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Fosse
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U.S.A.
Mar 2002 time: 23:36
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But that shouldn't mean that pollution should be done away with... just that the old system is a bad one.
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Drachasor
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quote: Originally posted by Fosse
Slightly off the current topic:
Maybe "Happiness" is a misnomer. Shouldn't "Ruler Approval" or some other civic sounding term be better at measuring whether the people riot or defect to another empire? (I know... possibly the least important point that will be made today... but still! ) |
Well, just calling whatever it is "happiness" is good enough for government work (bad pun intended). If your people are happy, then they are very unlikely to want to change things, particularly something drastic like defecting to another country. If they are unhappy, then they aren't content with how things are going, and hence are much more open to radical ideas.
Hmm, WLTK day perhaps should make it impossible to bribe a city, or dramtically decrease the chances of success. (It doesn't do this already, does it?)
-Drachasor
PS. heehee, I knew I could count on someone to point that out, Fosse. ; ) Sometimes I worry about posting too much in my own threads.
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Fosse
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U.S.A.
Mar 2002 time: 23:36
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Because empire management is part of the game, and Civ has always tried to incorporate broad representations of real world hurdles to civilization.
Pollution as we've seen it before is obnoxious. You get some goo, and a handful of tiles on a huge map might switch to something else.
But done smartly, pollution and other such "unfun" elements could add greatly to the game. The ideas talked about that would link pollution to happiness creates a much more intuitive system that better mimics reality.
Do we see, "Gosh, I'm going be sad because my city just got bigger," or, "I'm sad because the city's sewage flows down the street outside my bedroom window." ?
Pollution, retooled to represent the concentration of people as well as industrial factories, could serve as an effective brake on runaway city growth (or at least, runaway GOOD city growth), forcing the player to make strategic (!) decisions of when to address one of human kind's oldest problems, and how.
Refusing to address some aspect of what could be a great game just because it was poorly done before is just silly and backward thinking. If there is indeed no feasable way to implement pollution, then it should go. But we can't have even begun to approach it from all the possible angles.
Let's hope that Firaxis at least doesn't just dismiss things from the get-go.
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Drachasor
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quote: Originally posted by Kucinich
Please explain how to make cleaning up pollution even remotely interesting and/or fun. |
Did you read my idea on it? As he said, there are ways to handle it so you don't have workers running around cleaning up pollution (that is annoying and not quite realistic).
Naturally only an idiot will not industrialize, but that doesn't mean you want a factory in every city. If say, every factory made 1 or 2 people unhappy (regardless of city size), then your industrial base will be in larger cities, not the smaller ones. It just wouldn't be worth it. That gives you choices to make that don't get rid of industrialization.
Naturally there should be ways to reduce the unhappiness caused by pollution. Two ways come to mind. The first is with luxuries or other happiness producing methods. The second is that tech should come along (probably in the form of an improvement) that allows you to have cleaner factories (hence an improvement that reduces the unhappiness caused by pollution only).
Naturally the unhappiness bit is in regards to the system I proposed. That's where unhappiness lowers worker productivity given the net number of people unhappy; the amount is proportional to 50% waste/corruption when everyone is unhappy.
Naturally, a Factory is going to dramatically increase shield production in a city where it is built, despite the pollution it would cause. You'll just suffer in other areas. It's a trade-off, and those can add to the game.
-Drachasor
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