Quick Answers / 'Newbie' Questions

According to the Civilopedia, Global Warming is caused by "pollution".

Does the orange pollution on ground (on the territory squares) increase Global Warming? (so if you clean it up, it will reduce Global Warming?)

Or is Global Warming ONLY caused by the pollution generated by cities (as seen inside the city view depicted as yellow triangle with skull icons)?

Or is Global Warming caused by both? Anyone know for sure?

If the orange pollution spills don't cause global warming, im not going to prioritize cleaning them.

I may be misunderstanding this, but are not the "orange pollution" tiles lava flows from volcanic eruptions? And the tiles with skulls the result of pollution or radiation from nukes? If that is the case, then the orange lava flows will not influence global warming in the game at all. You just lose the production from the tile. The skull pollution tiles will most definitely cause global warming if there are enough of them and should be kept to a minimum on your own territory (especially since the AI is not very good at cleaning polluted tiles).

You cant turn back global warming which already occurred, but you can prevent further instances from happening by cleaning the skull tile pollution.

The global warming is great game mechanic for modders, it doesn't have to mean global warming when other sorts of terrain tile mods are used.
 
"scratchthepitch You cant turn back global warming which already occurred, but you can prevent further instances from happening by cleaning the skull tile pollution."

You will have no impact on future warming events by cleaning tiles. You have reduce pollution by lowering the impact of metros or structures like factories. You have two structures that aid in those issues, namely Mass Trand and Recylers.

Not having metros will cure the pop issues, but that may be too high of a price in some games. I like to control it mainly by killing off the AI so they do not have metros or factories.
 
Maybe you guys are right, but I don't think the thing in cities cause global warming (but they do cause polluted tiles) IIRC the orange stuff on the map causes global warming (meaning changing of grasslands to plain, etc). This is through experience because i remember one game where I nuked one civilization (taking up a whole continent) in basically every square they had and global warming was rampant afterward.
 
In civ2 you had to remove the pollution, but not in III. In III, you can see that a volcano erruption does not cause any increase in the global warming indicator. If you reduce captured metros to size 12, you can eventually see a decrease in the warming indicator. Same for selling off polluting structures.
 
I don't know if this has been addressed or not as I am still reading on page 63. However, in regard to unit healing -

Unit Healing - while it is true that a unit can only heal over a turn when it has not been moved, this is only true insofar as the computer calculates whether the unit has been moved or not. If you have a unit that is sitting on a railroaded square at the beginning of the turn, you can move that unit to a city with a barracks and still be healed completely by the next turn as long as the unit moves only along railroads. The unit arrives in the city with its full movement points and therefore has not moved on that turn as far as the program is concerned. Obviously, this also means that as long as you can get a railroad underneath the unit before it has to move, then you can still get the unit healed before the next turn.
 
Yes that is how it works. You can run a gang of workers to a damaged unit/army and make rails for them to a town with a rax and they will be treated as if they never moved.
 
Barricade problem

I have run into this situation a few different times and wondered if it is a bug, or if there is something about barricades that I am failing to understand. Several times I have constructed a barricade on a mountain that I used as a defensive chokepoint to block/control enemy stacks entering my territory. I always have these railroaded for easy unit replacement if necessary. Occasionally I have found that moving a unit onto this spot uses up all of its movement points, while moving off of this spot uses none. I believe I have seen this effect with barricades on grassland too, but cannot be certain.

Does anyone know why this would happen?
 
Because that's how Barricades are supposed to work. Moving onto a Barricade ends the unit's turn; I don't think this applies if the Barricade is on your own territory, since I have used them, although I'm not entirely sure. Pretty sure it says that they're supposed to do that in the 'Pedia entry.
 
Barricades don't end your unit's turn if they are in your terittory. They will end an enemy's turn though, so they can be vey useful if your workers have nothing better to do and you have a hostile enmy on your borders.
 
Be aware though that no matter where you are enemies can use a baricade or fortress you built for its defensive bonus. Defend them carefully.
 
Skulls are plague.

You're right. I was confusing Civ2 pollution with Civ3.

