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Pollution is broken

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4 years ago
Aug 25, 2021, 11:44:04 AM

I pretty much concur with RintFosk above. Even though I personally didn't have the problem of collapsing cities, there is much to be done with the pollution system (and, I might add that I love the general idea of including something of the kind in the game).

We definitely need some more information about the pollution status and effect in the game. At the very least a warning that a certain addition would bring us over a pollution limit (better if it were before that point).

Then, I'd like to see a more sliding scale of pollution effects.

And lastly, why on earth does a reforestation project only provide negative pollution for two turns? Does the forest stop working after that time? Sure, if it were a permanent bonus it would need to be tweaked down a bit (and/or possibly needed some upkeep), but IMO it makes no sense the way it works now.

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4 years ago
Aug 25, 2021, 11:45:20 AM

I understand wanting to educate people on climate change and pollution, I really do think it's a good goal to have.


But that's why you have it reflect the real world. A slow decline. Not 2 levels then sudden death. It's jarring, it ruins immersion, wastes peoples' effort.


A slow crawl, with barely noticeable effects, creeping upwards and upwards (Think frog in cold water being heated to boiling). By the time you take notice, it's too late to stop it and you need to prepare to mitigate costs because you will start to experience famines, widespread rebellions, societal collapse, refugee movements, water wars etc... in 50 or so turns. Just like how it is in the real world. Much scarier, I think you'll agree. 


As it currently is, pollution is a pointless, poopy little mechanic that destroys the endgame and basically makes the game worthy of being refunded. It doesn't even teach anyone about the scariness of climate change, it just makes people impulsively angry when they get screwed over by it and they won't be thinking about anything other than "Shit devs shit game i want my money back". 

Updated 4 years ago.
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4 years ago
Aug 25, 2021, 11:46:21 AM

Please donate G2G points to this thread to make it harder for the devs to ignore it, this pollution mess is the kind of thing that slowly kills the playerbase. 

Updated 4 years ago.
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4 years ago
Aug 25, 2021, 8:48:43 PM

So similiary to all, debuffs from pollution killed my late game. 

But thing that i came up with to this mechanic, please add whole chain of events due to creeping pollution and maybe let it make random tile of each player unhabitable, instead of end game in few turns. Make this pollution race as a whole end game crisis, where you have to pollute within whole early modern and half of contemporary, and then its time to pay this back, by losing tile by tile due to climate chagnges. How much its ofcoruse matter of balance, but it would be more engaing to do anything about it, if you would lose 5-10 tiles (including this super important wonder!) in span of X turns (shor time in general) if you and others still pollute and final end of the world due to pollution when X tiles are permanently destryoed -> so if players managed to win with climate change, after all they will see whole damage, all city disctricts lost due to pollution, thats the price they had to pay to stay in game in terms of power, weath and influence. 


Updated 4 years ago.
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4 years ago
Aug 25, 2021, 10:36:09 PM

Idea for a more fully implemented pollution system


Each Pollution Generated by a Territory goes to 

"Local pollution box" in its own and adjacent Territories

"Global pollution box"

The amount of Pollution in any box cannot go below 0


When a Forest or Woodland is cut down or dies it adds 20 Pollution to its Territory's pollution output for 1 turn

Every Territory has a base level of -1 Pollution per turn


Once enough Pollution accumulates in a Local territory box or in the Global box it Triggers certain "Pollution levels" (local just that territory, Global=the whole world)

(Threshold for Global Levels would be different from the Thresholds for local levels)


The Territory Takes the Effects of the higher of Global and Local


Pollution Levels give Additively Cumulative effects (so level 2 pollution in a territory has the effects from level 2 and level 1)


Level 1: -10% total food production, -2 stability per district, -1 Pollution per Forest tile, every turn one out of every 100 forests die (As if cut down) 

Level 2:-20% total food production, -3 stability per district, -1 Pollution per Forest tile, every turn one out of every 100 forests or woodlands die (As if cut down) 

Level 3:-20% total FIMS production, -3 stability per district, -1 Pollution per Forest tile, every turn one out of every 100 forests or woodlands die (As if cut down)

Level 4:-30% total FIMS production, -7 stability per district, +3 Pollution per Territory, every turn one out of every 100 food producing tiles is converted to a non food producing tile

Level 5: End Game



The Pollution in the "Local boxes" would become visible once one of them hit level 1

The Pollution in the "Global box"  would become visible once it hit 50% of level 1


There would be 4 new Civics (in 3 slots since 2 are mutually exclusive)

Local Pollution:

Solve it... No addition to local pollution boxes+25% cost for Districts and Infrastucture...Collectivism Ideology: Trigger Global Pollution Regulation Civic+Pollution Reduction Civic 

v

Build out of it...-25% cost of Districts and Infrastructure:.. Individualism Ideology  Trigger Global Pollution Project Civic


Global Pollution Regulation Civic

Reduce Emissions...-50% Pollution from Districts... World Ideology.  Trigger Pollution Reduction civic

v

Adapt: Ignore pollution penalties from levels 1 and 3 (so at level 2 you have only -20% food instead of -30%)..Nationhood Ideology


Global Pollution Project Civic

Geoengineering: Opens Geoengineering Project (shared repeatable project, takes 7 tiles can be placed in the Ocean, Raises the Thresholds for Global Pollution levels).. World Ideology

v

Adapt: Ignore pollution penalties from levels 1 and 3 (so at level 2 you have only -20% food instead of -30%)..Nationhood Ideology


Pollution Reduction Civic:

Regulate: +Stability per tile producing pollution... Authority Ideology

v.

