Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-General > Pollution Sucks big time!!!!!
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread   
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:35
  Old Post 13-04-2004 03:00 Visit joncnunn's homepage!
Edit/Delete Message Reply w/Quote
#31 Report this post to a moderator
Support Apolyton or Terrorists Win

On polution tiles in civ 3 itself, it's basically a non-issue. By then almost all occurances of polution will be close enough to the rail network to clean up all in one turn. Just costing you a few turns doing under tasks (probably railroading or converting irrigation to mines)
The other thing that can be an annoyance is if you had a city with exactly enough net production to build an improvement / military unit in even turns. The thing to do in that case is to build something that you have a slight surplus in shields for so when the polution occurs, it doesn't slow down production.

zyelmyrada is offline zyelmyrada
Settler
Somewhere out there beyond the pale blue moon
Oct 2003
time: 21:35
  Old Post 15-04-2004 23:37
Edit/Delete Message Reply w/Quote
#32 Report this post to a moderator
Forces of Nature Full PM-box? Change here!

You know, they could incorporate pollution into a collective "Forces of Nature" option that would in some ways make Civ similar to Sim-City. I'm talking about things like Floods, Hurricanes, Earthquakes, Blizzards, Pestilence, Drought. These sorts of environmental features would hamper city development and even combat, if you think about it. For that matter, they could incorporate it into Seasons - Spring, Summer, Winter and Fall.

:idea This would be more realistic in some ways - think German seige of Stalingrad in the severe Russian Winter. Movement in all affected squares increased by 1. Units outside of a city may suffer loss of 1 hit point per turn.

Regardless of how they might implement something like this, it should be an option that can be checked off/on. In fact, I think Pollution should be a checkbox option - it does detract from the out-and-out would-be conqueror mentality.

PresidentMarcos is offline PresidentMarcos
Warlord

May 2003
time: 21:35
  Old Post 17-04-2004 03:49
Edit/Delete Message Reply w/Quote
#33 Report this post to a moderator
Suffering from ads?

Instead of orange goo, why not glowing, greenish-yellow goo? By the way, the glow should pulsate...that is...flash slowly...and occasionaly spawn Mutants.

justjake73 is offline justjake73
Prince

Nov 2001
time: 00:35
  Old Post 21-04-2004 21:10
Edit/Delete Message Reply w/Quote
#34 Report this post to a moderator
Increase Your PM Length

What I have noticed is a kind of "death frenzy" for pollution. I build transit systems and recycling plants and am down to maybe two or three pollution per city, which should make the possibility of pollution 2-3% for each city. Instead, pollution seems to explode!!

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:35
  Old Post 22-04-2004 01:12 Visit joncnunn's homepage!
Edit/Delete Message Reply w/Quote
#35 Report this post to a moderator
Enter the AD-FREE zone

Somehow, I have a feeling that the AI's cities starting to putting out a lot of polution about the time I'm cleaning up mine by installing those structures is increasing the chances of my cities producing polution.

 
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:35.
Apolyton Time is 00:35.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0314 seconds (83.57% PHP - 16.43% MySQL) with 29 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net