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Moonsinger is offline Moonsinger
Warlord

Dec 2001
time: 23:19
  Old Post 26-04-2002 23:20 Visit Moonsinger's homepage!
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FIRAXIS! Please fix this in your next patch! Avatar Enlargement: We've got the solution

I really hate it when my city automatically switch its production tile automatically when pollution strikes. Since I have enough workers to clean up all pollution in the current turn anyway, please don't switch my production to another tile. Now, I have to go into each of my cities that were polluted and change them back to what they were.

Thank you in advance.

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:19
  Old Post 26-04-2002 23:39
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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.

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:19
  Old Post 26-04-2002 23:42
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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

Fitz is offline Fitz
King
& Anarchist
Mar 2000
time: 21:19
  Old Post 27-04-2002 01:48
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In alpha centauri they had a 0 production symbol that showed when a worker was on a square that was not producting anything. They could easily re-implement that, and allow workers to be assigned to polluted sqares. However, I bet folks would start posting : "FIRAXIS! Please fix this in your next patch! My workers don't move automatically when a square gets polluted."

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".

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:19
  Old Post 27-04-2002 01:51
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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?

PGM is offline PGM
Prince
Lisboa, Portugal
Aug 2001
time: 05:19
  Old Post 27-04-2002 02:28
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Re: FIRAXIS! Please fix this in your next patch! Enter the AD-FREE zone

quote:
Originally posted by Moonsinger
I really hate it when my city automatically switch its production tile automatically when pollution strikes. Since I have enough workers to clean up all pollution in the current turn anyway, please don't switch my production to another tile. Now, I have to go into each of my cities that were polluted and change them back to what they were.


This is very annoying indeed. Much more annoying than the simple fact of having to clean up pollution. That's one of the reasons the late game can be so boring - you go from having to make interesting and challenging strategic decisions in the early game to working FOR pollution-related issues later on.

Maybe a sollution could be to postpone pollution effects under some conditions, ie, let the worker stay in the polluted tile for the whole turn, and if it is not cleaned by the end of the turn, he'll then have to change to another one.
If some people don't like this, then it could be implemented as a new option and not a rule.

roalan is offline roalan
Warlord
Newton,Ma.U.S.A.
Nov 2000
time: 00:19
  Old Post 27-04-2002 03:18
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next patch Help yourself to an AD-FREE life

Also kindly include a map of real earth with actual starting positions..

Moonsinger is offline Moonsinger
Warlord

Dec 2001
time: 23:19
Angry  Old Post 30-04-2002 19:45 Visit Moonsinger's homepage!
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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

Moonsinger is offline Moonsinger
Warlord

Dec 2001
time: 23:19
  Old Post 30-04-2002 19:51 Visit Moonsinger's homepage!
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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.

deanrasche is offline deanrasche
Settler
Indiana
Jan 2002
time: 05:19
  Old Post 30-04-2002 19:52
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methinks you guys just need more workers....

Moonsinger is offline Moonsinger
Warlord

Dec 2001
time: 23:19
  Old Post 30-04-2002 19:58 Visit Moonsinger's homepage!
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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).

Alex is offline Alex
Emperor
Brasil
Mar 1999
time: 02:19
Post  Old Post 30-04-2002 20:12 Visit Alex's homepage!
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quote:
Originally posted by Moonsinger

Since I have over 225 major cities, ...


225 major cities?!

I think it is incredible that you play the game at all...

ACooper is offline ACooper
Prince
In a dark and scary hole!
Apr 1999
time: 23:19
  Old Post 30-04-2002 20:12
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methinks you micromanage to much.......


but if that's the way you like to play, then I back this idea also.

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:19
  Old Post 30-04-2002 20:12
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You have 255 cities, and you call yourself an average player? How do you cope with the corruption?

255 cities... Hey, this reminds me about Civ2! Are you in the wrong forum?

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:19
  Old Post 30-04-2002 20:14
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Heh, 3 persons posting at the same time, that must be some kind of record?

