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ICMB
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My experience is that Global warming is a complete non-issue in Civ3.
The only real drawback I see is the rare case when it causes a critical change in overal production. For example, if a city can produce 100 shields, but due to global warming, it drops to only 98 shields, you have to manage the production queue more carefully, as things that cost 100 will now take two turns to complete.
Similarly, most big cities in Civ3 are over-populated, and losing a pop point rarely has any significant effect on a city.
- ICMB
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:17
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quote: Originally posted by ICMB
The only real drawback I see is the rare case when it causes a critical change in overal production. For example, if a city can produce 100 shields, but due to global warming, it drops to only 98 shields, you have to manage the production queue more carefully, as things that cost 100 will now take two turns to complete. |
There's no loss of shields, but only loss of food. Grassland turns into plains (0 or +1 shield), plains into desert (no change in shields). The terrain changes usually very late in the game, where improvements (mines/roads/RR) are quickly rebuilt.
EDIT: Ah, and I agree with you, losing one of my 15 taxmen doesn't really matter 
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barefootbadass
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I don't get much global warming terrain changes in civ 3, even when the ai's have loads of pollution(though they do clean it up, they always have several squares of it). On the order of a few squares a game. This is not too unrealistic, especially when you compare it to civ 2, which was ridiculous, the whole world would change all at once, and that would sometimes would happen more than once as well.
Civ 3 provides evidence that it might be happening but only enough to provide 'skeptics' room to deride it('oh no! I had one square of plains turn to desert in 200 years!).
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barefootbadass
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quote: Originally posted by planetfall
Firaxis needs to slow down global warming
so instead of happening everying turn it gets
worst every 20 turns (not years).
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Again, they did slow it down, a square here and there instead of everything at once, as it is you can add irrigation as needed to keep things under control.
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barefootbadass
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Global warming had a prominent place in civ 2. Its basically an urban legend, the idea of global warming in our culture. I like it, not because I think global warming is a major problem in the real world, but I always got a kick out of having the whole world transform in civ 2, and this now is just a cakewalk.
I think you are nitpicking about reality too much. It would be nifty to have the game simulate ocean currents and regional warming and and cooling trends and all of that, but personally, I'd rather have that effort put into things like a smarter ai, smoother interface, and maybe an automated pollution cleanup thing for workers that gets it done as fast as possible(which by far is more annoying to me than having a square change every 5-20 turns or so).
I don't start getting any global warming effects until at least late industrial, but then, I don't do experiments to make coal plants in every city and large population just to see how much I can get, I just play the game normally, going for hoover if I can, otherwise only building as many coal plants as I need and sticking with about 20-23 citizens in the big cities. Hmm, for me from early industrial to late industrial is at least 200 years(on large map). I don't know where you are getting this 10-20 year figure from, that's like 5-10 turns or less.
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barefootbadass
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quote: Originally posted by planetfall
Oh, I have just started experimenting with automating workers. I noticed with automated workers I would see 5-9 workers attacking pollution. The only way I can think to speed up pollution cleanup is to lower the time needed to complete cleanup. |
Really? For me it usually only puts 2 on a square(with the automated cleanup command, whatever it was), although if everything is improved I guess it would do it, don't like automated workers because they tend to get themselves captured or occasionally wander in a neighbor's territory with ROP improving THEIR land. Sometimes I do stuff like that, but only for a reason and I want to control that. I usually put some on automation and end up gradually taking them off when I find them misbehaving.
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