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?1 - set factory/power plants/airport etc. pollution to zero, this way you avoid the bldg pollution
Ok, sounds good.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. Volcanoes aren't really that much of a concern anyway.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. How would setting the recycling flag for an earlier tech help?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.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.
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.
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.
How would setting the recycling flag for an earlier tech help?
That's a point, it feels like I'd want to change the rules as little as possible.But then cities don't have a size 12 cap, which is unbalanced.
Ok, but the population pollution will still be capped at 1 right?You can check "clears population pollution" for more than 1 building...I think you can even allow it with wonders and small wonders...
Ok, I read them and it was informative.Thar, may be you should read the following threads:
http://forums.civfanatics.com/showthread.php?p=5057637#post5057637
http://forums.civfanatics.com/showthread.php?t=91033
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.
But according to Civinator it only caps the population pollution at 1.No, the tag is: "removes population pollution" so I'm 99.9% sure that it "removes" the pollution to zero.
What exactly do you mean by recycling flag?Do it in the way you have the most fun. But don´t forget to set the recycling flag in the Civilization Advances Page.![]()
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?
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)
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?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) .
Sounds good.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.
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.
Yes, but I am right![]()