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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:19
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This happens (I think) becuase no work can be done on the square until the pollution is cleaned up.
how is the game supposed to know when something is polluted, that it will only take one turn to clean? Sometimes it takes me several turns, especially early on and on a unroaded mountain. I would rather have the guy shifted than loose productivity and someone starve.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:19
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though I can see your point, if you want the city to starve, you should be able to keep that person working the field in the pollution, just not getting any benefit.
and after a while of working the polluted square, he could mutate or something. that would be c00l
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:19
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quote: Originally posted by Fitz
It is annoying to you (and me) to move them pack, but I bet the average (non-poly) player is more than happy to pay little attention to their city tiles being used, but would be annoyed if their city started starving because "that stupid worker is too dumb to move off of a tile that produces nothing". |
that's true. perhaps the best thing would be to just implement this as a preference under the city governor? that way satisfying both camps?
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roalan
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Newton,Ma.U.S.A.
Nov 2000 time: 00:19
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Also kindly include a map of real earth with actual starting positions..
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Moonsinger
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quote: Originally posted by Fitz
It is annoying to you (and me) to move them pack, but I bet the average (non-poly) player is more than happy to pay little attention to their city tiles being used, but would be annoyed if their city started starving because "that stupid worker is too dumb to move off of a tile that produces nothing". |
Yes, I am the average (non-poly) player that you are talking about. In most of my games, I have over 400 workers working overtime to clean up all polutions within the same turn.
Last edited by Moonsinger on 30-04-2002 at 19:54
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Moonsinger
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quote: Originally posted by asleepathewheel
how is the game supposed to know when something is polluted, that it will only take one turn to clean? Sometimes it takes me several turns, especially early on and on a unroaded mountain. I would rather have the guy shifted than loose productivity and someone starve. |
Solution: The computer should wait until the end of turn to shift workers different tile. That way, it gives us a chance to deal with poluttion first.
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deanrasche
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Indiana
Jan 2002 time: 05:19
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methinks you guys just need more workers....
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Moonsinger
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quote: Originally posted by deanrasche
methinks you guys just need more workers.... |
You are missing the point. I have enough workers to clean up all pollution within the same turn. Therefore, I hate it when the computer shifting my people to different tiles automatically at the beginning of every tuns. Since I have over 225 major cities, it's hard to track down the ones that have just been shifted (so I can shift it back to the ways they were).
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luegner
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Las Vegas
Apr 2002 time: 21:19
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Personally I think the pollution problem can be addressed quite easily. The rules can stay the same where the pollution forces resources to reallocate BUT the game engine could be smart enough to reshift resources back to the polluted square if the square was previously be used as a resource. I have noticed some kind of intelligence in the game engine in that the game will choose the most productive squares and what not. If pollution was cleaned and that square is more productive than another square, then it shouldn't be a problem for the resources to shift back just like they were originally shifted when the pollution appeared. That's my 2 cents.
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Moonsinger
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quote: Originally posted by luegner
Personally I think the pollution problem can be addressed quite easily. The rules can stay the same where the pollution forces resources to reallocate BUT the game engine could be smart enough to reshift resources back to the polluted square if the square was previously be used as a resource. I have noticed some kind of intelligence in the game engine in that the game will choose the most productive squares and what not. If pollution was cleaned and that square is more productive than another square, then it shouldn't be a problem for the resources to shift back just like they were originally shifted when the pollution appeared. That's my 2 cents. |
It's not as easy as it sounds. For example, when popution strike on your glassland square, the computer will automatically change its resource to another square, let's say "a hill with a gold mine on top of it". Unless, you specfically tell the AI governor that you want to produce food instead of gold, the computer would never know how to shift back to the glassland tile.
Morever, I have never used those AI governors. Those AIs are so stupid. If I tell them to produce food, they will only care about producing food and not happiness and so on.
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luegner
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Las Vegas
Apr 2002 time: 21:19
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Perhaps that's the problem. Maybe it's not that the AI governor is stupid but that when you tell it to produce food, it still doesn't reallocate the resource after the pollution has been cleaned up to the food producing square.
In my mind, most cities you build, you want to grow except for those select few which are placed on tundra and don't have a fart's chance in a windstorm of growing because you can't transform landscape like you could in civ2.
So they need to fix the AI governor in this case I would think.
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Coracle
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AI governors remind me of Rainman - but dumber.
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kimmygibler
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Simple rule, move the worker back as soon as any pollution is cleared up.
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dawidge
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Chicago
Apr 2002 time: 23:19
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quote: Originally posted by kimmygibler
Simple rule, move the worker back as soon as any pollution is cleared up. |
Better yet, whenever a sector undergoes a change, the governor(s) of nearby cit[y/ies] should reevaluate whether or not to use that sector.
And while you're at it, Firaxis, it'd be nice if the Luxuries slider triggered this, too. As it stands, whenever I twiddle my luxuries, I have to go into the governor, turn off mood management, tap the center square on each city, and reactivate mood management.
I do this because sometimes spending money on luxuries gets you a profit. Other times it is so cheap that the gain in shields and food far outweigh the paltry cost (I've seen a gain of 2 foo and 1 shield per city for a net cost of 6 gold).
And the draft... (whether or not to use it is in a different thread)
And just about anything I do that might effect the mood of the city.
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Moonsinger
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quote: Originally posted by Boris Godunov
However, even more pressing for me is that there is no way to reduce the pollution of a city to 0 past a certain point of the game. |
Not even if your city (of size 13 or higher has no factory of any kind) has both the Mass Transit and the Recyling Center? I notice that if my city doesn't have a factory, the Mass Transit will reduce pollution down to 1. I wonder if adding a recyling center will reduce pollution to zero?
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