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georges bonbon is offline georges bonbon
Warlord

May 2002
time: 05:28
  Old Post 03-06-2003 15:59
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Bursts of pollution.... Enter the AD-FREE zone

Why is pollution always manifesting itself during bursts of two or three turns, to diminish then and disappearing for a couple of turns?

Why is pollution augmenting at the next turn, after starting a war, even when the war-time production is not active?

Nym is offline Nym
Prince
France
Mar 2002
time: 06:28
  Old Post 03-06-2003 16:07
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I have not noticed the second point.

CerberusIV is offline CerberusIV
King

Oct 2002
time: 05:28
  Old Post 03-06-2003 17:05 Visit CerberusIV's homepage!
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The answer to your first question is that it is the RNG.

(The same thing that gives the combat results people complain about )

dexters is offline dexters
King
Vancouver, Canada
Nov 2001
time: 05:28
  Old Post 03-06-2003 22:46 Visit dexters's homepage!
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I'm not sure it's the RNG, but pollution accumulaiton.

There's the skull and crossbones thing at the bottom of each city and I have always assumed it grows over time, and when it fills up, a polluted tile is created.

If you complete factories in several core cities around the same time , it could then produce these bursts as the pollution pile up and are released at the same time.

perhaps someone with more knowledge can shed some light. This has always been my assumption.

Nym is offline Nym
Prince
France
Mar 2002
time: 06:28
  Old Post 04-06-2003 03:21
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quote:
Originally posted by dexters
I'm not sure it's the RNG, but pollution accumulaiton.

There's the skull and crossbones thing at the bottom of each city and I have always assumed it grows over time, and when it fills up, a polluted tile is created.

If you complete factories in several core cities around the same time , it could then produce these bursts as the pollution pile up and are released at the same time.

perhaps someone with more knowledge can shed some light. This has always been my assumption.


I have not looked at this precisely, but I supposed that the number of these yellow shields with skull were the probability to have a square polluted for the city, as it is in Civ2.

GodKing is offline GodKing
Emperor
Detroit
Feb 2002
time: 00:28
  Old Post 04-06-2003 07:50
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quote:
Originally posted by Nym


I have not looked at this precisely, but I supposed that the number of these yellow shields with skull were the probability to have a square polluted for the city, as it is in Civ2.


I think you are right, but like you I have never tested it.

bobbo008 is offline bobbo008
Prince
The Wisconsonian Empire
Dec 2002
time: 23:28
  Old Post 04-06-2003 08:03
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yeah, the more pollution, the better your chances of getting it, but i dont think pollution can appear on a square where a unit is..

georges bonbon is offline georges bonbon
Warlord

May 2002
time: 05:28
  Old Post 04-06-2003 15:01
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quote:

If you complete factories in several core cities around the same time , it could then produce these bursts as the pollution pile up and are released at the same time.



I have played several times without building factories and then same phenomenons are happening, but not with the same intensity.

mabellino is offline mabellino
Settler

Apr 2003
time: 05:28
  Old Post 04-06-2003 16:12
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quote:
Originally posted by bobbo008
yeah, the more pollution, the better your chances of getting it, but i dont think pollution can appear on a square where a unit is..


I often get pollution appearing right underneath a worker... but I suppose that's just luck.

PTW 1.14f

CerberusIV is offline CerberusIV
King

Oct 2002
time: 05:28
  Old Post 04-06-2003 19:43 Visit CerberusIV's homepage!
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The more yellow triangles, the higher the chance of pollution within the radius of that city.

If you build a mass transit in a city bigger than size 12 the number of triangles will reduce (there is no population pollution in cities size 12 or less). If you build a recycling plant there will be fewer triangles. Building an airport adds one triangle.

That is about all I know about pollution.

What I have noticed, but may be random, is that pollution tends to hit the same tiles repeatedly, particularly tiles with cows.

BulMaster is offline BulMaster
Warlord
In the middle of nowhere!
Oct 2002
time: 05:28
  Old Post 05-06-2003 02:24 Visit BulMaster's homepage!
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if the pollution hit the cow tile 3x time in a row you get a mad cow on your screen

bobbo008 is offline bobbo008
Prince
The Wisconsonian Empire
Dec 2002
time: 23:28
  Old Post 05-06-2003 03:50
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"I often get pollution appearing right underneath a worker... but I suppose that's just luck."

