Quick Answers

Status
Not open for further replies.
How much pollution do I need to make global warming occur?

I have a little problem with the map I'm playing on - there are no sources of oil anywhere on the map. None. Nada. I've checked with a clear map FIVE times. This may have something to do with it being a Tiny map, and my usual bad luck.

So, because I love air and naval units so much, and since most of them require oil, I decided to try to cause some global warming... The map is 80% water, with at least 25% of the LAND covered in pollution (I've been nuking the enemy to speed it all up). And still there is no sign of global warming. The indicator doesn't even appear any different.

I remember in Civ2 there was "a chance of global warming occuring if there are more than 10 squares covered in pollution at any time". Is there a similar rule for Civ3, or is it something a little different?

If it makes any difference, I'm using the PTW expansion.

Any help on this would be much appreciated... Thanks.
 
@Zild: I don't fully understand your question, but I can tell you that non-custom maps (not made by an editor, but generated randomly) always have oil, regardless of the size. Oil only appears when you discover Refining though...

I can't answer the pollution question...
 
Trust me, I've looked five times (with shift+ctrl+m)... If you want me to send you a saved game, I'll happily do so... It was a randomly-generated map...

And as I said, I've been nuking the enemy, so I'm clearly far beyond refining... ;)

Basically, what I would really like to know above all else are the following two points:

1) What does the global warning indicator actually do? I've only ever seen it as a yellow ring.

2) How much pollution is required to make global warming occur, or are there more advanced rules to it?

I'm beginning to think that they didn't link the pollution required to the map size. Since I almost always play on Tiny maps, that would explain why I've never seen the icon change either...

EDIT: The map has no squares of tundra, and only three of desert (plus 7 floodplains, if they count). Those are the only squares oil is supposed to appear on, which may be why there isn't any in this case... Believe me, I was surprised too!
 
Floodplains don't count for oil, unless you set it in the editor.

But resources don't just magically appear. They have to exist somewhere on the map, and then 'deplete' before they can show up somewhere else. So if you're absolutely sure you don't have oil on the map, then you won't get it period.

Now, if there was an oil resource on the map, then you being able to instigate global warming to change a random square to a desert or tundra then that would increase your chances of getting that resource. I think. I'm not sure if the program checks for original terrain type or not.

Now the bad news...you can't control global warming. It's random. Maybe it's one of your squares, maybe not. Maybe it goes to desert, maybe not. Easier, IMO, to just start a new game.
 
So global warming tends to happen one square at a time? Is there any notification of this?

Back in Civ2, global warming all happened in one big go - you got a nasty message saying you's screwed up big-time, and everything seemed to change in an instant. Guess that doesn't happen here, eh? :p

Thanks for that... I've now nuked half of my map and it seems as though a couple of squares have changed, yet still nothing new from the global warming indicator. Oh well...
 
As I understand it, once one tile switches over, it resets the clock, so to speak. If you look in the info box on the lower right hand side, there is a yellow sun when Global warming starts. When it turns to red, then there's the chance a tile will switch over.

It's a lot different that Civ2 was.
 
Ah... Yes, I saw that and read about it - but I've never seen it go red. Ever :(

I'm almost convinced it's to do with the fact that I always play Tiny maps.

Thanks for the help - at least now I'll know when I'm close.
 
Well if that can help, I play on tiny maps these days and I often get a couple tiles changing to global warming before the end...
 
I did notice the indicator changing, which was a first, but not enough to make a difference yet...

In the end, I just gave up and used my nukes to obliterate the last enemy. Maybe next time I'll have some oil to play with!
 
Global warming is based solely on the # of pollution icons in the worlds cities and how many nukes/meltdowns have occurred.

The # of polluted tiles have no effect on global warming.

The clock doesn't get 'reset'. There is always a % chance that some tile will change once you get your 1st pollution icon, it is just so low in the beginning that it doesn't seem to happen. Assuming no nuclear incidents, if the indicator gets brighter, it can come down by reducing the # of worldwide pollution icons.

Nukes give a boost to the % chance but it gradually drifts back to what the norm should be. Too many nukes and you will never see it normal again.

I am curious to see a sav of a map with no oil. Have you changed anything at all in the editor? anything?
 
Aren't all of the resource locations determined at the start of the game? (y'know, how rubber can appear in spots where you cut down trees already) If you're at nukes there's no point in changing tiles to try to get a random one pop up, especially if you're on a tiny map.

But I sorta know how you feel. Believe it or not, I had a game where there were only 7 luxs on the map... I know, its not the same at all, but it happens.
 
@watorrey - I thought I heard someone say that the global warming countdown/clock/whatever resets when global warning occurs. I probably confused it with something else.

@Crimso - Yes, that's true. All resources are allocated, which is why getting the GW to change a tile to desert was futile. If there's no oil to begin with, you're not going to get any.
 
I've uploaded the map to:

http://www.paranoia-live.net/gm_ftp/Zild/Other/

I generated it at random and then played it. I definitely did not edit any part of it. Hell, I don't think I've ever even opened the editor!

This is the earliest post-refining save I had. Although the global warming indicator is high, I've not received any messages about it actually happening yet, so I assume it hasn't. Does it give a message when global warming occurs?

I thought I'd seen before an example where a resource was added to or removed from a square when the forest/jungle was removed, but I may have been wrong...
 
It's an odd world seed that generates a tiny map with no oil. I generated a map in the editor with the same seed and got the same result. No oil at the beginning means no oil ever. You can't make it appear if it was never there to start with.
 
I've only just realised this, but it's a double-whammy for me...

I really like the units towards the end, but rarely get to play much with them, so I had been hoping to. What made it worse was that I was playing as America and looking forward to the F-15s! Gah!
 
World Age

Apologies for the many seemingly-simple questions. I've checked the FAQ, and I read the manual when I bought the game, but I can't refer back to it right now as it's several thousand miles away...

What effect does the world age have? I seem to recall the manual saying that older worlds tend to have terrain types grouped together, whereas younger worlds are more random.

Yet in another thread I've been reading, it suggests that different ages make certain types of land more or less rare.

Which one of these is correct? If it's the latter, can anybody suggest any tips for minimalising mountains, tundra and jungle?

Thanks again...
 
3 billion tends to be more mountainous.

4b is a mix of mountainous/plains/grassland types.

5b is more grassland, less mountainous.

And don't apologize....this is what this thread is for. ;)
 
Thank you! So where did I get the false info from, if not the manual?

*Scratches head*
 
Well, in a sense, your information was accurate. With less hills/mountains at 5b years, they are a bit more rare.
 
Status
Not open for further replies.
Back
Top Bottom