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  500+ eco damage in 1 turn, how?

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Author Topic:   500+ eco damage in 1 turn, how?
Provost Weber posted 03-13-99 11:48 PM ET   Click Here to See the Profile for Provost Weber   Click Here to Email Provost Weber  
In my current game, all of my bases have between 0 and 10 eco damage and then one turn later after 50+ mindworm attacks, and 30+ xenofungus growths, all of my bases have 500+ eco damage. I also get about ten global warming warnings in that turn, the first being 200 meters and the last being 3500 meters.
Valla posted 03-15-99 04:43 PM ET     Click Here to See the Profile for Valla  Click Here to Email Valla     
Certain projects later in the game can cause your production to skyrocket causing huge amounts of eco-damage; but I don't have the exact ones memorized.
weregamer posted 03-15-99 04:57 PM ET     Click Here to See the Profile for weregamer  Click Here to Email weregamer     
There is only one, but it's a killer.

One of the benefits of the Space Elevator is that it's supposed to make building satellites much easier. Unfortunately, this was implemented by DOUBLING the mineral output of cities building satellites, instead of halving the cost.

The compounding factors are that Governors don't take this into account (by, frex, reassigning workers to reduce the damage back to zero while gaining energy) and that Governors choose the next build *during* the maintenance phase, *before* eco-damage is resolved. So the Governor decides to build a satellite, and before you could even theoretically do anything about the choice, you get a couple squares of fungus, a couple stacks of Demon Boils, and 300m of rising sea level. UUUUUURGH!)


I only saw numbers in the 70s and 80s on mine, but I had cities balanced to put out about 120 minerals a turn with zero eco damage.

Peter posted 03-16-99 08:21 AM ET     Click Here to See the Profile for Peter  Click Here to Email Peter     
The point is, I've really not yet understood how its works by AI. Some games I had all stabilized, other I had where level risings were more than 3000 m within 2 or 3 moves and find no way to stabilize it. And all without automatic government and a lot of formers (up to 300).

The fungus/mindworm problem you can protect easy: place a mindworm on such fields where an alien sometimes came or fungus was new. That always the same fields and no alien will come if an own mindworm is there.

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