Global warming strikes!!!
- Hans_Lemurson
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Global warming strikes!!!
Red team's reckless industrialization has created a major worldwide environmental crisis.
Forests turn to jungle, plains turn to dry desert, coastal and riverside lands turn to swamp, and swamps are overtaken by the sea.
Several strategic rail lines were severed by the rising oceans, and our Engineers are working overtime to fix the damage.
We are many many many turns away from any technologies that could limit or slow pollution output, so I expect this to get much much worse before too long.
Is it just me or is Global Warming a little bit too strong? Shouldn't it be more of a slow burn? We haven't even discovered the automobile yet!
Is GW adjusted for map size?
Forests turn to jungle, plains turn to dry desert, coastal and riverside lands turn to swamp, and swamps are overtaken by the sea.
Several strategic rail lines were severed by the rising oceans, and our Engineers are working overtime to fix the damage.
We are many many many turns away from any technologies that could limit or slow pollution output, so I expect this to get much much worse before too long.
Is it just me or is Global Warming a little bit too strong? Shouldn't it be more of a slow burn? We haven't even discovered the automobile yet!
Is GW adjusted for map size?
- Hans_Lemurson
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Cleaning up the pollution to minimize its effect on the climate?Corbeau wrote:Have you actually tried... cleaning up?
Or are you just referring to the fact that all GW changes are technically reversible: Flooded coasts turned back to swamp, swamp drained to grassland, Deserts transformed back to plains...
I was just expressing surprise at how fast and how early GW arrives. At the current rate of emissions, the next wave is likely to hit in about 5 turns.
Compared to the real world, this is like Floods hitting in 1880.
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There is already a patch to allow adjusting the effects on global warming and also nuclear winter. It was not applied to LT45 basically because I was unsure if it could have been tested enough and if it could have been understood well enough. I'm fairly sure this option will be available for LT46 and LT47.
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Replace "minimize" with "nullify" and the answer is "yes".Hans_Lemurson wrote:Cleaning up the pollution to minimize its effect on the climate?Corbeau wrote:Have you actually tried... cleaning up?
Well, that may seem early, but yes, GW is not accurately emulating real world case, and in both directions. Maybe it does come too early, but it is compensated by the fact that you can completely prevent GW Event by simply - like I said - cleaning up.I was just expressing surprise at how fast and how early GW arrives. At the current rate of emissions, the next wave is likely to hit in about 5 turns.
Compared to the real world, this is like Floods hitting in 1880.
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Imagine whole World, not just Western countries, with heavy steel production and dense steam transport - something like steampunk - global warming is inevitable.Hans_Lemurson wrote: I was just expressing surprise at how fast and how early GW arrives. At the current rate of emissions, the next wave is likely to hit in about 5 turns.
- Hans_Lemurson
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- Hans_Lemurson
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But still, what is calculated are polluted tiles, not the pollution in the cities.
I can't imagine how much someone has to be a filthy pig to create enough polluted tiles in one turn for the counter to jump above 0%. I guess it's possible, but still.
Also, keep in mind, pollution has inertia. If it was left to stink for a while and is only then being cleaned up, it takes a while for the effect to wear out.
Anyway, for more details, check "Math of Freeciv".
I can't imagine how much someone has to be a filthy pig to create enough polluted tiles in one turn for the counter to jump above 0%. I guess it's possible, but still.
Also, keep in mind, pollution has inertia. If it was left to stink for a while and is only then being cleaned up, it takes a while for the effect to wear out.
Anyway, for more details, check "Math of Freeciv".
- Hans_Lemurson
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I know. That's what I was referring to.Corbeau wrote:But still, what is calculated are polluted tiles, not the pollution in the cities.
Can you think of no one?Corbeau wrote:I can't imagine how much someone has to be a filthy pig to create enough polluted tiles in one turn for the counter to jump above 0%. I guess it's possible, but still.
I'm doing my best!
But in all seriousness, a 181x181 world has 32,761 tiles. Divide that by 500 and you get 65.5 tiles, which is the threshold for global warming to begin. The Hansa alone generated 6 tiles of pollution at the beginning of this turn, which is lower than my average. Multiply this by the many industrialized nations of the world, and it's not unreasonable that we are breaking this threshold on a regular basis.
Inertia? A pollution tile stops doing anything the moment you clean it up. The "effect" that takes time to wear off is simply the disaster-counter decreasing in probability over time. If you have a 20% chance of warming, and all pollution magically ceased the next turn, it would then decrease to a 16% probability instead of simply vanishing.Corbeau wrote:Also, keep in mind, pollution has inertia. If it was left to stink for a while and is only then being cleaned up, it takes a while for the effect to wear out.
Anyway, for more details, check "Math of Freeciv".
Last edited by Hans_Lemurson on Wed Oct 03, 2018 7:57 am, edited 1 time in total.
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When playing singleplayer with LT44 rules, I also spotted intensive global warming effect.Corbeau wrote:Wow! That's... impressive! Ok then, maybe the disaster counter really needs some readjustment...
Probably it is related to a higher town radius (than for standard rules) , thus 10mln peoples population is relatively easy to gain.
Within my "advanced modpack" I successfully fixed it by lowering factory production/pollution, introducing other resource related industry (thus pollution is localized) and making more improvements to be town size restriction, beside aqueduct/sevage. But it is for different topic.