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Topic:   Pollution Format for Better Printing
Grrr
Chieftain
New Zealand
Dec 2000
posted December 12, 2000 16:28   Click Here to See the Profile for GrrrClick Here to Email Grrr  send a private message to Grrr
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I think the pollution in Civ II and in Civ CTP could do with an upgrade. In Civ II pollution has no effect, other than global warming. I can just leave my pollution out for 1000years without affect. I like the Civ CTP concept of Dead Tiles. However, Civ CTP citizens don't seem to care about pollution. AI opponents live amongst impossible amounts of filth.
I also think pollution should be able to spread. If there is a polluted tile, and a clean one next to it, there should be a 10% chance of it becoming polluted to. Pollution should also have a 90% chance of traveling down rivers.
QW1020
Settler

Dec 2000
posted December 12, 2000 20:31   Click Here to See the Profile for QW1020Click Here to Email QW1020  send a private message to QW1020
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River spreading should be lower
DarkCloud
King
of Clouds
Jul 2000
posted December 12, 2000 20:39   Click Here to See the Profile for DarkCloudClick Here to Email DarkCloud  send a private message to DarkCloud Visit DarkCloud's Homepage!
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Pollution should, if near a city, have a possibly of infecting the inhabitants with disease and killing a certain percentage of them.
Grrr
Chieftain
New Zealand
Dec 2000
posted December 12, 2000 21:03   Click Here to See the Profile for GrrrClick Here to Email Grrr  send a private message to Grrr
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What a good idea, Dark Cloud.
As for you QW1020 I believe it should be about this high, as chemicals do spread down rivers speedily, and by the way, this would mean it would only travel 9 tiles every 10 turns
jdlessl
Chieftain
Atlanta, GA, USA
Mar 2000
posted December 12, 2000 21:39   Click Here to See the Profile for jdlessl   send a private message to jdlessl
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One thing that Civ and SMAC got wrong was that there are basically two types of pollution to be concerned with. There's normal industrial pollution, which throws out tons of chemicals and nasties which do funky things to the ozone layer and trap heat and cause global warming. On the other hand is large scale particulate (sp?) pollution. This variety is what you get with volcanoes, nukes, and planet busters. The nukes obviously poison the area around them, but all of them throw a large quantity of dirt into the stratosphere. If there's enough of it, it blocks the sun, causing cooling, sometimes very bad. Nuclear winters, the Phillipines eruption a while ago, asteroid impacts, that kind of thing. More than a few ice ages have been caused by this sort of thing. An alternative to the dino-killing comet was this truly massive series of eruptions in India that put out several orders of magnitude more dust than a normal eruption.

With Civ the discrepancy wasn't too bad, but with SMAC it got kind of annoying that no matter what you did, you'd end up with rising water levels.

--
Jared Lessl

Diablo, Bro. of Mephisto
Warlord
Salt Lake City, USA
Oct 2000
posted December 12, 2000 21:43   Click Here to See the Profile for Diablo, Bro. of MephistoClick Here to Email Diablo, Bro. of Mephisto  send a private message to Diablo, Bro. of Mephisto
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I do agree that pollution from civ2 should be upgraded, but I consider it a very minor problem, so I will bother my self with more major problems, Diplomacy, AI, units, etc.
Grumbold
Chieftain
London, UK
Mar 2000
posted December 13, 2000 10:54   Click Here to See the Profile for Grumbold   send a private message to Grumbold
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I agree there should be different types of pollution. If it is going to be handled at all then I prefer the Civ2 method to CtP. The period between the dawn of the industrial revolution and the latter half of this century was one of almost unbelievable grime. This pollution dirtied buildings, killed or sickened people forced to breathe it daily and harmed crop production. It did not, however, destroy tiles and tile improvements like railways. Civ2 modelled that kind of pollution quite well although the small limit of pollutable tiles before global warming set in made it difficult to have a real industrial revolution without racing headfirst towards the technologies needed to clean it up. Using engineers to keep it in check seems quite acceptable to me, particularly if the rate it is produced is increased to allow for that real 19th century coal-powered industrial smog feel without causing ecological disaster immediately. The 20th century pollution is subtly different in that it is less visibly dirty but is causing greater long term problems.

The really nasty stuff is the nuclear and biological pollution that really can destroy tiles for good and be almost impossible to clean up. I don't understand why these should be aiding global warming though. Tiles that are not just awkward but positively hazaardous to enter would seem to be penalty enough.

Big Crunch
Prince
Soon to be known by a Symbol...
Sep 2000
posted December 13, 2000 11:57   Click Here to See the Profile for Big Crunch   send a private message to Big Crunch
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quote:

There's normal industrial pollution, which throws out tons of chemicals and nasties which do funky things to the ozone layer and trap heat and cause global warming

If you want, this category could be subdivided into greenhouse gases and ozone depleting gases. Chemicals that cause global warming (Primarily C02 and believe it or not H2O) do not affect the ozone layer. Similarly Ozone depleting gases (CFCs etc) do little to affect global warming.

airdrik
Warlord
Boise, ID, USA
Oct 2000
posted December 13, 2000 13:26   Click Here to See the Profile for airdrikClick Here to Email airdrik  send a private message to airdrik
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How about a new tile:
Deadlands: 1 food, 0 sheilds/trade. irrigate: +1 food. Mine: +1 sheild. Transform: flatland- (flatland -1 food, -1 trade, transform: flatland)
Movement penalty: non, non-engineer units take 5 hp/round they stay in a Deadlands, or 2 hp in passing.

