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Pollution is broken

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4 years ago
Aug 18, 2021, 8:32:48 PM

I don't know if either a lot of people haven't gotten to this stage of the game yet, or if it's a bug, but for me pollution is completely and utterly broken.


Why ? Well, it's simple. The lowest pollution level with consequences is Low Pollution. It can be obtained in a few turns by simply having a few polluting districts like train stations, or by simply taking the Sawmill infrastructure, that gives +1 pollution to all maker's quarters and virtually guarantees a pollution level of Low Pollution or higher in any city with some production, which would basically be all of them.


The problem is that Low Pollution causes THIS :

-50% food, science, money, faith, influence AND -15 stability for EVERY district. That.Is.INSANE. Low pollution GUARANTEES your city will instantly collapse, as by that point most of your food comes from districts and you should have enough districts for your stability to be in the minus several hundreds, at minimum.


Oh, and want to know a fun fact ? The debuff appears to be permanent. That or the tooltip is bugged. I managed to get my capital back to Very Low pollution, but the debuff stays. And also replanting forest only applies once, no matter the amount of forests you plant. Which is why I'm inclined to think that this mechanic is bugged to hell and not that this was a horrible design decision.


Keep in mind everyone, this isn't the highest debuff level for pollution, it's the lowest. Gained after a single piece of infrastructure or a few specialized districts.


So, what are your thoughts on this ? Because for me, the game is literally not playable once you get into the early modern age. At least not if you want to use anything in the early modern age, since a lot of stuff produces pollution in one way or another.

Updated 4 years ago.
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4 years ago
Aug 18, 2021, 8:38:57 PM

Keep in mind that the pollution system was never tested in the OpenDev, so this will most certainly change at some point.

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4 years ago
Aug 18, 2021, 8:55:56 PM

Dang.

This sounds broken. I haven't made it to that Era yet, so I have no experience with it, and can't speak to the FIMSI debuff.

Stability seemed like a runaway train though in the Beta industrial era, so I'm not surprised there's an increase in Stability costs later in the game.

When do you get the upgrades on Luxuries, cause that looks like it's gonna be worth several hundred Stability on each city. Is that not enough to counteract the -15 per district?

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4 years ago
Aug 18, 2021, 10:30:47 PM
Bankipriel wrote:

Dang.

This sounds broken. I haven't made it to that Era yet, so I have no experience with it, and can't speak to the FIMSI debuff.

Stability seemed like a runaway train though in the Beta industrial era, so I'm not surprised there's an increase in Stability costs later in the game.

When do you get the upgrades on Luxuries, cause that looks like it's gonna be worth several hundred Stability on each city. Is that not enough to counteract the -15 per district?

It might be, I haven't gotten it yet, and it won't counteract the -50% food, which essentially starves to death all of your cities.

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4 years ago
Aug 18, 2021, 10:32:54 PM

They where adding this like what 2 weeks before launch...

Zero amount of testing is my guess, hell the game seems to balanced so that you'd never make it to last eras

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4 years ago
Aug 18, 2021, 11:26:35 PM
Resand wrote:

They where adding this like what 2 weeks before launch...

Zero amount of testing is my guess, hell the game seems to balanced so that you'd never make it to last eras

That seems to be the case. I can build virtually anything in a turn in my capital, except wonders, due to the ridiculous production I can accumulate. Same for the later stages of religion, it seems to be implied that you're supposed to go to Secularism or atheism, but you lose all of your tenets and other religious bonuses, which are worth so much more than what you get, even with a low tier religion, that being a bunch of neolithic-era shamans is literally better than a secular state in the early modern age.

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4 years ago
Aug 18, 2021, 11:40:38 PM

I just finished my second game, where I got to the end where polution was a factor...
And honestly? not that big of a deal in my game :P

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4 years ago
Aug 19, 2021, 2:16:48 AM

@Playwars, Wait until "PETA" complain and you lose 30% of production due to protests for 20 turns.  

Updated 4 years ago.
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4 years ago
Aug 20, 2021, 3:40:58 PM

Yeah, Honestly pollution kinda remove the enjoyment of the game once I arrive to the Early Modern Era. The way it is implemented right now is just not fun. You don't have a lot of way to counter it. You can feel it was rushed to the game before release. I would have preferred if they took their time to implement it in a way that is enjoyable, why not inside a DLC with multiple impact beside it, similar to the way they introduced weather in Endless Legends with the Shifters or Inferno DLC.

