territory. I viewed a Chinese city that was producing 122 shields/turn and more pollution than I could count. They also seemed to be starving their citizens to produce stealth bombers (-7 food/turn). GO figure.
 
One thing I do a lot to fight Global Warming is plant a lot of forests. I don't know if it works, but I've never had a significant problem with it. And it's something for my workers to do.
 
In my games, if you used either type of nuke then afterwards most of the civs in the world declared war on you.

To prove just how much nukes piss world leaders off, consider this scenario that happened to me:

I, the Greeks, was blindsided by my supposed friends The Indians, who sneak attacked me. In retaliation I ICBM'd their capital, Delhi. As a result the Egyptians and French, both of whom I had never harmed, declared war on ME.
 
I'm also annoyed by the pollution that appears even though I have no factory, airport, or loads of shields. It's a pain in the a** to send my workers to all the polluted squares and watch them round after round cleaning it.

As much as I love Civ III, I miss a few things from Civ II such as the pollution solution. On the other hand, it is, of course, more realistic that you can't completely rid your cities of pollution.
 
Originally posted by DavesWorld

Also the answer was mentioned: Shift-P automates a worker to only tend to Pollution.

Pollution is a balancing factor strategically. Eliminating it reduces the computer's production of pollution, which will basically leave the world in the game 'clean'. That eliminates several spots of bother I suppose, but those spots of bother are there for a *reason*. A 'clean' world, for example, can use Nukes with much greater abandon. It really just strikes me as kiddy-Civ, honestly.

Not like it impacts your score as it used to.

I realize that pollution is a balancing factor, and I'd be all for it if only my terrain was unaffected by mass-pollution. I also understand that this would be unrealistic. But the frequency with which the game changes my map's terrain into unusalbe land became a bother to me, and that's what I wanted to fix.

Now I found an alternative way of doing this.
Under the "Terrain" tab in the rules you can change the effect pollution has on each type of terrain, and so that's what I've done, and I'll describe my changes below:

Terrain Type, Old Effect of Pollution, New Effect of Pollution
Grassland, Plains, Plains (no change)
Plains, Desert, None
Forest, Base Terrain Type, Plains
Jungle, Base Terrain Type, None

The overall effect is that the wost thing pollution can do is turn my terrain into plains. This may alter my cities' food/shield production a little, but it won't leave me devistated with a map full of useless squares like desert and base terrain.

With these changes made, I've reverted my Hospital and Mass Transit improvements to their old uses.
But I've left the +1 Culture on Marketplaces (another topic altogether, but I think it makes sense).
 
I don't know, pollution has never been a problem for me. Oh, sure, I get it as much as the next guy as I build factories and plants in every large city I've got. But the game mechanics in Civ3 make it much less of an issue. At least in my games.

One, global warming isn't the all-or-nothing thing it was in Civ2, where you'd get this "big bang" of warming and the whole world is transformed. That sucked in Civ2. In Civ3 it's incremental, so I don't think it's quite so bad. Now I don't like when some of my plains squares turn to desert, but it's overall managable.

Secondly, by the time pollution is a problem, I have a lot slave workers from my previous wars. A great fringe benefit of conquest is slaves--armies of them. Unlike Civ2 where maybe I'd have 30-50 engineers at the very end of a large map conquest where I held 100+ cities, in Civ3 I've routinely had 100+ workers in a 30-40 city empire. And maybe half a dozen of those I built myself, the rest slaves. Those guys are like ants crawling all over my civ. I like to play industrious civs and an army of those buggers can clean up every pollution I might generate in one turn. In the end game most of them are on auto pilot so when pollution comes up they descend on it and erradicate it without my even being involved in micromanaging. It's never been remotely an issue for me because I have so many auto-slaves on the job.

e
 
I've had much the same experience as eMark. If pollution sticks around for more than two turns in my empire, that's a very rare occurrence.

I've also not had too much trouble with Global Warming. A few squares here and there, but nothing catastrophic.
Pollution is an annoyance, but a managable one all things considered.


Nishdog -
As a quick (off-thread-topic) reply to your Impi problem... have you tried pummelling them with Artillery? A quick unit with only 1 health can't retreat. I keep stacks of 10-20 Artillery ready for when the AI sends huge stacks of units my way.

- Stravaig
 
Originally posted by stravaig


Nishdog -
As a quick (off-thread-topic) reply to your Impi problem... have you tried pummelling them with Artillery? A quick unit with only 1 health can't retreat. I keep stacks of 10-20 Artillery ready for when the AI sends huge stacks of units my way.

- Stravaig

Actually, what I did was settle a truce with the Zulus after taking over 3 of their cities (with oil in their radius, something I DESPERATELY needed). During the cease-fire I had every city in my empire build 5 units: 3 advanced armor units and 2 stealth bomber unit. Once the units were all built and in position along each border of the Zulu empire, I declared war and used my bombers to devistate their cities' defenses and population. Then (still in the same turn), I let my old military units (Knights, Artillery) take over outskirt Zulu cities. After my MANY slave workers rail-roaded the hell out of my newly acquired land, I sent in the Armor units to take 8 additional Zulu cities (all still in the same turn).
I had the Zulus crying for mercy and I smelled blood, looking for the final kill. And guess what happened...

I received a domination victory and the game was over...i was LIVID :mad:
All that time spent into building my war-machine and I didn't get to rip the head off of my opponent (yes, I know, I have anger-management issues). Suffice to say I've turned domination victory OFF before my games (now that i know what it does)
 
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