Re: [Freeciv-Dev] patch: solar plant...
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On 1999-07-24 01:20:26, Reinier Post wrote:
> > > Pollution from production is calculated from the cities factory
> > > production...
> >
> > I prefer that it be based on the entire production.
> > Example: say I have a city with no factory, a smallish
> > population, and several coal mines. Under the current
> > rules I have to worry about pollution, whereas I don't
> > much under your rules. I prefer the current rules here.
>
> What are the proper rules for pullution?
> There's no arguing that Freeciv has it wrong. But how to fix it?
>
> I can only draw from my Civ I experience.
>
> In Civ I, there are clearly two contributing polluting factors:
> pollution due to production (prodpol) and due to city size (sizepol).
> prodpol never happens, as far as I'm aware, before the discovery of
> Industrialization. sizepol second never happens before the discovery
> of Automobile. I don't know how the discovery of more techs affect either.
> Recycling plants diminish (or eliminate?) prodpol, mass transit
> dimimishes (or eliminates?) sizepol.
>
> I think the two are computed independently, including the modifying effects
> of buildings, then added to give total pollution.
You don't think the effects of recycling center and
hoover/hydro/nuclear should be in effect at the same time?
> First, the computation of prodpol. In Freeciv it scales with city
> production, and more effective factories can scale it down again.
> This is not how it works in Civ I, where prodpol is never possible before
> Industrialization, as far as I remember. But is it possible without
> factories? I don't remember.
Neither do I...
> Daniel's patch assumes that it isn't, by making it scale with the
> production bonus brought by factories. That way, it will stay at 0
> for cities without factories.
One reason for this was to compensate for the removal of -20 by
calculating pollution from less production...
> In any case, it should be 0 without A_INDUSTRIALIZATION.
Indeed...
> Second, the computation of sizepol. In Freeciv it starts to happen
> with A_INDUSTRIALIZATION; in Civ I, with A_AUTOMOBILE. I don't think
> A_INDUSTRIALIZATION or A_MASS affect it at all. Daniel's patch
> fixes that.
Thank You very much! :)
> Third, the subtraction of 20. This looks like a quick hack
> to make sure pollution doesn't happen early in the game. With a
> modified prodpol computation, this would be fixed properly.
Exactly!
Removing it *does* give You a *lot* more pollution if You have a lot of
small cities - but I think that's the way it should be...
I'll check into the possibility of putting something in a ruleset...
> > > Pollution from population was equal to the size times a factor decided
> > > by the level of advancement in Your civilization...
> > > 0.50 for Automobile
> > > 1.00 for Plastic
> >
> > I prefer the more gradual change with more factors.
>
> Yes, but I don't think that's how it works. (Can't speak for Civ II.)
Thanx, I needed that...
I had more or less given up on this change... :)
/Daniel
--
Now take a deep breath, smile and don't take life so seriously... :)
- Re: [Freeciv-Dev] patch: solar plant..., (continued)
- Re: [Freeciv-Dev] patch: solar plant..., David Pfitzner, 1999/07/22
- Re: [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/22
- Message not available
- Re: [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/22
- Re: [Freeciv-Dev] patch: solar plant..., David Pfitzner, 1999/07/22
- Re: [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/22
- Re: [Freeciv-Dev] patch: solar plant..., Tony Stuckey, 1999/07/23
- Re: [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/23
- Re: [Freeciv-Dev] patch: solar plant..., Stephen Hodge, 1999/07/23
- Re: [Freeciv-Dev] patch: solar plant..., Reinier Post, 1999/07/23
- Re: [Freeciv-Dev] patch: solar plant..., Reinier Post, 1999/07/23
- Re: [Freeciv-Dev] patch: solar plant...,
Daniel Sjolie <=
- Re: [Freeciv-Dev] patch: solar plant..., Reinier Post, 1999/07/24
- Re: [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/24
- Re: [Freeciv-Dev] patch: solar plant..., David Pfitzner, 1999/07/24
- Re: [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/25
- Re: [Freeciv-Dev] patch: solar plant..., Greg Wooledge, 1999/07/25
- Re: [Freeciv-Dev] patch: solar plant..., Greg Wooledge, 1999/07/23
- Re: [Freeciv-Dev] patch: solar plant..., David Pfitzner, 1999/07/24
- Re: [Freeciv-Dev] patch: solar plant..., Daniel Sjolie, 1999/07/24
- Re: [Freeciv-Dev] patch: solar plant..., Stephen Hodge, 1999/07/23
- Re: [Freeciv-Dev] patch: solar plant..., Stephen Hodge, 1999/07/25
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