Reverse Global warming theory

ZergMazter

Prince
Joined
Apr 7, 2012
Messages
510
Location
US, Florida
-The very first thing I'll do is turn off 'Pollution effect' on all trees. Since there is nothing for pollution to kill, it should now start affecting tiles.

-Change pollution effect on grassland to forest
-Change pollution effect on plains to forest
-Change whatever else you want to whatever
-Rename pollution in cities to terraforming or something you like.
-In the latest era add dirty and dirtier improvements (pollution, but now terraforming)

The result:

The more pollution/terraforming points you got, the more trees will grow naturally like in civ 4.

Also somehow turn off the annoying global warming message about each tile being changed lol.

I wonder if it works. I could use this for terraforming in my mod.
 
It works. I had a hard time increasing the pollution level, so it stayed very low. I saw about 2 trees grow out of nowhere on grasslands.

We could have now active local weather using this technique. I'm gonna use it as terraforming for my different worlds in my mod.
 
Very interesting idea but doesn't the pollution set food\shield\commerce value of a tile to zero? It wouldn't be very comfortable to wait until several tiles change while not providing any income all this time. And how can AI use this? As far as I know, it tends to clear pollution as soon as possible.
 
That is a very interesting idea! Glad it works.

As a side note the AI will plant forests but only if the end result is better than what was already there and only if the forests can have roads. I tested this a long time ago and got it to work. If I ever finish my fantasy scenario the elevn civ will plant forests surrounding their cities.
 
Fortis1 I created a chain of buildings with 100 pollution each that could be constructed by a city sitting on a grassland tile with a specific resource, and in the middle of the ocean. It was pumping about 800 pollution lol.

The question is does city pollution count just as tile pollution? It could be used in my mod to settle small 1 tile planets and basically have them work as terraform generators, generating a ridiculous amount of pollution while not polluting any tiles, and helping your terraforming efforts.

@Nick Cool I always wondered since I made tundra irrigable but they insisted in forests lol.

On a side note another idea I had for terraforming was this:

1-Turn off pollution effect on forests, so they dont dissappear even with nukes.
2-Make chopping them down extremely hard.
3-Give them the desert graphics.
4-Layer the whole map with it and call it desert.

This way it looks like a desert, but when you unlock terraforming technologies, then you can terraform it (chop it down) and the end result would be grasslands, plains or tundra.

Another thing you can do is allow certain tiles to be terraformable (mountains, barrens, etc..), then select the 'plant tree' option for workers. Get to those useless tiles, terraform them by turning them to more workable tiles (forests or in this case deserts), then chop it down/terraform, and you get yourself a grassland or plain.

Basically you can go from desert, mountains, barrens, to a more useable grasslands, or plains tile. I tested this and it works. It should be AI compliant if you give them proper stats.
 
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