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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
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.
my problem with polution is more that it seem to be broken
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.
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.
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?