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okosling
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In the Civ2 manual, it says:
"Global warming might occur at any time that at least nine map squares, anywhere in the world, are polluted. The probability that it will occur increases with the length of time contamination on this scale is left untreated."
Does anybody know roughly what the probability is? In the game I'm playing now, I'm on my second turn with more than nine squares polluted, and won't be able to get back under nine polluted squares until next turn (or worse, if additional squares get polluted next turn).
In the Civ2 Great Library, there is an excellent thread explaining the probability of a square becoming polluted, but doesn't say anything about the probability of global warming.
I'll confess I didn't start cleaning the pollution as soon as it started, if the polluted squares were not being worked or if the loss from pollution was only one trade arrow - it seemed more effective to use the engineers elsewhere. Then suddenly there were two turns with each adding a lot of new pollution and I was over the nine squares mentioned in the manual...
How bad is it if global warming happens? Will it necessarily make me much worse off, as it will affect all countries?
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Elephant
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Phila PA
Aug 2002 time: 00:33
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Global warming can be pretty nasty. The icecaps "melt", and a bunch of "nice" terrain like grasslands turns into swampland. Screws things up royally for a while, especially if you have "balanced" your cities so they have 0 surplus food.
As to probability of GW, I have not seen a formula for it, but it is definitely dependent on number of squares polluted and number of turns. Do you know how to daisy-chain Engineers to get something done in one turn? I suggest you double up nearby Engineers, calling them off ongoing work projects if available. Two Eng on one skull should clear it in the current turn, one precharged one will do it by themselves. Just target the minimum number of tiles to get under nine tiles this turn, then go on to the rest next turn.
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debeest
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I have some vague recollection that there is a cumulative frequency of some kind. That is, it could be a 1% risk on the first turn you exceed the threshold, 2% risk on the second turn, 3% on the third, etc. I don't know what the actual numbers are, but the risk is fairly substantial, and if you go very many turns with 9 or more polluted squares, you're at high risk.
The damage is very large and you're not likely to be able to repair it within the timeframe of the game. The AI civs are similarly affected, but since you use your terrain much more effectively, the impact falls mainly on you. Avoid global warming at nearly all costs.
For this reason, avoid nukes at nearly all costs.
Note that AI squares do not get polluted unless they get nuked, so you generally only have your own pollution to worry about.
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debeest
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Terrain improvements are lost.
It can easily be worthwhile to send engineers to their deaths if they can clean up pollution that puts you at risk of global warming. It's that bad.
I don't know which terrains transform into which other terrains, but I'm reasonably sure that only coastal squares are affected. That makes little sense. But in Civ, often most of the squares are coastal, so the distinction doesn't matter too much.
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rjmatsleepers
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My recollection is that you get one or two messages of increasing severity - "scientists warn of global warming", that sort of thing - ahead of the actual terrain changes. Once you get the first warning, it's time to put a lot of resources into getting the pollution cleared up.
RJM at Sleeper's
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:33
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quote: Originally posted by Old n Slow
On the other hand, ALL the skulls go away [...] |
No, they don't.
I made a little test map, and tried a little pollution game (savegames are FW, but you can of course retest it yourself, using the map I provided if you want)...
I didn't test pollution chance, although I'm inclined to think it's simply a fixed amount of turns.
But which terrain turn into which, and with what pattern can be seen clearly.
All coastal Grassland, Plains and Desert will turn into Swamp. All coastal Forest will turn into Jungle.
In-land terrains change according to a striped pattern. Every 4 diagonal lines change, along the NW-SE diagonal. With the first and second global warming, the exact same squares will be affected. The 3rd time the pattern is offset one line down, the 4th time is the same as the 3rd again. The 5th and 6th times are again one line down from 3rd and 4th... etc.
The In-land terrains change like this:
Plains -> Desert
Grassland -> Plains
Forest -> Plains
None of the other terrains are affected.
Attachment: pollution.zip
This has been downloaded 2 time(s).
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okosling
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>I'm inclined to think it's simply a fixed amount of turns.
Roughly how many turns did it take, and did you get a warning before it happened?
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:33
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I can only say anything about my test game, but I counted the turns, and it's definitely a fixed amount.
I plaed the game several times, and let global warming occur several times in a row...
At the beginning of the 12th turn after I placed plenty of pollution, I got the "scientists alarmed..." warning. Five turns later the global warming actually occurred. This pattern kept repeating itself (I didn't clean anything up). Again after the global warming it took 12 turns for the warning, then another 5 for the actual global warming.
If I only put 8 pollution squares, I still got the warning at the 12th turn, but no global warming after that. However, as soon as I placed a 9th pollution square, the global warming occurred instantly (that was more than 5 turns after the warning, admittedly).
With less than 8 pollution squares, I didn't get any warning either. But when I added an 8th, I suddenly got a warning every single turn... 
A lot of testing would still have to be done (not by me!), but it's not random... Of course, the map size, difficulty level, and what have you could all have some influence, but that can all be determined.
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Bloody Monk

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austin, tx
May 2001 time: 23:33
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quote: Originally posted by ramses II.
Have at least 2 engineers per city (or 3 after supermarkets). Build mass transits when the tech is available. Build solar plants when they are availaible.
Depending on the size of your empire, the danger of a global warming can be reduced to zero by solar plants (at least 15, but if you've got more than 100 cities, you need 60 or more - the yellow ring with the white core will disappear).
Fight the pollution the moment, when it appears, if possible.
Again the key is trade: You'll need tons of money to rush the needed improvements - so trade, trade, trade! |
Except perhaps where you need to quickly install a massive RR network or quickly clear Nuke Skulls, 2 or 3 engineers per city is too much. Even one per city is probably too much.
Each engineer is a lost city or, by joining, that missing third citizen that is needed to celebrate. More and bigger cities also bring in trade arrows, don't you see.
Monk
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