Deadlands is caused by such things as nuclear attacks, volcanos, (actually, the ground around a volcano, after it erupts is fairly fertle ground, and would cause Deadlands+ :2 food, 0 shld/trade), large battles (not sure how to decide if a battle is a large one or a small one, but if battle sizes are represented then that would be one cause)

Industrial pollution would be represented as it was in civ 2, except that it would require more pollution to start global warming, maybe 2x.

Diablo, Bro. of Mephisto
Warlord
Salt Lake City, USA
Oct 2000
posted December 13, 2000 14:25   Click Here to See the Profile for Diablo, Bro. of MephistoClick Here to Email Diablo, Bro. of Mephisto  send a private message to Diablo, Bro. of Mephisto
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Ive thought about the 'deadlands' tile myself, and I think its a great idea.

I would like to add to airdiks idea, how about, if a town is nuked, the surrounding tiles become deadlands, and they CANNOT be re-used.

airdrik
Warlord
Boise, ID, USA
Oct 2000
posted December 14, 2000 12:27   Click Here to See the Profile for airdrikClick Here to Email airdrik  send a private message to airdrik
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As in the tile where the city was and the four tiles adjacent to it (become deadlands-:0 food, transform: deadlands)

There is also the effects on the atmosphere that we need to worry about. Durring the cold war between the US and Russia, we practically created the Van Allan (not totaly sure on his name) radiation belts: three belts around the Earth that trap massive amounts of radiation and require all passing ships to have radiation protection or all passengers get radiation poisoning. There were other consequences to these belts, but I can't remember them, that was a whole year ago in my physics class and like I am going to remember that.
[This message has been edited by airdrik (edited December 14, 2000).]

Big Crunch
Prince
Soon to be known by a Symbol...
Sep 2000
posted December 15, 2000 10:52   Click Here to See the Profile for Big Crunch   send a private message to Big Crunch
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quote:

There is also the effects on the atmosphere that we need to worry about. Durring the cold war between the US and Russia, we practically created the Van Allan (not totaly sure on his name) radiation belts:

The Van Allen Belt has always been there and is due to the interaction of the Solar wind with the Earths Magnetosphere. Nuclear Weapons did nothing....

airdrik
Warlord
Boise, ID, USA
Oct 2000
posted December 15, 2000 14:46   Click Here to See the Profile for airdrikClick Here to Email airdrik  send a private message to airdrik
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quote:

Originally posted by Big Crunch on 12-15-2000 10:52 AM
The Van Allen Belt has always been there and is due to the interaction of the Solar wind with the Earths Magnetosphere. Nuclear Weapons did nothing....

Actually, I was wrong that we 'created' them, we nearly increased the amounts of radiation in them by like 10x, or something.

Big Crunch
Prince
Soon to be known by a Symbol...
Sep 2000
posted December 15, 2000 20:37   Click Here to See the Profile for Big Crunch   send a private message to Big Crunch
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The effects were only shortlived and had no permanent effect. The upper atmosphere has and always will be full of highly energetic particles and radiation. All the Nukes did was provide an extra few lights for a few weeks - equivalent to the Aurora Borealis. Even the Really Big Bombs only lasted about a year. Don't foget that these bombs were deliberately detonated in space to see if they could create these belts!

Basically what I'm saying is that ground based detonations will not cause radiation in space.

DrFell
Chieftain
England
Sep 2000
posted December 15, 2000 22:40   Click Here to See the Profile for DrFellClick Here to Email DrFell  send a private message to DrFell
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they detonated nukes in space??? i never knew this!! i thought theyd only been detonated 'on the ground'. surely they didnt do that just to test out the effects on the van allen belts (quite vital in keeping out deadly solar radiation along with the atmosphere...).
Big Crunch
Prince
Soon to be known by a Symbol...
Sep 2000
posted December 16, 2000 14:15   Click Here to See the Profile for Big Crunch   send a private message to Big Crunch
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quote:

quite vital in keeping out deadly solar radiation

The Van Allen Belt is not vital. The Earth's Magnetosphere is what is vital.

The VAB is basically a load of charged particles caught in a "crevice" in space - equivalent to the stuff that gets caught in the gap between sofa cushions.

The "crevice" is caused by the Earth's Magnetic field interacting with the Solar Wind. The Belt is about as useful as the crap stuffed down the back of your sofa.

Look up the Argus Experiments - designed to make an artificial belt before the VAB was discovered.

I think I should write an essay on the topic.

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