Master of Orion

Master of Orion

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Turn Pollution Cleanup Back On
This update was a bit too extreme, with pollution becoming a greater threat than alien invasion you need to at least turn back on the option to clean up the pollution without crippling our plannets in the process. reducing the pollution generation rate or increasing pollution cleanup rates for structures is necessary just to keep this game functional. The pollution build up and penalties are just too extreme with even minimal production rapidly polluting planets and even minor pollution crippling food production the micromanagement necessary to maintain your worlds is just irritatingly excessive. While I'm at it I feel that with gravity tolerance becoming a much bigger problem than it was in the past you should decrease the penalty to at most 25% or make the gravity generator available much sooner and cheaper than it is now.
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Showing 1-15 of 49 comments
Davor Nov 1, 2016 @ 4:11pm 
Please use paragraphs that was hard to read.

I am not finding pollution a problem at all right now. I am currious how are you playing? Are you building any pollution reducing buildings at all? Are you just maxing your production?

I find it funny people say you don't need to think to play this game. Now we need to think and people are getting upset they have to do so.

Please use examples why you are having problems because right now I can put my produciton to 75% with very little pollution build up and max it out and then take the meeples to food/research for a turn or two to clean up.

So basiclly it's just like what you are asking for but I find the new system so much better So much less micro.
Doombringer Nov 1, 2016 @ 4:36pm 
If you load an old save all your planets are ♥♥♥♥♥♥.
If you start a new game it's not so bad.

Most people complaining are using old (pre-patch) saves.
Last edited by Doombringer; Nov 1, 2016 @ 4:37pm
purdueguy Nov 1, 2016 @ 5:42pm 
@Slickcharms - start a new game. This was a LARGE patch and that tends to break things. Typically they warn us but they didn't (and should have) on this patch.

It works fine with a new game. Your play style can't be the same as it was though - that is, if you just let you planet pollute for a while and then intend to cleanup when it gets really bad - well now the consequence of that play style is you start loosing food production every couple of turns.

The pollution, in a new game, doesn't start even showing up until you get the Neutron collider (you'll finally edge over out of negative territory). By then though you need to get the atmosphere renewer to balance it out.

My NEW PLAY STYLE is to keep production workers just under 0 (so negative) so I don't have to worry about pollution. As I get new pollution control buildings I can use more slots. If I add more prod buildings I have to possibly move a worker until I get a new pol ctrl building to counter.

By the time you get to a Large, Terran Abundant planet with ALL prod buildings EXCEPT deep core mining and ALL pollution control buildings EXCEPT core waste - you should still be able to use all but maybe 1 of your production slots without polluting (so 0 or negative). For Large, Terran, Rich you'll be able to use half your slots without pollution. Again, you can choose to briefly pollute (as high as half your planets tolerance) and then move all your workers to clean it up. If you are stressed about it, I'd go with the core waste dump to get rid of pollution all together.

They do need to tune it though. Bump up the buildings (toxic process to 10, pollution proc to 15 AND keep the atmo renewer around) and then maybe introduce higher planet tolerances for Terran/Ocean/Uber and the highest tolerance for GAIA (in the process promoting more terraforming and making GAIA transformation even more worth it).
Last edited by purdueguy; Nov 1, 2016 @ 5:46pm
Slickcharms Nov 1, 2016 @ 11:13pm 
I was using the pollution processor and the toxic processor but couldnt manage more than two or three workers in industry at most while keeping pollution build up at or below 0, so not even one quarter capacity on some plannets.

Don't get me wrong though, I'm not saying that these changes are necessarily bad, they definitly add some depth to the game. All I'm saying is that it's too damned much. They really need to dial back the pollution rates and turn up the effectiveness of the pollution control buildings. And bring back the pollution cleanup construction option.
Davor Nov 2, 2016 @ 7:22am 
There is nothing wrong in having your pollution up to 3 or 4 per turn. Just like we would in the old way, build up pollution. Instead of now worrying about effecting a biome it's effecting food. So instead of maxing out production we leave 2 or 3 protduction tiles empty.

