How do you disable pollution?
Re: How do you disable pollution?
This is actually a server (ruleset) issue, not a client. The easiest way that I can think of is to change game.ruleset section [civstyle] field base_pollution to some large NEGATIVE number e.g. -100. Server options can be used to avoid the global consequences but not the pollution on a tile.gatorized wrote:GTK 3.22
Re: How do you disable pollution?
But I remember there is a client option to disable the display of "nuisances". It can be saught for in client options list, accessible from the main menu. But on the server the pollution will be still present and change the tiles' output.nef wrote:This is actually a server (ruleset) issue, not a client.gatorized wrote:GTK 3.22
Re: How do you disable pollution?
Yes indeed, Game->Options ->local Client -> Graphics as well as View. If turned off you may still see it by its effect in reducing the tile produce for some tiles (e.g. city DB summary or tile inspection using the mouse).
Re: How do you disable pollution?
Found the solution : Change base_pollution in game.ruleset to -9999
Re: How do you disable pollution?
Removing Pollution extra from terrain.ruleset should work.
Re: How do you disable pollution?
That does not remove pollutionilness influence since it is calculated from city output value, not what lays on the map. If you want to change the ruleset, you can as well disable all "Pollu_Pop_Pct[2]" and "Pollu_Prod_Pct" effects, just modding civstyle.base_pollution is faster. Maybe we should ever have a switch for it in the server options.
-
- Posts: 1
- Joined: Mon Jan 22, 2024 6:51 pm
- Contact:
Re: How do you disable pollution?
How does modifying the "base_pollution" field in the game.ruleset or removing the "Pollution" extra from terrain.ruleset affect pollution in the game, and what are the implications for gameplay?
Re: How do you disable pollution?
https://freeciv.fandom.com/wiki/Cities#Pollution
Your cities produce some (effects controlled) amount of pollution points proportionally to its population and its production per turn. This anount contributes to the probability that a pollution extra appears in one of the city tiles. But base_pollution is subtracted from the amount; if the result is not positive, pollution just never appears (unless some industrial disaster strikes but it is rare and presents not in all rulesets).
Your cities produce some (effects controlled) amount of pollution points proportionally to its population and its production per turn. This anount contributes to the probability that a pollution extra appears in one of the city tiles. But base_pollution is subtracted from the amount; if the result is not positive, pollution just never appears (unless some industrial disaster strikes but it is rare and presents not in all rulesets).