"What I have noticed, but may be random, is that pollution tends to hit the same tiles repeatedly, particularly tiles with cows."

actually, in my game right now, i had three tiles have pollution, i cleaned all of those up, next turn, just those same three tiles got polluted (i knew cuz the workers were still there, obviously).

and you obviously get pollution where there are cows because cows are diesel powered, duh...

Paulypav is offline Paulypav
Warlord
Shirley, NY, USA
Oct 2000
time: 05:28
  Old Post 05-06-2003 07:41
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It has been my experience that tiles that contribute highly to production tend to get hit with pollution more often than say your generic grassland tile that is producing only food and trade.

Indeed, the number of yellow triangles relates to the probability of getting pollution, however, your chances do not reduce back to zero each time there is pollution around your city.

Pollution is based primarily on population and production. Factories, Coal Plants, Airports contribute to pollution as does increased population, while recycling plants and mass transit systems reduce pollution. Hydro Plants, Solar Plants and Nuclear Plants increase production without increasing pollution.

Paulypav is offline Paulypav
Warlord
Shirley, NY, USA
Oct 2000
time: 05:28
  Old Post 05-06-2003 07:42
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Actually I believe the pollution on the cows relates to all the methane they are producing to destroy the ozone layer.

georges bonbon is offline georges bonbon
Warlord

May 2002
time: 05:28
  Old Post 05-06-2003 13:00
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quote:
Originally posted by Paulypav
Actually I believe the pollution on the cows relates to all the methane they are producing to destroy the ozone layer.


As I always play on huge maps, I have a lot of non-active workers which I use to plant trees on non-city tiles. Have not registered so far an influence of lots of trees in relationship with less polution.

Somewhere there is a thread about it.

georges bonbon is offline georges bonbon
Warlord

May 2002
time: 05:28
  Old Post 05-06-2003 13:03
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The second question, so far, remains unanswered, so has anybody seen the phenomenon of highly increased polution after declaring war without going to war-time production?

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:28
Arrow  Old Post 05-06-2003 16:03 Visit panag's homepage!
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quote:
Originally posted by georges bonbon
The second question, so far, remains unanswered, so has anybody seen the phenomenon of highly increased polution after declaring war without going to war-time production?


hi ,

yes , after the use of nukes , ....

have a nice day

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:28
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quote:
Originally posted by georges bonbon
The second question, so far, remains unanswered, so has anybody seen the phenomenon of highly increased polution after declaring war without going to war-time production?


hi ,

yes , after the use of nukes , ....

have a nice day

bobbo008 is offline bobbo008
Prince
The Wisconsonian Empire
Dec 2002
time: 23:28
  Old Post 05-06-2003 22:24
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i believe after you build the mass transit system (population) and recycling center (improvements), you will probably have two yellow pollution icon thingies left. that's what i get anyways after i have factories and a population over 12.

jbode14 is offline jbode14
Settler

May 2003
time: 05:28
  Old Post 06-06-2003 18:22
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My experience with pollution bursts is the following.

Bursts of pollution seem to occur after completing a city improvement or military unit. Example: A few cities may each take 4 turns to build a tank. During those 4 turns there will be no pollution generated out of these 4 cities. However, upon completion of those tanks there seems to be bursts of pollution around those cities.

Civ Games Rule!!

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:28
  Old Post 07-06-2003 05:49 Visit panag's homepage!
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quote:
Originally posted by bobbo008
i believe after you build the mass transit system (population) and recycling center (improvements), you will probably have two yellow pollution icon thingies left. that's what i get anyways after i have factories and a population over 12.


hi ,

that tends to be the rule , .....

but lets not forget gloabl warming and pollution , ....

afterall you are not the only one who pollutes the map , ..... most AI civs dont care about pollution , even when the techs are given , they only research those techs to get to fibers , .....

have a nice day

bobbo008 is offline bobbo008
Prince
The Wisconsonian Empire
Dec 2002
time: 23:28
  Old Post 07-06-2003 07:05
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"afterall you are not the only one who pollutes the map , ..... most AI civs dont care about pollution , even when the techs are given , they only research those techs to get to fibers , ..... "

the AI doesn't seem to like cleaning up pollution, either. by the mid modern age, each AI civ will have about 5 polluted squares constantly, but i play on huge maps...

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