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Do you support adding Pollution Managers to Civilization 4?
This poll is closed. |
| Yes: Add pollution managers to Civilization 4 |
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8 |
57.14% |
| No: Let workers continue to clean up pollution |
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6 |
42.86% |
| Total: |
14 voters |
100% |
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IronMan
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Hampton Virginia
Oct 2003 time: 00:35
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quote: Originally posted by Optimizer
One major problem with Civ is that most citizens have to work as farmers, still in the industrial and information eras.
In the real world, the efficiency of farming has improved so that fewer people could work the same land, and most of the workforce was available as workforce to the industry. This might be the greatest difference between daily life today and 200 years ago, but it is not a feature in the Civ games. |
The issue is not about "farming", but rather "pollution". 
The proposal can improve the way Civ 4 deals with pollution, which starts to increase dramatically during the industrial age. As an empire approaches Modern times, more city improvements, especially in DYP, greatly reduce the effects of pollution. Advanced cities, that have these improvements, deal with pollution very efficiently and rarely see any more problems with pollution. 
Bottom line is: I think most people get tired of the ritual of sending workers clear accross an empire to clean up pollution. Let the City deal with pollution, with the proposed new specialist, until such a time when efficient city advancements can take over the task. 
Ironman 
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Naokaukodem
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Who cares really about pollution. If you have to clean it, just bring a worker.
If a Bomber bombards your railroads, bring a worker.
In addition Pollution does not have a major role in Civ3 imo.
You can also vote for a Public Work as in CTP as it seems.
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IronMan
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Hampton Virginia
Oct 2003 time: 00:35
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quote: Originally posted by Naokaukodem
Who cares really about pollution. If you have to clean it, just bring a worker. |
If you are in the industrial age, pollution is a factor and is caused by the following:
City Population and combined pollution points
Airport + 1
Coal Plant + 2
Factories + 2
Iron Works + 4
Manufacturing Plant + 2
Offshore Platform + 2
Research Lab + 1
How you clean up the pollution is the issue here, especially on a huge game map.
1. Do you want to pull multiple workers off of other projects from one end of your empire and have to move them to the other end of the empire to clean up a polluted square?
or
2. Do you want to convert one or more "production" workers into pollution specialists to "directly" clean up pollution within the affected city (just like creating entertainers to stop unrest)?
Which is easier to you?
Which choice is more realistic?
Ironman 
Last edited by IronMan on 24-04-2004 at 10:02
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H Tower
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Since when is trash pollution? You're saying that they are one and the same, I'd disagree with you. Pollution is chemicals spilling into the rivers, smog in the air, oil spills, etc. The garbage man picking up my trash every monday morning is not pollution.
I say workers
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InterCiv
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let's return the enginneers!!
with new options and capabilities!
i agree with the polution manager.. and i agree to create more kind of specialists
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grap1705
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Iron Man has a point, but only partially I think because H Tower is right: trash and chemical wastes are different types of "pollution". And in real world, not any worker goes out to clean nuclear or toxic wastes, which are the ones we are really talking about when a square becomes polluted. Hence workers (or better Civ2 Engineers) should remain to clean up that kind of pollution.
But why not also have another specialist (by the way, Civ3 has more than 3 specialist, have you played it Iron Man or are you based on Civ2?)? The city can very well dedicate someone to enforcing antipollution law, whic would have an effect in containing the level of pollution the city generates: controlling plants or cars and trucks, etc... No need to have an extra reduction of production given that the citizen specialized in this task already causes production to drop... unless he was an extra idle citizen when all squares are already occupied.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:35
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quote: Originally posted by IronMan
Oh really? Do city of San Francisco garbage men, from California, get paid to travel all the way across the country to collect trash from New York city? How about hazardous materials like paint, thinners, pesticides, etc.? No. Individual cities provides these collection services for their local communities. Exception might be for Nuclear waste, which is transported to Nevada. Even then, the city provides the resources to clean it up.
There is a good chance that the city, in which you live, charges you a monthly fee to pick up trash. You might even have a water bill that you pay to protect your clean drinking water from becoming polluted. 
Local services are paid for by local communities in a city.
Ironman |
hi ,
well he probably did not have the garbage men on his thoughts , .... since we dont have streets we can look at the pollution as something thats bigger , in other words like it is now , ....
but we should be able to let a worker clean up lets say in an area of only 30 X 30 squares on top of the regular pollution cleanup , ....
have a nice day 
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Tripledoc
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I agree except for point 3. If pollution happens workers must still clean it. I imagine that you mean that one pollution manager will take away one deathheads sign?
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Darkchampion
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I liked the MOO2 (master of orion 2) pollution system better than any system I've seen in other games. Instead of pollution being a micro managed hell, it is enacted more abstractly. In MOO2 when a planet makes lots of production, it begins to produce pollution. The more production you have the more pollution it makes (roughly 1 pollution for every 2 production). Each point of pollution subtracts 1 point from production to represent the effort required to clean up and dispose of the excess waste. This was modified by things such as pollution processors and the like (aka recycling centers).
So instead of having to sit there and manually clean the crap up, you instead just have a production penalty. The incentive for things like mass transit system and recycling center would still be there but pollution would no longer be annoying and micro managed... You could still leave in the ability to damage tiles (bombing, artillery, volcanoes and nukes) as these types of damage should be more severe and difficult to clean up.
Just my 2 cents.
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Tripledoc
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I agree to the above regarding pollution from production.
One observation though. I have found that population and not production is the main source of pollution.
How is this to be implemented Moo2 style?
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