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Old June 3, 2003, 20:16   #1
Boco
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Pollution and Global Warming
aka Boco can't search well

ToT has a frustrating problem. You can't move the unitkey, much less hide it.

I have about 190 copies of a unit called 'impassable terrain' scattered across my map. Tired of seeing all those unitkeys, I made the unit invisible. The text 'impassable terrain' shows up in the info pane of 'spotted' squares as I like it, but it's hard to see what squares are impassable at a glance. So, I'm considering using pollution as a marker.

If I put ~190 polluted tiles on the map (mostly outside of cities), will global warming occur? If so, is there a link to show me how to hex-edit the problem away?
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Old June 4, 2003, 10:23   #2
Elok
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Is there a reason why you can't just use airbases or fortresses? I don't know about TOT but I can't imagine that much pollution NOT leading to GW. Even if it doesn't, the civscore penalty would be ludicrous if you're not objective-based.
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Old June 4, 2003, 10:56   #3
Dr Kellogg
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You can set the option 'eliminate pollution' (cheat mode / special rules).. I think this prevents global warming even with 190 polluted tiles on the map..
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Old June 4, 2003, 12:45   #4
techumseh
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No it doesn't. It only prevents the addition of new pollution from cities in the game. Nuclear wars or pre-existing pollution will still cause global warming.

For every 2 solar plants, one polluted square is negated. Or you can hex edit the game file to cancel global warming altogether. To find out how, try Mercator's guides on his site here: http://www.civgaming.net/mercator/
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Old June 4, 2003, 14:36   #5
Dr Kellogg
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Quote:
Originally posted by techumseh
No it doesn't. It only prevents the addition of new pollution from cities in the game. Nuclear wars or pre-existing pollution will still cause global warming.
ohh I didn't know this..
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