Tax: +Money+Science per tile producing pollution.... Liberty Ideology



Most Games should reach levels 1-4 by the end depending on how much all the players focus on it... level 5 would be rare, and ending the game with 0 pollution should require a real effort (or killing everyone in Industrial Era.)

Updated 4 years ago.
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4 years ago
Aug 26, 2021, 7:54:16 AM

planting forests should lower permanent pollution and not be a temporary fix for a measly 2 turns
Pollution thresholds should be based on the total forests in the world, them being less impactful if being exploited by makers quarters,
planting more than 1 forest per turn in the same territory should stack in its effects(probably a bug at the moment)

these three changes would do wonders to the current system as is, its so asinine that I have to swap between cities and outposts every 2 turns just to plant trees which also dont stack, I dont care about any message about being eco friendly when there are other games that did it better. On a HUGE map I managed to contribute 20k pollution on my own(24k if you count the amount I managed to reduce), clearly the only alternative is to revert to monkey and tell my civ to go back to wiping their asses with single ply organically grown fern leaves.

Updated 4 years ago.
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4 years ago
Aug 26, 2021, 10:34:36 AM

There is big opportunities lost here in my opinion and others on this thread have given many good options how to enrich the game experience on this part. 

I personally don't have much of experience yet on this because my first playthrough is starting to utilize the mechanic. Because of lack of info of the mechanic in game made me to dig up on this topic. Sad to see what kinds of experiences are ahead of me, because experience so far has been refreshing say to least after many hours on Civ series. 

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4 years ago
Aug 27, 2021, 2:26:21 PM

Each forest and wood tyle on map generates -1 pollution per turn.


Problem solved?

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4 years ago
Aug 27, 2021, 5:05:31 PM

From a game balance perspective there has to be some way of counter-acting pollution or counter-acting the results of pollution.

Plainly that's why the Civ VI system works (flood barriers & carbon recapture) and the current Humankind system doesn't work (cities tip from euphoric to dropping to mutinous with barely an explanation).


There also has to be some balancing in what causes pollution, why does my military aerodrome cause 20 pollution without any planes?

I'm not talking about the separate airport for trade but the unit spawn.

Why do thousands of tanks don't cause pollution?

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4 years ago
Aug 28, 2021, 11:44:38 PM

They haven't done anything about it with the new beta, and there is also no mod out, right? It's still the same - the first train in history killed us all, right? Maybe that's why Elon Musk says we all live in a simulation....

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4 years ago
Aug 29, 2021, 10:10:39 AM

The solution is so obvious and I'm not even sure why they didn't just look at how Civ VI Gathering Storm did it. Instead of being an infrastructure let the power generation buildings be a district and they give +xyz amount of hammers to adjacent makers quarter or xyz% more industry. Furthermore, you could add civics that enforce emission reduction but decrease industry output. And since when are planted forests a one-time buff? 


I mean devs...seriously I'm not saying: pls copy Civ VI. But you don't have to reinvent the wheel here. While trying to come up with a clever new system you gave us a piss-poor implementation. 


That being said with there only being a few choices if you really want to min/max you are already snowballing with > 2000 industry per city before even getting the polluting infrastructure. My two games so far have been just clicking away from like early modern era on...things are built-in like one turn, research is finished just as fast. 

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4 years ago
Aug 29, 2021, 11:23:19 AM

Pollution needs to be disabled or completely removed until it can be implemented in a way that doesn't break the late game.


I do love Humankind even if it's not perfectly balanced and that there’s room for many improvements and I don’t mind waiting for patches and DLCs to fine-tune things.


However, the pollution ruining the late game has completely killed the game for me atm.

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4 years ago
Aug 29, 2021, 11:37:15 AM

Yes, could not agree more. Also don't want to spam the whole time, but frankly how can a bunch of Kaiserdom's create so much pollution even, just because they are a makers quarter....? And all the effects to off-set pollution are way too small and not sustainable. You cannot play the game on a higher difficulty, because although the human player can skip polluting building, the AI will still go for them. It's okay that the game is not perfect, but the way this destroys late game on higher difficulty too early takes any fun out of empire building imho. 

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4 years ago
Aug 29, 2021, 12:13:49 PM

I build my self a massive empire moment i hit last age it was over in 24 turns cause pollution. I on my own in just 24 turns poisoned the planet no amount of forest building will help against that, and belief me i haven't even gotten around to unlock every polluting research yet.