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4 years ago
Aug 20, 2021, 4:01:54 PM

My first game ended due to pollution around turn 190, normal settings, empire.  Just as I was about to invade the other continent I get the popup "Your game will end shortly due to polution".


Felt a very short amount of time between being in "low polution" to the end of the human race levels of polution.  I'd built a sawmill/factory in 2 or 3 cities, also hydro and nuclear plants, an airport and tested the bomb ready to try out some nukes, then that was it, apparently nothing I could do to reverse it at that point.

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4 years ago
Aug 20, 2021, 4:14:06 PM

Definitely think it's broken to some effect. In my games it's either a non-issue or a complete disaster. I'm not sure what determines thresholds for it either. I don't mind it existing, acting as more of a rushing countdown timer to force people to react to their ever growing need for WEALTH AND POWER. But the lack of any real indication or explanation (Especially from the narrator) is a little annoying. 

As many said, it feels like it was tacked on, and should have been thrown in as a mechanic for a DLC.

Edit: For some people suddenly finding Pollution ending your games. What difficulty are you on? I had noticed in the tool tips. On easier difficulties there was a negative modifier, easing it up. And I'm sure higher difficulties add a positive modifier to everything that generates poultion.

Updated 4 years ago.
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4 years ago
Aug 20, 2021, 5:06:48 PM

Something weird. I think Pollution scales with either map size or game pace, because in my slow paced biggest map game I have cities with 50+ pollution and they are still Very Low Pollution.

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4 years ago
Aug 20, 2021, 5:17:49 PM

They should have 5 levels (6 counting no pollution)

0: no penalties

1: -10% food, -2 Stability per district

2: -30% food, -5 stability per district

3: -50% food, -10 stability per district

4: -70% food, -15 stability per district

5:-100% food (game over)


Indicate the current level of pollution, and have a slow natural decay at each level, that can bring it down to the next level 

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4 years ago
Aug 20, 2021, 5:22:30 PM

the pollution mecanic is so annoying my stability would randomly shoot to zero and id have to spam out commons quarters and garrisons for a couple turns

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4 years ago
Aug 20, 2021, 7:23:06 PM

A sound idea crudely and destructively implemented.

I'd advocate just removing it until a suitable way of implementing it can be agreed because it's a very anti-fun way to play the game as it stands.

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4 years ago
Aug 20, 2021, 9:57:01 PM
waven wrote:

Something weird. I think Pollution scales with either map size or game pace, because in my slow paced biggest map game I have cities with 50+ pollution and they are still Very Low Pollution.

I have the same thought. I finished a game by researching all the technologies, and my pollution always remained "very low pollution", and never caused any problems. I played this on a 10 player huge map, with slow speed. 


I'm going to try out a smaller map - fewer players - normal speed setting to test this. I've read that player size and game speed also causes problems for civics not triggering properly, and can confirm this as well: half of my civics remained unlocked / hidden at turn 410 something. 


I really hope they are going to fix this issue, playing on large maps with lots of players and at slower speed is usually my way to go for a 4X game (and I'm probably not alone).

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4 years ago
Aug 21, 2021, 12:40:52 AM

This is weird. I played a 300 turn game and by the end of it we had 8000 pollution, was still stage 0 with no effects. How much did y'all have?

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4 years ago
Aug 21, 2021, 4:22:45 AM

Yeah, the Pollution system is very broken current state. Just poorly thought out and a bad reflection of how pollution actually affects the planet.  


1.) I managed to be the very first civ to get to the industrial era, where I built my very first train station.  Go me!  But wait... that train station made me... The Number 1 Polluter in the World!!  Naturally, all of my medieval neighbors witnessed the pollution funneling from my train station, and realized I was destroying the planet. So... I naturally got a diplomatic penalty for being the world's biggest polluter.  They brought me warnings to cease on horseback.   Suggested solution - There should be a point in time where people become aware of the effects on pollution on the environment.  This should not be an instantaneous thing.


2.) So hey, I pretty much avoided pollution causing buildings.  The bonuses honestly... weren't that great?  About the same as the last era's.  The only ones I allowed were train stations, as I found them to be vital for troop movement infrastructure.  I needed to avoid that big scary death timer ticking away at the top of the screen, naturally.  And the little skulls on my cities could be nothing good, despite being titled "Very Low Pollution".  Suggested Solution - If the buildings are going to be penalized... make them good?  I'd be better off spamming more districts.


