I think at this stage its been agreed that pollution mechanic needs some serious refinement. I've managed to win 2 games by avoiding all pollution tech, however I had lucky spawns both times (abundant resources and few AI near by).
If you build enough pollution mitigation infrastructure can the productivity boost be worth it?
Considering there currently seems to be now way mitigating pollution from farmers, market and research quarters should these pollution causing infrastructure be avoided?
Are aircraft worth the pollution causing aerodrome (again since there is no way of mitigating this pollution)?
First thing to keep in mind is local pollution penalty affect all resources produced by districts except for industry, but including both influence and faith, it also give a huge -15 stablility penalty. To get this penalty all it take is like producing 10 pollution.
So this mean you can pretty much forget about getting factory farms, those will pretty much always cause you to produce less food due to the massive local pollution penalty and farmer quarters unlike makers quarters don't get any pollution reducing infrastructure, the only thing that reduce their pollution is fusion power and playing on low difficulty.
For makers quarters, in industrial era, it can be worth it as industry is not affected by pollution but you do get hit by the massive stability penalty, I have not seen much reason to build industrial era causing infrastructure in industrial era due to that penalty. It have been get to contemporary, get fusion power + pollution reducing infrastructure and then get stuff that cause pollution such as coal plants.
For other stuff like missile silos and aerodrom, those give useful stuff that don't have to do anything about your economy, so they are worth building in remote territories for their military usefulness.
With all the late game (industry related) research and bonuses your makers quarters (MQ) will produce 0.35 local pollution per turn (lp/t).
So... a very well infrastructured old city with 4 territories with more than 1 (let's say 3) emblematic MQs - which means 4x3 (emblematic) + 3 (for good measure) MQs - will produce 5.25 lp/t in exchange for a TON of industry.
But much better if you forget about the Autonomous Factory (?) tech. In that case MQs produce 0.25 lp/t; so the aforementioned city will produce 3.75 lp/t which is enough to keep pollution very low locally. You can add train stations to the mix if you like. With those 4 train station - 0.5 lp/t per piece - your pollution will be 5.75 lp/t.
Forget about farming tech which cause pollution to farmers quarters - do not worth the cost -, airports and aerodromes - except 1 aerodrome somewhere (5 lp/t) to build planes if you fancy them, and keep those planes on carriers.
All in all with 10 similar cities - which is more than enough to win the game in any conditions and it will never happen - you will produce 57.5 lp/t nationwide, so a total of 115 pollution per turn. Realistically however your total lp/t will be around 25, so a total of 50 pollution per turn nationwide. In humankind difficulty with these numbers you will be around the third-to-lowest to lowest polluter in the game.
Makers Quarter's get up to 16 Pollution/turn from various infrastructure (Infrastructures that boost Science and Market Quarters gives pollution to Makers Quarters)
They can reduce that by 80% with pollution reducing Infrastructure (90% is there is a river)
That gives you 3.2-1.6 lp/t
With Fusion power (an end game tech) it becomes 1.6 to 0.8 lp/t... more then an ideal train station.
While it might be worth it on paper, realistically unless you have a MASSIVE tech lead on the AI, they're going to be the ones to foul the planet before you even get to build it anyway. The AI don't seem to operate with pollution very well.
I saw someone on the steam forums made an alpha version of a mod manager, that disables the pollution mechanic, I have not tried it out and trying to find it.
edit: Found it https://gc2021.com
Someone was able to make a pollutionless mod, and the ability to end a faction early before they made a civilization by destroying all their units during the early game.
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