So yea i agree with the many here, sure it can add depth, but this has been done in such a piss poor way this doesn't add depth, this is a game killing mechanic that in no way is enjoyable or manageable if you go big. Unless you play a game where u purely focus on avoiding it  may you stand a chance not to be a mass polluter. But clearly that will mean your always behind on the AI and even if they play nice with you they will end up doing all the polluting then.

Please remove this feature till such time it can be manged in a reasonable way, or just leave it out cause this isn't fun, but game killing.    

Updated 4 years ago.
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4 years ago
Aug 29, 2021, 12:30:42 PM
Mausklickmoerder wrote:

Haha, climate change isn't real and nobody ever died from pollution, stop being woke lefties.

LMAO, Oh wow, I mean the one dude brought weird politics into talking about this broken game mechanic but way to seal the deal by posting a pic of an industrial town experiencing a common thing like an inversion layer with STEAM and maybe a tiny bit of soot coming out of factories that IDK, make like everything you touch? LMAO.


Updated 4 years ago.
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4 years ago
Aug 29, 2021, 2:58:37 PM

I have to agree with all of you. The pollution mechanic is seriously broken and easily ruins the fun in the endgame. It appears to me as the biggest problem the game has right now.

I like to play these kinds of games on the longest possible setting and take my time. My first "endless" playthrough no nation advanced far enough to really make pollution a problem, game ended at turn 600.
On my second playthrough I attempted to get the all technologies on one game achievement, but somwhere between turns 500 and 550 pollution started becoming a problem. I checked the fandom.com wiki to figure out how this was working. I negated the effects of all of my trainstations with the appropriate techs and did not build any more of the infrastructure buildings that cause pollution - I had maybe 5 before I realized the problem. I tore down my strip mines, so most of my citie counters even showed 0 in the end. I had a grand total of 3 airports to move troops and 6 aerodroms and that doesn't appear to be much for an empire with 15 cities. Still my pollution counter was hanging around 500 total (how?) from me and 700 globally. In the end I had ALL of my cities spaming forests (1 turn build time each in most cities) but that didn't have any noticeable effect and I was unable to stop this or even slow it down noticeably. In the end around turn 576 the game ended due to pollution. I still "won", but what angered me was that I was 2 (TWO!) technologies shy of getting the all technologies in one game achievement.
Despite my best efforts this mechanic completely ruined this playthrough for me.

Like most here I would suggest a slower rise of the pollution penalties. It shouldn't kill your game when you barely build any poluting stuff and put green energy buildings literally everywhere you can. It also needs a lot more feedback and especially needs to SHOW the player that polution is a problem. I made the planet unfit for human life? Really? Looks as green and lively as it did in the beginning. Also no sea level rise or anything else that would point to any kind of trouble aside from the city production and stability values dropping like a stone. Also you need effective ways to actually counter it. Maybe base the rise (or sofar non-existant fall) a CO2 balance with more trees helping to offset it. If polution/CO2 becomes too high this could even lead to players tearing down districts to replace them with trees. That of course would need to make trees have a long term effect At the very end you could even add atmospheric filters that you can build to draw the polution/CO2 back down.

There is a lot of ways to make polution an interesting and engaging mechanic. But with the way it is now it should be dropped entirely from the game until it has been reworked and properly balanced.


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4 years ago
Aug 30, 2021, 11:01:46 AM

I just finished my first playthrough. Huge map, 10 players, slow speed, civilization difficulty.


Pollution doesn't seem to do much here. I finish my game with Mars landing finisher. It has high pollution so it's -100 stability and -10 food on all cites. But all my cities are having hundreds of stability so it's not that bad except that it will end the game, which I'm sure its what the developer intended, as a timer to end the game.


But, being able to counter this doesn't mean that it's not bad. I think pollution mechanics lacks both realism and gameplay. IRL you can counter pollution and we are doing this right now. While in game, it's getting higher fast. Again, this is a problem not just with this mechanics but Humankind problem with pacing (Contemporary era is super quick even in slow mode).


I think one of the reason Amplitude introduce pollution is to counter the amount of stability that can reach ridiculously beyond 100%, but they never tested it.


It has potential to be a great mechanics of late game, but the implementation of everything now is horrible.


Screenshot of my capital having hundreds of stability beyond 100.

Updated 4 years ago.
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4 years ago
Aug 30, 2021, 11:32:05 AM

I just played m first game and was quite taken aback when I saw the first global warming warning when we just discovered the coal mines. 

Historically the global warming-type of pollution became a problem only fairly recently, the main problem with pollution during those early times was all the smoke that filled the city (or certain quarters) causing health issues to the population (well, actually before more modern sanitation, most pollution problems had to do with human waste and stuff like that).

But if someone on another continent does that it wouldn't affect anyone else at that point. So maybe make it so we distinguish between global and local (city-wide) effects instead. 


That way you can still have a proper pollution system early that actually affects the player choice somehow, but also that way the global pollution only comes into play later, where it makes more sense time-wise. Though given that the game ends around before the year 2000, I don't see how it makes sense to have global pollution be a factor at all, unless everyone was way ahead of the tech curve the whole game or so

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