I find out once I don't like where my pollution is I just take all meeples off and put them in food/research and it acts just like if it was a pollution clean up build. So for me it's less micro and less annoying that it was before.

It's really a better mechanic, we just need to get use to it instead of just min/maxing all the time.
purdueguy Nov 2, 2016 @ 8:51am 
Originally posted by Slickcharms:
And bring back the pollution cleanup construction option.

We already have pollution cleanup - you move all your prod workers to another slot for a few turns (if you want the fastest cleanup), which gives you negative pollution. Sometimes, if I have about a quarter of the planet polluted - I'll just set my prod workers to have -6 pollution so I get more prod but also some slight cleanup.

BTW - since it's not obvious, hold CTRL+LEFT CLICK on worker to grab that worker and all those to the right of it.
Last edited by purdueguy; Nov 2, 2016 @ 8:52am
nocola5 Nov 2, 2016 @ 9:09am 
Originally posted by purdueguy:
Originally posted by Slickcharms:
And bring back the pollution cleanup construction option.

We already have pollution cleanup - you move all your prod workers to another slot for a few turns (if you want the fastest cleanup), which gives you negative pollution. Sometimes, if I have about a quarter of the planet polluted - I'll just set my prod workers to have -6 pollution so I get more prod but also some slight cleanup.

BTW - since it's not obvious, hold CTRL+LEFT CLICK on worker to grab that worker and all those to the right of it.

But that's incredibly tedious to do; especially if you're playing one of the larger galaxy sizes. I should't have to waste time min/maxing what are supposed to be my best worlds every turn. Right now, it's better and easier just to have a galaxy filled with mediocre worlds.
KaiNoon Nov 2, 2016 @ 9:22am 
Originally posted by Doombringer:
If you load an old save all your planets are ♥♥♥♥♥♥.
If you start a new game it's not so bad.

Most people complaining are using old (pre-patch) saves.

I don't want to start a new game. I wan't to continue my epic "old" savegame. I invested a lot of time already and I don't have the time to start all over again every patch! Some people may like the new changes and others may hate them. But that is not the point. If they implement a new mechanic that is changing the whole experience of the game they have to make it optional.

I find this mechanic very annoying and i would have refunded the game if it was in there when i bought it. I politely ask the developers to arrange a refund or implement an option to turn this mechanic of in the settings so i can continue my old savegame.
purdueguy Nov 2, 2016 @ 9:22am 
Originally posted by nocola5:
Originally posted by purdueguy:

We already have pollution cleanup - you move all your prod workers to another slot for a few turns (if you want the fastest cleanup), which gives you negative pollution. Sometimes, if I have about a quarter of the planet polluted - I'll just set my prod workers to have -6 pollution so I get more prod but also some slight cleanup.

BTW - since it's not obvious, hold CTRL+LEFT CLICK on worker to grab that worker and all those to the right of it.

But that's incredibly tedious to do; especially if you're playing one of the larger galaxy sizes. I should't have to waste time min/maxing what are supposed to be my best worlds every turn. Right now, it's better and easier just to have a galaxy filled with mediocre worlds.


BEFORE you'd have to change what you're building to a special 'cleanup' item for 4 to 10 turns (depending on how much you polluted of course).

NOW, instead of selected a build item for 4 to 10 turns you're just moving your workers off the prod slot into farming or research for 4 to 10 turns. Same level of effort, different mechanism. Both ways you weren't building anything. BUT NOW you are getting bonuses to farming or research.

Oh - just realized, there is one way it's more tedious - with the old way you could add additional buildings BEHIND pollution cleanup in the build queue. Which meant when cleanup was done it'd just start building the next thing. Now you have to go back and move them back once pollution is cleaned up.

That's why, with the new system as-it-is now (that is needing tune-up), I just don't pollute. I keep my workers just below 0 pollution.

purdueguy Nov 2, 2016 @ 9:24am 
Originally posted by KaiNoon:
Originally posted by Doombringer:
If you load an old save all your planets are ♥♥♥♥♥♥.
If you start a new game it's not so bad.