Alex is offline Alex
Emperor
Brasil
Mar 1999
time: 02:19
Post  Old Post 30-04-2002 21:20 Visit Alex's homepage!
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Nah, I beat both of you by tenths of second...

Moonsinger is offline Moonsinger
Warlord

Dec 2001
time: 23:19
  Old Post 30-04-2002 21:48 Visit Moonsinger's homepage!
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quote:
Originally posted by Alexnm
225 major cities?!

I think it is incredible that you play the game at all...

Didn't you know that I'm the current world record holder? The save games can be located at this link:

http://www.geocities.com/nancymoons.../civ3/civ3.html

PS: I lost count after 225.

Moonsinger is offline Moonsinger
Warlord

Dec 2001
time: 23:19
  Old Post 30-04-2002 21:51 Visit Moonsinger's homepage!
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quote:
Originally posted by Nikolai
You have 255 cities, and you call yourself an average player? How do you cope with the corruption?

255 cities... Hey, this reminds me about Civ2! Are you in the wrong forum?


No, I'm not in the wrong forum. If you like proof, take a look at those save games at my site.

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:19
  Old Post 30-04-2002 22:01
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quote:
Originally posted by Nikolai
255 cities... Hey, this reminds me about Civ2! Are you in the wrong forum?


IIRC, you couldn't have 255 cities in Civ2. At least not for more than one turn.

Akka is offline Akka
Prince
In front of my computer.
Nov 2001
time: 06:19
  Old Post 30-04-2002 22:15
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quote:
Originally posted by lockstep


IIRC, you couldn't have 255 cities in Civ2. At least not for more than one turn.


Wasn't the upper limit at 256 ?

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:19
  Old Post 30-04-2002 22:26
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quote:
Originally posted by Moonsinger


No, I'm not in the wrong forum. If you like proof, take a look at those save games at my site.


Oh...well...oh, all right then!

And yes, I think the limit was somewhere around 255.

luegner is offline luegner
Settler
Las Vegas
Apr 2002
time: 21:19
  Old Post 30-04-2002 23:56 Visit luegner's homepage!
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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.

Moonsinger is offline Moonsinger
Warlord

Dec 2001
time: 23:19
  Old Post 01-05-2002 00:16 Visit Moonsinger's homepage!
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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.

luegner is offline luegner
Settler
Las Vegas
Apr 2002
time: 21:19
  Old Post 01-05-2002 01:19 Visit luegner's homepage!
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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.

Coracle is offline Coracle
Prince

Feb 2002
time: 00:19
  Old Post 01-05-2002 04:06
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AI governors remind me of Rainman - but dumber.

kimmygibler is offline kimmygibler
Warlord

Nov 2001
time: 22:19
  Old Post 01-05-2002 06:42
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Simple rule, move the worker back as soon as any pollution is cleared up.

dawidge is offline dawidge
Warlord
Chicago
Apr 2002
time: 23:19
  Old Post 01-05-2002 07:51
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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.

Boris Godunov is offline Boris Godunov
King
Portland, OR
Aug 2001
time: 00:19
  Old Post 01-05-2002 09:49
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Just to add my $.02...

I agree it shouldn't automatically switch the resources off.

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. While I know everyone will chime in with notions of realism because of traffic/people, etc...In my games I want a perfect future with no pollution.

SO I think the editor should have the ability to switch pollution totally off for a game, or you can make the pollution cleaning improvements 100% effective. It should at least be an option. I hate late game pollution hopping, it seriously detracts from the fun of the game. It's an exercise in tedium.

Moonsinger is offline Moonsinger
Warlord

Dec 2001
time: 23:19
  Old Post 01-05-2002 18:24 Visit Moonsinger's homepage!
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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?

Boris Godunov is offline Boris Godunov
King
Portland, OR
Aug 2001
time: 00:19
  Old Post 01-05-2002 18:31
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quote:
Originally posted by Moonsinger

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?


Not if you either have a factory or if the city is beyond a certain size. I'm not complaining about the realism...but I want the choice in the editor to switch pollution off so I'm not playing a game of "Civ3 Pollution Control" by the end of it.

 
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