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For a 2400 pop settlement, you only need one treatment plant and 5-6 supporting facilities, and your only output is a little dirt and some fuel gas. You get the majority of your water back, too.
But yes, the inhabitants don't seem to have any concept of social distancing or masks :P
I guess I'll do waste water treatment and see what happens, maybe try to fix the air pollution too. My point about flu remains, there's constant flu after flu even if you don't send the ship out.
Dumping a 2k settlement's ~100/mo wastewater generates 100 water pollution, which is a -10 to your health. When your health goes negative, -10 health is an additional 1% mortality.
Treating your water and making sure you're actually using Med II vs. Med I in your clinic can reduce your mortality by 1.4%, plus another 0.5% due to Med II supplying an additional +5 health over Med I. Based on your original post, that would completely compensate for the -1.37% you get during the flu.
The natural growth from positive health is only +0.01% for each 10 health, while mortality from negative is -0.1% for each -1 health, which can easily overwhelm your natural growth if you don't manage it.
Water pollution is not about the water your people get from the water facility, it is about how much polluted water (and toxic slurry, acid, sour water) you dump in the ocean. This is globally, so whether you do it close or far from the settlement does not matter.
Water pollution is somewhat easy to get to zero, once you treat wastewater from the settlement and make rubber without using coal. Eliminating air pollution takes MUCH longer, and just some reduction should be the goal.
You already do what you can with the medicine, try to have supply consistent and remember they will need more when there is sickness. Unless you need the extra unity, have a warehouse as buffer between med production and the clinic, and simply turn the clinic off in healthy times. medicine during healthy times is only a unity bonus and a slight increase in pop growth. making sure your people dont die during flu is like higher priority, so if you cant have it available at all times, at least have it available during flu.
And, I know it is obvious, try to have more workers than you need, and maybe already check which machines are easiest to keep idle in times of need. You may want to set all production of construction parts, and their exclusive supply lines, to lower priority, so that if you are too low on workers, you stop making trucks, instead of stopping to create food and clean water.
Sorry you're having problems with this, could you send me your save file so we can take a look?
You'll find your saved games in "Documents\Captain of Industry\Saves" and you can email it with a brief description (or a link to this thread) to zuff+support@captain-of-industry.com
Thanks!
The 'problem' with the water supply is this: The game does not differentiate between water from different sources. Water is water, no matter if you pumped groundwater, distilled seawater, reclaimed steam or whatever else you did. So water pollution still affects your people no matter where you got the water for them from. Acid rain, perhaps? Who knows.
Anyways. What liquids are you still dumping that you have water pollution at all when you are far enough along that you have medical supplies? If wastewater, build a wastewater treatment plant, as people said. It's main cost is workers, the rest of the stuff supplied to it is quite easy to do. Use the improved recipe if you can. Put the sludge through a fermenter.
I can't think of much else you could be dumping at that point in the game... Sour water should be becoming sulfur, make the sulfur into slag if it overflows. Can't think of anything else right now that would create water pollution. Toxic slurry? Can also go through a (separate) water treatment plant.
As for the OP, the Captain of Cheats mod lets one disable this. I use it myself. I prefer to play a factory simulation game, not a hospital simulator.
makes little sense to show "where the pollution is" when pollution is global.
An overlay similar to (or integrated into) the resource one would work well for highlighting pollution sources and their magnitude.
Of coarse showing the pollution on a map would not be of much use without changing the game in this manner.