Remove Eco Damage?

Terje

The Red Semi-Menace
Joined
Dec 17, 2002
Messages
266
Location
Trondheim, Norway
I have played this game for a few years now, and I still haven't found out how to remove it. In civ 2 you could build Mass Transit and Solar Plant to eliminateall pollution. Is it any similar buildings in SMAC? I know about the tree farm, the hybrid forest, the projects who reduce eco damage and the singularity thing but is it any else?
 
Several Secret Projects reduce ecological damage.
Your best bet is to make social choices that directly affect your ecology, but usually I just say aw ****it, I can kill all of em with a few empath units.
 
Eco damage at a base is caused by terraforming and by mineral prodcution. Each terraform existing in a bases radius does some increment to the base eco impact, usually small except for boreholes and condensers. Each mineral produced for the base, except by satilites and some secret projects over a base 'mineral immunity' number causes eco damage. Your planet rating can magnify or reduce eco effects. To build up your 'mineral imunity' number (which starts IIRC, at 16, you need to build "green" facilites (tree farms, hybrid forests, centauri preserves, and temples of planet) AFTER YOU HAVE SUFFERED your first eco damge fungal bloom 'pop'. EACH of these facilities you build at ANY base thereafter increases the mineral immunity for ALL your bases. Eco damage from terraforming is usualy less the minerial production eco damage, but is reduced at each base that builds tree farms and/or hybrid forests. Centauri preserves and temples of planets increase the planet rating for calculating the eco damge at base where they are located. To go back to mineral immunity, it is important to get you first fungal pop early by building up the mineral procution at one base with mines and supply crawlers, and maybe running social enginering to lower your planet rating. After you get that first pop, you switch to more planet freindly SE and build tree farms and centauri preserves like mad.
 
Read the following article:

http://apolyton.net/misc/column/175_ecodamage.shtml

It will explain everything you need to know about eco-damage and more. Just be warned, there is alot of math and calculations.

Essentially, the best way is to create a "polluting base" and keep the ecodamage on it as high as possible. Everytime you get a <pop>, you increase the amount of minerals you can mine without causing damage. The goal is to get a <pop> on this city every turn, then none of your other cities will get one.
 
But won't this just make the global rising and melting polarcaps (which is what I want to prevent) coming earlier and more often?
 
The first ecoc pop will not produce global warming, you about 100 times that amount of eco damage for that. this is why the technique is create ecodamage and the early pop at JUST ONE base. After this occurs you get to build up the number of minerals propuced at each base without contributing to eco damage.
 
Originally posted by CrackedCrystal
Everytime you get a <pop>, you increase the amount of minerals you can mine without causing damage. The goal is to get a <pop> on this city every turn, then none of your other cities will get one.
I disagre with part, it only build ut mineral immunity at one base and add to much to the global eco damage number. Just get the one pop and then build up your faction wide immunity with the green facilities.
 
I am pretty sure that for every pop, you are able to mine one more mineral. Though, I never tested this in a controlled enviroment before. I just know I have one super producer base and all my others stay under ecodamage limits.
 
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