Removing/disabling pollution

Thar

Chieftain
Joined
Sep 9, 2007
Messages
16
Hello, how can I remove pollution completely with the editor? I can reduce the pollution each improvement produces and reduce the turn-cost for workers to clear pollution but I want to never see even a single square of pollution. Is there a way?
 
1 - set factory/power plants/airport etc. pollution to zero, this way you avoid the bldg pollution

2 - now check "removes pop pollution" for your hospitals and maybe your shakespeare's theatre. since only cities pollute by population and cities are allowed by hospitals, this way you avoid pop pollution.

3 - now the last polluting things are volcanos, though you cant disable them, but you can set the max eruption period to 100 000, there will be at most one or two eruption. in civ vanilla there are no volcanoes, so you can entirely disable this, but in C3C i doubt it.
 
1 - set factory/power plants/airport etc. pollution to zero, this way you avoid the bldg pollution
Maybe I could set them to a negative number? Or maybe if they're all zero I must only be concerned with pop pollution which isn't affected by that setting?
2 - now check "removes pop pollution" for your hospitals and maybe your shakespeare's theatre. since only cities pollute by population and cities are allowed by hospitals, this way you avoid pop pollution.
Ok, sounds good.
3 - now the last polluting things are volcanos, though you cant disable them, but you can set the max eruption period to 100 000, there will be at most one or two eruption. in civ vanilla there are no volcanoes, so you can entirely disable this, but in C3C i doubt it.
Ok. Volcanoes aren't really that much of a concern anyway.
 
Pollution has 3 components:

a) Building pollution
b) Population pollution
c) Other pollution (nukes, meltdowns, volcanoes)

For building pollution you can set each building to clear up pollution. Don´t forget to set the recycling flag to an early tech. And you can set the value for pollution even to a negative number. This doesn´t influence the other two kinds of pollution.

The neatest trick to kill population pollution is to set the size for level-3 cities to a very high value (999 or so). As far as I´m informed, this kind of pollution starts with level-3-cities.

To stop the third form of pollution is not to use the features that cause them. Otherwise I see no way to stop them.
 
Pollution has 3 components:

a) Building pollution
b) Population pollution
c) Other pollution (nukes, meltdowns, volcanoes)

For building pollution you can set each building to clear up pollution. Don´t forget to set the recycling flag to an early tech. And you can set the value for pollution even to a negative number. This doesn´t influence the other two kinds of pollution.
Ok. How would setting the recycling flag for an earlier tech help?

The neatest trick to kill population pollution is to set the size for level-3 cities to a very high value (999 or so). As far as I´m informed, this kind of pollution starts with level-3-cities.
Ok.
2 - now check "removes pop pollution" for your hospitals and maybe your shakespeare's theatre. since only cities pollute by population and cities are allowed by hospitals, this way you avoid pop pollution.


Building pollution shouldn't be a problem, just set all building to zero pollution right?

And when it comes to population pollution I can increase the limit for size 3 cities or check the "clean population pollution" box for common buildings? How much does checking that box clean? All population pollution or just some? If it's all I could just check it for something like a temple or barracks maybe?

And when it comes to volcanoes and such I'm not that bothered.
 
civinator said:
The neatest trick to kill population pollution is to set the size for level-3 cities to a very high value (999 or so). As far as I´m informed, this kind of pollution starts with level-3-cities.

But then cities don't have a size 12 cap, which is unbalanced.
 
You can check "clears population pollution" for more than 1 building...I think you can even allow it with wonders and small wonders...
 
But then cities don't have a size 12 cap, which is unbalanced.
That's a point, it feels like I'd want to change the rules as little as possible.
You can check "clears population pollution" for more than 1 building...I think you can even allow it with wonders and small wonders...
Ok, but the population pollution will still be capped at 1 right?
Ok, I read them and it was informative.


So if I set the "reduce building pollution" flag for a temple (for example) and also set the temple to give -1 in pollution then my building pollution should always be zero? Because the "reduce building pollution" flag caps the building pollution at 1 and then the temple give me -1 and it becomes zero?

And when it comes to population pollution the "clears population pollution" flag will cap the population pollution to 1 right? How much of a problem will I get with pollution with pop pollution 1? And I could also do as Civinator says and change the limit for level 3 cities to never get pop pollution.
 
No, the tag is: "removes population pollution" so I'm 99.9% sure that it "removes" the pollution to zero.

I, personally, don't recommend setting minimum size for size 3 city to 999, because then you cannot get 3 sizes of cities. Anyway, you can "remove" pop pollution, so that point is moot.
 
So if I set the "reduce building pollution" flag for a temple (for example) and also set the temple to give -1 in pollution then my building pollution should always be zero? Because the "reduce building pollution" flag caps the building pollution at 1 and then the temple give me -1 and it becomes zero?

And when it comes to population pollution the "clears population pollution" flag will cap the population pollution to 1 right? How much of a problem will I get with pollution with pop pollution 1? And I could also do as Civinator says and change the limit for level 3 cities to never get pop pollution.

