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There are pollution sources that create pollution:
• Actual pollution output scales with production %.
• You can look up "how much" pollution is generated in their pop-up card.
• Generally this can be ignored.
• Severity scales with sewage pollution %.
• If buildings' sewage tanks overflow, there will be local pollution.
• Sewage can be ignored for a short time, but you really should avoid overflows.
• Incinerators create pollution and ash, which if left to decay away, creates pollution.
• If waste overflows at buildings or at bin stands, local pollution is created.
• Dumping waste from a dump, storage, or vehicle creates pollution.
• Waste creates pollution in most storages and in skids, but not in bins.
• Demolishing certain buildings can leave various wastes behind that decay too.
Vehicles do not create pollution, and trees do not limit nor absorb pollution.
Pollution is only simulated as air pollution and radioactive contamination (see next post), so all sources, even sewage outlets, will just create clouds of pollution around them. Water movement is not simulated, so pollution will not be carried nor diffused through bodies of water.
You can see how an area is affected by pollution by building a pollution monitoring station (found under state infrastructure) nearby. Typically there will be one or more "clouds" of pollution that are randomly distributed a certain distance from the source. More pollution output means larger clouds and more severe effect on the land.
Pollution is not permanent by any means. If you remove the source of the pollution, then the pollution in an area will dissipate pretty quickly (like in a week or two). Operating polluting buildings at low rates also reduces a lot of the pollution they output and thus their effect on the area around them.
Pollution only has three effects in the game (for now):
• Lowers citizen health (which affects a lot, like lifespan and productivity).
• Lowers tourism ratings (only tourists care about these; citizens do not.)
• Lowers the quality of water from water sources, to a point.
I think that farmland fertility/yield may be affected by pollution in the coming update, but I don't really know. These are mineral enriched crops comrade, very good for you, so no effect on fertility, production, or health.
Citizen health is only affected by living in polluted areas, which includes prisons, orphanages, dorms, and maybe hospitals (as a critical patient) and hotels (as a tourist). Working or satisfying needs in polluted areas does not seem to have any effect on citizen health, even for sports related buildings like the beach. Lower health causes lower lifespans (to a minimum around 30 "years"), lower productivity, death, more hospital visits, more ambulance calls, and lower population growth.
The health and thus lifespans of citizens can recover once they are removed from polluted residences.
With research enabled, there are techs you can research to reduce the impact of pollution on health and the overall pollution generation from industries.
Each polluting building will display an output of "Environmental pollution" in tons/years, which you can use to estimate the range you need to maintain between them and residences, attractions, and hotels. Note that these outputs are only displayed if you have pollution enabled as a game setting.
These are the ranges I maintain from pollution sources:
a 30+ tons/year single point source
Aircraft factory
Edit 1: Updated for the waste/maintenance update.
Edit 2: Updated because I felt like it.
Radioactive contamination only occurs when you have buildings that store radioactive materials (nuclear fuel or waste) catch fire, or if you have a lot of nuclear waste sit a while in a storage yard.
Once I built a hotel next to the boiler room. In winter, all ambulances drove to the hotel non-stop.
PS: pollution also worsens the tourist rating of the hotel.
Operating buildings at partial production or at maximum production for only a short time greatly reduces the amount of pollution they generate. For example, if you pair a coal fired power plant with two solar power plants and only run the coal power plant at night, you can build residences up to ~500, maybe 400 meters away without pollution appreciably affecting them. Even within 300m the pollution is okay enough to draw water from provided you have a treatment plant to filter out the occasional cloud of pollution.
Still got 2 more questions tho:
-Does pollution clouds stack (increasing distance if bunch of smaller ones combine) or do they only overlap (only the biggest polluter is relevant to distance)?
-Do pollution clouds travel, and if yes, how far? Do they get smaller overtime if traveling?
The only "weather" effect of pollution would be slight bias toward wind direction (which is fixed NE i believe)