3.) Oh boy, now airports are available.  Nothing quite opens the world up like the capability of flight.  But wait.  I went and did it.  My airport and aerodrome started spewing pollution at a rate unprecedented in history.  I got the notification that my city has changed categories to "Low Pollution".  Oh well, can't be that bad, right?  Low Pollution should be okay.  No.  No it's not.  Everything was not okay.  I now had -700 stability from my various districts, in addition to the resource penalty.  I'm sorry, but what?  -15 per district for Low Pollution?  Are you kidding me?  All of a sudden the people are willing to overturn the city because an airport got built? Suggested Solution - Maybe tone down the penalties to something more realistic, yeah?


4.) Building Missiles is bad.  Building Missile Defense, super bad.  You want to defend against missiles?  Prepare to spew multiple airports worth of pollution into the environment.  Mind you, building other military like tanks produces no pollution.  I'm not even quite sure why this is designed how it is.  Are we trying to have me make the moral choice between my military and the environment?  There's no need, the gigantic penalty is more than enough to dissuade me.  A lot of these spots pollution is heavily produced from, and their percentages, just make no sense.  Suggested Solution - Re-think what exactly needs to be pollution producing, and how much.  ie: making modern combat less fun is not a good tradeoff.


5.) Global Countdown Doom Timer.  While all of this is happening, I constantly recheck the death timer.  Still at 0.  Yep, Still 0.  Pollution still going up?  Nope, still 0.  It never even had a relevant effect on my game to completion.  It was odd how irrelevant it was.  I'm also really not a fan of the concept of a static pollution system, in general.  The Earth is amazing and has the ability to heal from so much.  We get no reflection of that healing.  Suggested Solution - Make the death timer matter.  I'd also love to see the earth healing itself, where the increasing pollution is slowly creeping up to overwhelm that natural healing capability.  I'll expand on that at the end.


6.) Trees.  The only actual way to reduce the pollution is planting trees, which gives a pretty measly 1-time bonus of -20.  So planting an entire forest covers your airport for a turn.  The clean power options available reduce the buildup of it, but don't lower it.  Suggested Solution - I'd be a lot more interested in balancing out the earth's healing properties with a nature vs district ratio.  Increasing trees should directly assist in the speed the earth heals / how much carbon dioxide it can absorb, since that's what trees do. 


So in completion - The current system is entirely unfun and pointless.  I'd love to see a system that has you balancing how you build your cities vs the earth's natural healing capabilities, and potentially getting large advantages vs other civilizations by pushing the envelope.  Risking potential planet ruination to get the edge to become the ultimate winner.  Leave the tree building to someone else, and add more districts for more power.  Things can be done to make the mechanic more interesting.



Updated 4 years ago.
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4 years ago
Aug 22, 2021, 9:50:07 AM

I caused a snowballing pollution problem in my game because I had smashed out era stars and reached the contemporary era before even researching steam engine and the ability to utilise all that nasty nasty coal. I decided to become Australia and immediately proceeded to build strip mines everywhere given the production boosts I could get from this district where like 3 or 4 times greater than a vanilla makers quarter. Upon building as many strip mines as the game would let me I first got a warning about low pollution than a few turns later high pollution, than I had about ten turns where to keep my stability under control I had to build nothing but commons quarters (like somehow an abundance of theatres is supposed to make the population no longer care about pollution). Then the game was over because the planet war beyond saving and I had only just got around to researching Fission tech to start getting pollution under control by building nuclear plants. I will mention that none of the other computers had made any pollution whatsoever at this point in time and I was running about 8 cities. 

So yes, pollution is broken because it seems like by the time you realise its a problem there is nothing you can do about it any more and that even building a few polluting structures spells certain doom for Earth. If Earth in real life worked on Humankind rules the planet would have died some time around 1800 after we had the audacity to build a few steam trains.

I will note that I watched the IGN review for this game and they complained pollution did nothing no matter how much you produced, so it seems like the effect of pollution was added at last minute (after the release of review copies) without any balancing. Hopefully pollution is fixed with time.

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4 years ago
Aug 22, 2021, 10:41:30 AM

The pollution mechanic killed enjoyment of my first game to the point that I don't really want to play anymore, which is a shame as I really enjoyed it sans this one point. I will admit that it makes a great sense "for the story" the game is telling but nevertheless this is a game and the enjoyment of the game and its mechanics should take precedence over everything else. I feel that until it is properly balanced we should get an option to disable pollution. If not as a mechanic itself then at least as a game end trigger. 

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