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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:17
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I suspect that this subject has been tossed about in several threads already, but I haven't been getting a lot of satisfaction lately with searching, so maybe we can start a new compendium of insight here.
As the title suggests, the situation is that the sea level is rising and there are important assets in the danger zone - what do you do?
0 - Whats so hard about this? Just put up the $#*!*%! Solar Shade ;
1 - I didn't like the way I did that terraforming anyway; Let it sink ;
2 - He's gotta have it! Raise that bridge ;
3 - Making do: Bring on the Subsea Trunklines ;
4 - What do you mean, Captain, the Sea level is getting higher? 
So you build the pressure domes in the low lying bases, what do you do next. (Or, if you raise up the land under your sea base and it becomes part of an opponents landmass, is there a housewarming party?)
How about a general strategy, supposing that the goal were to keep the land/sea boundary in the same place as much as possible.
Pointers to relevant prior threads would also be appreciated.
Clearly, if you raise the land, you can keep it out of the ocean, but what are the side effects. Does the land go down somewhere else to balance it out, or are your engineers somehow building a vast hollow superstructure under your territory? What if you don't really want to trash all the kelp/solars you've painfully constructed just offshore and turn them into rocky/arid/fungus (and fungus denizens). Some things remain if the sea rises - you can usually still see the kelp, although you can't produce it until you raise it up again.
Just recently there was a thread that discussed, among other things, what happened when you raised or lowered terrain in the various special regions, like the jungle - it seemed that for the most part, it lost its specialness. But what about the mundane; if you raise a tile with a farm/solar on it, is it still there? IIRC, that stuff stays there; apparently there is a team of little (strong) elves hoisting the solar arrays up 1 meter at a time, 1000 times .
What about the terrain itself? As I recall, if you lift up undeveloped terrain, it goes through changes, like getting wetter or dryer and even rockier. The improvements may still be there, but they aren't working like they should. I think, but am not sure, that special resources tend to appear and disappear, especially, but not only, when you cross the water/land threshhold in either direction.
My main concern is with things like Boreholes and Condensors. Can you raise them up directly? If you raise a borehole and it no longer is on the lowest level of all the neighboring tiles, does it still work? If you can't raise it directly, if you raise the tile next door does that work? (There would be 2 variations of that; 1: where the neighbor is already 1K higher and it presumably would raise the borehole tile; and 2: where the neighbor is originally at the same height, does it reshuffle the heights maybe raising or maybe lowering).
How about those tiles along the north and south edges; do you have to raise each one or will every other one suffice? Do you end up with a 2 tile wide strip of beach?
So how about a big brain drain covering all you know about successfully dealing with changing sea levels.
Thanks 
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Yxklyx
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On a related note, I once tried to submerge an AI's base with formers and was surprised to see a Pressure Dome built at the same time as the base went under - I had been keeping tabs on the base and it never had been building a Pressure Dome. Does the AI cheat in this case?
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GeneralTacticus
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of Melbourne, Australia
Dec 2001 time: 15:17
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IIRC, then if a base without a pressure dome is submerged, then it loses a random amount of pop before they can get a dome up (I think partially by switching production). If they can't pay the price, the city sinks. Also, it seems that if you try to drown an enemy base with a sea former, the price is insanely high (I've seen it cost around 32000 ECs!).
As to what to do about Global Warming: my philosophy is just to never let it happen in the first place. I find it really hard to deal with, and even if you reverse the effects with a solar shade, it totally screws up the landscape. (especially if you launch the shade 1 turn after the global warming starts, this means that the level goes up and then down, which is REALLY bad).
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moi
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quote: Originally posted by Yxklyx
On a related note, I once tried to submerge an AI's base with formers and was surprised to see a Pressure Dome built at the same time as the base went under - I had been keeping tabs on the base and it never had been building a Pressure Dome. Does the AI cheat in this case? |
i have kept good tabs on the AI in these situations, and yes it is a cheat.
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moi
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really? i never noticed that; i always build domes in every base, just in case.