Most people complaining are using old (pre-patch) saves.

I don't want to start a new game. I wan't to continue my epic "old" savegame. I invested a lot of time already and I don't have the time to start all over again every patch! Some people may like the new changes and others may hate them. But that is not the point. If they implement a new mechanic that is changing the whole experience of the game they have to make it optional.

I find this mechanic very annoying and i would have refunded the game if it was in there when i bought it. I politely ask the developers to arrange a refund or implement an option to turn this mechanic of in the settings so i can continue my old savegame.

@KaiNoon - a user on another thread said that they just moved ALL their productivity workers to another slot on all their planets - went a couple of turns (enough that the planets pollution comes down) - and they were able to salvage their EXISTING SAVE game. It's super tedious - but it looks like you can rescue your save game that way.
Last edited by purdueguy; Nov 2, 2016 @ 9:25am
KaiNoon Nov 2, 2016 @ 10:04am 
Originally posted by purdueguy:

@KaiNoon - a user on another thread said that they just moved ALL their productivity workers to another slot on all their planets - went a couple of turns (enough that the planets pollution comes down) - and they were able to salvage their EXISTING SAVE game. It's super tedious - but it looks like you can rescue your save game that way.

Thx alot for your effort. I did play some turns with the new mechanics yesterday and tried to save my planets. I was indeed able to stop some planets from degrading but it is just frustrating to play a game that has a completely new ruleset. My perks and choice of planets just didn't work out anymore. On some planets I had to remove all but one worker in order to not create more pollution even though I had top tier pollution facilities established (core dump etc.)

After like 20 turns I wanted to save the game but the save button was greyed out. I tried to start up the savegame today (the pre patch one) but it wouldn't even go to the next turn anymore.

Davor Nov 2, 2016 @ 10:20am 
Originally posted by KaiNoon:
I don't want to start a new game. I wan't to continue my epic "old" savegameplement an option to turn this mechanic of in the settings so i can continue my old savegame.

How long have you been on Steam for? It should have been common knowladge that if you don't want your games updated automatically you don't have Steam auto update your games.

If you didn't know this, then yes it sucks big time.
Davor Nov 2, 2016 @ 10:22am 
Originally posted by nocola5:

But that's incredibly tedious to do; especially if you're playing one of the larger galaxy sizes.

I find this less tedious to do. I find it more tedius the old way.
Last edited by Davor; Nov 2, 2016 @ 10:22am
purdueguy Nov 2, 2016 @ 10:46am 
Originally posted by Davor:
Originally posted by nocola5:

But that's incredibly tedious to do; especially if you're playing one of the larger galaxy sizes.

I find this less tedious to do. I find it more tedius the old way.

@Davor, I just realized in a post above that there is one way it's more tedious - with the old way you could add additional buildings BEHIND pollution cleanup in the build queue. Which meant when cleanup was done it'd just start building the next thing. Now you have to go back and move them back once pollution is cleaned up.
Dr.Acula Nov 2, 2016 @ 12:22pm 
Well congratulations to the devs. You successfully pushed me away from the game once again.

After I was very disappointed after playing the beta for a while I wanted to give the game another go. So I started a new game a few days ago. So I got a bit into the match, saved it and left it for a few days. Btw. my home planet had a major accident pushing the polution to 92% which I was cleaning up (got it down to about 60%).

Anyway I saved the game and left it for a few day. Today I want to continue, start it back up and my home planet has a polution level of over 600/300 and I ask myself "What the heck is going on here? Patch?" - Well ok, let's clean.....WHAT? Well F*** me!

Anyway I pushed the turn button to see what will happen next turn. 300/300 pollution - no way to clean it up and my home planet is not even producing enough food. So my savegame is literally f***ed.

So why should I start another game? Next time I login it might be completely broken again...

Fix this kind of stuff before you release the game and not weeks/months after the game has been released...
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Date Posted: Nov 1, 2016 @ 4:07pm
Posts: 49