Re: [Freeciv-Dev] patch: solar plant...
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
Steve,
[in Civ II:]
> When Industrialisation is discovered pollution will be generated at a rate
> of one per production shield for each shield over a certain threshold which
> is governed by the cities size. The threshold value is calculated as:
> 20-(size*0.25). With the discovery of automobile the multiplier used in the
> threshold equation becomes 0.50. Hydro plants effectively reduce the number
> of shields used in the pollution calculation by 50%, I did n't play long
> enough to see the effect of Mass Production, Recycling, etc.
Thank you! In addition, the Civ II manual, p. 80, says
pollution varies with the difficulty level. It adds:
Smog [= pollution due to population] has no effect on pollution
calculations until your civilization acquires the advance of
Industrialization.
So the present Freeciv computation, which I thought was fairly absurd,
seems to be a good model of Civ II after all. I suppose Daniel Sjolie's
computation will have to be marked with a server setting if it is accepted
at all.
> Regards,
> Steve Hodge
--
Reinier Post
- Re: [Freeciv-Dev] patch: solar plant..., (continued)
- 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
- Re: [Freeciv-Dev] patch: solar plant...,
Reinier Post <=
Re: [Freeciv-Dev] patch: solar plant..., Martin Willemoes Hansen, 1999/07/20
Re: [Freeciv-Dev] patch: solar plant..., Martin Willemoes Hansen, 1999/07/20
|
|