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Vytae
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I also build domes in every base,because they also count as recycling tanks (although they dont add to any already there) and i have seen plenty of ai bases sunk through global warming (its quite hilarious in fact) and have also sunk ai cities with formers,but remeber the more terraformed stuff around the city,the more exspensive it is i also think (but not sure) the cost of the city is added to the price,thus the massive costs.
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Yxklyx
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I've seen bases (usually the Believer's) go under and be destroyed by global warming so it's not always automatic that a pressure dome gets built. Maybe it only gets built when a former is the culprit, or maybe the faction has to pay for it and if it doesn't have enough money the base drowns.
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:17
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Whenever global sea levels rise, I hurry pressure domes in all my bases, build a few sea formers, and prepare to live a new life under the sea.
{singing}Under the sea... Under the sea...{/singing}
No not really. But I will try drowning out my opponents as much as possible.
Last edited by Jethro83 on 28-04-2002 at 09:05
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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quote: Originally posted by Zaphod
Earlier in this thread someone mentioned that a coastal city will not always be submerged when the sea level rises - that sometimes the AI will build a pressure dome for you. Do we know how this works?
I'd hate to have my Super Science City sink under the waves because I missed the global warming warning... That would be worse than embarrassing! |
IIRC a city that is larger than size 4 will survive and get a pressure dome but you lose a certain amount of population (4 perhaps). I don't recall if you lose any facilities as well. Sorry I can't be more precise but I usually raise land to avoid this result so I have not seen it in awhile
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Blake
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Brainfallocatione
Oct 2000 time: 17:17
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I disagree, terraforming can fix anything. For example by getting formers to raise mountains to 3000+ you raise a HUGE expanse of land (7x7 tiles to 1+, 5x5 tiles to 1000+), it takes 12 former turns to raise terrain, or 6 super formers 1 turn.
6 formers positionined between 3-4 bases constantly raising terrain will keep those bases high and dry unless the sea level is going to rise more than 1000 per turn, or 20000 over 20 years. Thats with the fairly modest formers requirement of 2-3 per base (and lets face it, at 3 rows super formers arent exactly expensive). (the exception is when the sea level is rising more than 3000 per turn, this might just submerge all the land on the map before you have time to react)
Ofcourse raising such large mountains is going to wreck havoc on your sea terraforming, which is why it sometimes pays to not have any (or atleast not rely on it - ie dont crawl it).
Also it's a different can of worms (excuse the pun) if you are the one causing the ED because you'll have to deal with the native life, the best solution tends to be using empath rovers and laughing all the way to bank. (by raising terrain you also greatly reduce the number of locusts that appear, seeing as they usually spawn at sea pops).
Btw heres a fun tatic if you are causing the ED, capture an enemy sea base in/near there territory and it will immediately start spewing out pops and locusts, then demolish the base and watch gleefully as the locusts attack your enemy.
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Adalbertus
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Cologne, Germany
Feb 2001 time: 06:17
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quote: In one of my current PBEM games I just noticed that some of my coastal squares are "endangered." Not being the hindmost (I don't get the end of turn messages) in this game, I never got the warning, so I do not know how severe the warming might be, nor how long I have to take action.
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I'm not PBEM player, but isn't it normally a matter of politeness that the first player mails the start/end of turn messages to all others?
quote: You get 'endangered' warnings when the next sea level rise will sink that square. They come every four or five turns, I think. |
To my experience, it works somewhat like this (attention, it's just from playing games, I didn't do any thorough testing):
I usually got messages of a rise between 66 and 333 meters in the next 20 years. For little changes, (66 m) there is only one flood, at the end of the 20 years. For big changes, there are several floods - so for 333 m, five floods, every four years, would be sensible. So it might well be possible that the rises are handled in steps of 66 m, and there are as many floods as necessary in the 20 years period.
I often raised a solar shade in an attack of panic, even at a rise of 66m, which resulted in an infinite drop of the sea level ... but also in several steps (the players are limited to packs of 333 m.)
quote: I disagree, terraforming can fix anything. |
Blake is right here, don't know if he is clear enough. The trick is that when you raise a square from 2xxx to 3xxx m, you are sure that 36 squares are higher than 1000 m. Little investment for saving many squares.
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