Do it in the way you have the most fun. But don´t forget to set the recycling flag in the Civilization Advances Page. :)
 
No, the tag is: "removes population pollution" so I'm 99.9% sure that it "removes" the pollution to zero.
But according to Civinator it only caps the population pollution at 1.
Do it in the way you have the most fun. But don´t forget to set the recycling flag in the Civilization Advances Page. :)
What exactly do you mean by recycling flag?

My current plan is to set the "remove population pollution" and "reduces building pollution" flags for temple and also set it to produce -1 pollution. Should that not suffice? That way I should get 0 building pollution and only 1 population pollution right?
 
If (in the real game) you build a hospital and a factory and an airport and a coal factory, and the city is size 15, then it will have 8 pollution: (3 from pop, and 5 from buildings)
If you build recycling center, then it will become 4 pollution: (3 from population still, and 1 from buildings...that's the minimum.)
If you then build a mass transit system, you will only have 1 pollution in that city: from the buildings.

So, to eliminate pollution, you must have no chance for pollution to hit (i.e. no poison icons in their respective place) From what I just said, we can eliminate population pollution by checking "removes population pollution" for every single improvement: hopefully a city will have at least 1 improvement. The other pollution (building,) can be regulated in the editor as well, by setting the corresponding value to zero for every single building (and Ironworks)

Once you have done this, the only pollution you will get in the game is pollution from: 1) Nukes, and 2) Volcanic eruptions. Both have ways they can be either eliminated or made almost impossible: 1)dis-allow nukes: Not something I would do, but if you really don't like pollution... 2) as has been said, increase volcanoe eruption period to the highest possible (in the editor.)

Edit: one more thing...nuclear reactor meltdown: that can be fixed. Uncheck the appropriate flag that is currently checked for Nuclear Plant in the editor. Then, you are good to go.
 
But according to Civinator it only caps the population pollution at 1.What exactly do you mean by recycling flag?

My current plan is to set the "remove population pollution" and "reduces building pollution" flags for temple and also set it to produce -1 pollution. Should that not suffice? That way I should get 0 building pollution and only 1 population pollution right?

If you set each building to zero pollution you can eleminate building pollution. In this case you don´t need the "remove building pollution" boxes chequed, that are enabled with the recycling flag as an option of the advances in your techtree (an other effect of that flag is, that when you sell a building, you can receive shields for it) .

The population pollution can´t be adjusted directly in the editor (like the building pollution). So you always have a small danger of pollution here. I told you the only solution I know for that. ;)

In my new upcoming mod pollution and corruption are heavily reduced which adds alot of fun to the gameplay.
 
From what I just said, we can eliminate population pollution by checking "removes population pollution" for every single improvement: hopefully a city will have at least 1 improvement. The other pollution (building,) can be regulated in the editor as well, by setting the corresponding value to zero for every single building (and Ironworks)
If you set each building to zero pollution you can eleminate building pollution. In this case you don´t need the "remove building pollution" boxes chequed, that are enabled with the recycling flag as an option of the advances in your techtree (an other effect of that flag is, that when you sell a building, you can receive shields for it) .
Ok, so I could set the building pollution for all improvements/wonders to 0 and also set the "removes population pollution" for temple. Then I should have 0 building pollution and only 1 population pollution right? Does the "removes population pollution" flag just work right away if I set it on temple or do I need to set something more in the advances section or somewhere else?
The population pollution can´t be adjusted directly in the editor (like the building pollution). So you always have a small danger of pollution here. I told you the only solution I know for that. ;)

In my new upcoming mod pollution and corruption are heavily reduced which adds alot of fun to the gameplay.
Sounds good.
 
Ok, so I could set the building pollution for all improvements/wonders to 0 and also set the "removes population pollution" for temple. Then I should have 0 building pollution and only 1 population pollution right? Does the "removes population pollution" flag just work right away if I set it on temple or do I need to set something more in the advances section or somewhere else?

No, it's the other way around, but can both be zero. Read my last post more clearly...I've said everything there.
 
No, it's the other way around, but can both be zero. Read my last post more clearly...I've said everything there.

Yes I understand. It's just that I'm getting conflicting reports from you and from Civinator. So 0 building pollution and 0 or 1 population pollution depending on who is correct.

Well either way I appreciate the help from everyone, it feels like I know how to solve this now.
 
Yes, but I am right ;)

Sorry, I think you are wrong :). Population pollution can´t be set below 1 with the flag in the editor. If you don´t belive it, may be you should try it:
Build a test scenario with imps, that have the reduce population pollution flag (as it is in the Civ 3 standard game for the mass transit) and a lot of very big cities that still can grow. It won´t be too long, and you would discover something first in the city screen and then on the map: pollution. :lol:

It´s not the first time, that such discussions about pollution appear. Here is one more with the experiences of some civers: http://forums.civfanatics.com/showthread.php?t=162515
 
well.......****

why does the editor lie?? :eek:
 
Back
Top Bottom