HUMANKIND™

HUMANKIND™

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Kaede Sep 5, 2021 @ 7:07pm
Pollution Issue
Anyone else having issues with pollution? I hate how the game ends and you cant continue. How it just forces the game to end when i was actively trying 30 turns ago to make the problem go away!
Wish there was an option to turn this off. Or perhaps build buildings that reduce pollution so you can do a balancing act!
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Showing 1-12 of 12 comments
Kanjejou Sep 5, 2021 @ 8:26pm 
Yeah decided to try the german and the instant I put a cokery in my cities they get -15 stability per hex because of "low" polution so they all revolt and there is no way to recover...
Last edited by Kanjejou; Sep 5, 2021 @ 8:27pm
AOM Sep 5, 2021 @ 8:42pm 
Originally posted by Kaede:
Anyone else having issues with pollution? I hate how the game ends and you cant continue. How it just forces the game to end when i was actively trying 30 turns ago to make the problem go away!
Wish there was an option to turn this off. Or perhaps build buildings that reduce pollution so you can do a balancing act!
If you are okay installing a mod, you can get a mod that removes pollution from the game here: https://gc2021.com/forumdisplay.php?fid=6
Kanjejou Sep 5, 2021 @ 9:00pm 
tried to put and remove the cokery and it is bugged right now, it instantly give you the low polution malus that put -15 stability per quarter thus even entertainement quarter get -15 stability
Infern Sep 5, 2021 @ 10:58pm 
Play on lower difficulties if you want to get rid of pollution affecting the world... Because Missile Silos giving a negative pollution with fusion reactors
Kotori Asobi Sep 6, 2021 @ 12:18am 
Actually, you can't deal with pollution, because you can't fight pollution. So the only way is to remove pollution by using mods and i strongly recommend to do it, since with the actually pollution mechanic is not game is not really funny at all.
Kaede Sep 6, 2021 @ 10:50am 
Originally posted by Kotori Asobi:
Actually, you can't deal with pollution, because you can't fight pollution. So the only way is to remove pollution by using mods and i strongly recommend to do it, since with the actually pollution mechanic is not game is not really funny at all.

I guess that would make sense as i kept building the nuclear reactors and stuff like that, that says it would minus thirty pollution per cog adjacent to each other and for some reason i doubled pollution and was making 40K a turn LOL
JagerBombastic Sep 6, 2021 @ 12:19pm 
I've honestly sidelined this game until pollution is either reworked or can be disabled. I can win via the turn counter easy enough, but If I want to keep playing or have a game where tech kicks in real fast it can be a real issue as there is no way to manage pollution.
Last edited by JagerBombastic; Sep 6, 2021 @ 12:20pm
Dorok Sep 6, 2021 @ 12:34pm 
For now my two full plays finished with a green planet, one because I dominated too much and put care very soon of any pollution problem, when AIs was lagging behind with the other half of the world and couldn't pollute much before end. In second full play it's more because everybody lagged a bit, last eras come late hence neither me nor AIs get much opportunity to pollute before the end.

I suppose that it's a bit linked to 300 turns plays. With 450 or 600 it could be different even if the scales are supposed to adapt I don't think effect per turn are changed.

I thought on using a rush to science and influence, to move forward in the research tree focusing only on anti pollution or non pollution tech. And have influence make AI go to those tech in priority.

For sure another option, is a wide control of the planet and take care of pollution on your side. If I remind well some infrastructure generating pollution can't be removed, but then factory squares generate the pollution and can be destroyed for example with a forest. so when you take an AI town you can clear it from future pollution. And at worse destroy and revuild so town to make them green towns and remove their polluting infrastructures.

What the dev forget is a slow rate of pollution natural decrease, so even if you clean the whole planet with conquest and rebuild, you can't go back on pollution.
Last edited by Dorok; Sep 6, 2021 @ 12:37pm
Kanjejou Sep 6, 2021 @ 2:00pm 
in my two wins i had to go to war with my opponents top scorer/sciencer super often and raided them so hard I stalled their science so hard we finished at turn 600 with being all at last age but using modern/insdustrial era units and buildings , so barely any polution...

my problem with polution is more that it seem to be broken
Last edited by Kanjejou; Sep 6, 2021 @ 3:44pm
Kherianda Sep 7, 2021 @ 1:31pm 
I played a test game today to see if I could proactively head off pollution by planting a lot of forests. Nope.

Let me explain, and please correct me if you have better info.

Pollution appears as a mechanic in the contemporary era, and nothing makes pollution until then, and then it immediately starts up at the full rate. This alone is a little weird.

Then, you can't reduce pollution with a forest until the pollution mechanic is active, and even then, possibly not until there is pollution per turn being produced. Finally, reforestation has to be done in the same territory as the pollution is being generated in.

Since there can be a lot of synergistic pollution, it may not be possible to have reserved enough empty hexes to plant enough forests to counteract it.

It sucks the life out of an industry-heavy late game strategy. It's just not fun. The game needs more anti-pollution mechanics featuring some complexity of territory development, infrastructure, policies/civics, active worker-unit mitigation; or the entire pollution system needs a substantial overhaul to make it fun.

Or, someone should create a mod to just disable it entirely.

Dorok Sep 7, 2021 @ 2:28pm 
Forest would need a huge production level to build many at each turn and it won't solve global pollution and pollution of AIs. I don't think it's a problem of square, it's just 2 turns reduction of current pollution production it removes nothing to global pollution already existing. So you can certainly reuse a square, ransak the forest and rebuild it.

The pollution is from factories, trains, planes. You have late research and town structures to get a 100% pollution reduction of factories and train, but I quoted nothing for plane related pollution. But you can also destroy factories, trains and planes structures. or even destroy towns with infra structure generating pollution per factory.

But this won't change that AIs will continue pollute and you can't do anything. What to say, it's like China they produce for mostly all world, and pollute a lot and argue they didn't in past when other countries was already polluting a lot, and you can't do anything.

All in all the whole system need a redo to be a bit fun.
AmesNFire Sep 7, 2021 @ 5:47pm 
I wonder if changing Forests to an immediate -5 when built(grown?) for the next turn and then a -2 on pollution production would help mitigate some issues with how pollution works currently. Apply this to generated forests as well.

So Turn 1 being when the forest is finished.
Turn 1: -5 on pollution production for this turn only.
Turn 2: -2 on subsequent turns.

An obvious issue I see is the incentive to cut down a brand-new forest to get the -5 the very next turn. Maybe create a 'Destroyed Forest' ruin similar to the City Ruins you have to clear?
Last edited by AmesNFire; Sep 7, 2021 @ 5:47pm
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Date Posted: Sep 5, 2021 @ 7:07pm
Posts: 12