"scratchthepitch You cant turn back global warming which already occurred, but you can prevent further instances from happening by cleaning the skull tile pollution."

You will have no impact on future warming events by cleaning tiles. You have reduce pollution by lowering the impact of metros or structures like factories. You have two structures that aid in those issues, namely Mass Trand and Recylers.

Not having metros will cure the pop issues, but that may be too high of a price in some games. I like to control it mainly by killing off the AI so they do not have metros or factories.

I was under the impression from the description in the manuals that not cleaning up pollution increased the chances of global warming since the number of polluted tiles gives a percentage chance global warming will occur. The more polluted tiles on any given turn, the higher percentage chance there will be global warming. There is minimum number of polluted tiles before the game starts rolling for the global warming. I played Civ3 Conquest games with tons of metros, huge maps full of them, all maxed out for industry production with all the buildings. By the industrial age, I was constantly cleaning up pollution and I never saw global warming in a Civ3 game. It's doubtful the AI was nearly as diligent in cleaning up their polluted tiles (I saw many unattended polluted tiles in AI territory when I passed through) and they had tons of metros (talking about 100s of metros altogether for AI and player). I usually tried to research the 2 pollution reducing techs asap so I could reduce the amount of pollution appearing every turn, but there was usually quite a bit of time before I got those things where I had a very heavy pollution problem. I never tried leaving the tiles polluted to see what would happen in Civ3 since the manual said it operated like in Civ2 (my impression of what it said, it's been years since I read it), which I did test global warming in. In Civ2, leaving tiles polluted or irradiated (I used nukes to test with) definitely caused global warming.

Leaving lava on tiles never seemed to make any difference to global warming (in Civ3). I had volcanoes set to pop much more frequently than normal and they quickly covered all the tiles around them if left alone. The AI almost never cleaned lava, I noticed. I think that while lava and pollution used the same graphic, the game program handled their effects in game differently and leaving lava did not affect global warming in any way.
 
I'm in the process of taking over another nation. I want to deny the enemy of its last iron resource. I know if I occupy the enemy's iron resource (terrain) title, and destroy rail/road on this tile, the enemy will no longer have use of this iron.

However, my question is, if I occupy the enemy's iron tile with my tank, does that in itself (occupying that enemy tile) deprive the enemy of this tile's iron resource? Or do I have to destroy of the rail/road?

(I know the enemy won't be able to work that tile with a city citizen, but I'm only talking about the enemy's use of the iron resource to build military units.)

Thank you!
 
No it doesn't, it just prevents them from working the tile.You have to destroy the (rail)road on it, and/or all its connection to their cities.
 
I cant figure how the game is coming up with city pollution (yellow triangles) for my cities.

Chicago
I have a population of 10, and one factory. I am 100% sure I no other pollution causing city improvements. (no Mass Transit nor Recycle Center) According to this sites FAQ on pollution (posted below) my city should only have 1 city pollution for the factory. The population isn't over 12, so why is there 2 city pollution?

Boston
Another example, this city have 4 city pollution. Population is 12, with one factory. I am 100% sure there are no other pollution city improvements. (has Mass Transit, no Recycle Center) Why is the city pollution 4 instead of 1?


How does pollution work?

Pollution, which can be created either as a result of buildings (like factories) or too much population crowding, is represented by orange splotches on the map in a tile. For each population point you have above 12, you will get 1 pollution 'point', and buildings will give different amounts of pollution as well. You can see how much pollution you have in a city by going to the city screen, and in the bottom left looking in the box labeled "Pollution". The more you have, the more chances there is that pollution will occur in one of the city's 21 tiles each turn. Also, you can limit population pollution by building Mass Transit (which caps population pollution at 1) and building pollution by constructing Recycling Center (which limits building pollution to 1).
 
There many structire that add to pollution, such as airports. You can see a red symbol naxt to the structure that adds to polution.
 
Does hut behavior (C3C) vary in these situations:

1) send a unit into it
2) expand your cultural borders so that the hut gets swamped (maybe not the right word)
3) build a city next to it so that the hut gets popped
 
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