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Pollution is broken

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4 years ago
Aug 30, 2021, 3:06:14 PM
Valmighty wrote:

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.

I don't understand this pollution thing - in one of my last games I had 24 pollution on my capital and the overall pollution was only 5% of your global total. Number of districts similar to yours, population double, four territories attached, and not such a large stabiltiy empire bonus, but I had a -1210 stability on districts. If I don't misunderstand this, my stability should actually still be above 100 but it is going to zero and pops are dropping every turn (in one turn 35 of them!). I cannot understand this to the extent I think there must be a bug. 

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4 years ago
Aug 30, 2021, 7:52:00 PM

There were bad pollution at the beginning of industrial age with factories. But we as humanity solved that. So it's only realistic if we can really reduce pollution. It should be hard, but not near impossible.

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4 years ago
Aug 31, 2021, 3:44:21 AM

According to wiki there is two different types of pollution: global and local.


Global pollution effect is -50/-100 stability & -10/-20 food on cities, which is quite manageable in that by the time it happen this is not that big of a hurdle.


Local pollution on the other hand has effect of -15/-20 stability & -50%/-100% food faith influence science money production on each district within polluted territory. This means merely 10 district in a low pollution territory would cause -150 stability (probably need to build about 5 new garrison on very low pollution territory or many garrisons that each produce over 15 stability  - because they would also generate negative stability on polluted territory as pointed out by Helmar - to support this territory alone) and at high pollution whole territory is practically dead weight.


That being said, the most concerning issue in my opinion is that threshold for local low pollution is simply too low. According to wiki low pollution happen at 50-124 pollution per turn. I have found in my game that low pollution kicks in at 20 pollution per turn. 20 pollution in a territory is so low that I build a coal plant and a sawmill in a city I already have to deal with it on one or more of its territories. This means as soon as first polluting buildings are built players are hit in the face with the consequences. Spending rest of industrial age building garrisons/commons instead of makers quarters doesn't feel very great. Also you can't put airport next to market quarters for adjacent bonuses because as soon as you put single airport down you get 20 pollution and -50% money production.


Roundabout way to go about this is to put all the makers quarters in selected number of territories, since local pollution does not reduce industry even at high pollution, and prepare for incoming pollution by building near equal number of garrisons as there are makers quarters in those territory. It will get the job done, but leaves me to wonder whether preparing for pollution in industrial age from classical age by setting up makers quarter positions is intended gameplay.


Above mentioned way doesn't work, however, for farmers quarters that cause pollution. Food production is reduced based on pollution and there are no way to reduce pollution from farmers quarters, unlike makers quarters which get up to 90% pollution reduction. That puts industrial silo and factory farming in questionable position where increasing food production is good, but what good is it if food production is so quickly reduced by 50%?


Summary of my points:

- local low pollution should not happen at 20 pollution per turn (wiki says 50 minimum but I imagine I'm not the only one getting low pollution at 20)

- farmers quarters probably need way to reduce pollution as well, otherwise industrial silo and factory farming are trap since you can't destroy buildings that are built in cities


Further suggestions:

- 50 might still be low for local pollution, or immediate effect of half production is perhaps too harsh - other people have suggested pollution systems with more tiered effects and those seem more reasonable to me

- would be better if low pollution and high pollution threshold is visible within the game to prevent players getting blindsided (how many players know when low pollution and high pollution occurs at this point?)

- global pollution limit for game end seems a bit low - especially if one imagine a game where multiple civilization get high tech quickly without crushing each other

Updated 4 years ago.
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4 years ago
Aug 31, 2021, 8:58:42 AM

Makes sense - I build one modern era infrastructure that placed one pollution on every makers quarter (including all those that are also defined as makers quarters, like the Kaiserdom....) and it killed my capital and essentially what was a fun, challenging playthrough until then. And there was not even an airport or train station in the city. 

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4 years ago
Aug 31, 2021, 9:53:02 AM

I now dedicate one territory to be exclusive for makers quarters for the endgame per city. Since with patronage you get a million stability you only loose the other stuff. But i agree the local pollution could be handled somewhat nicer. A bit more info about where the threshold is, or more levels of local pollution would also help. And yeah the 20 pollution on airports is ridiculous. I never built one yet.

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4 years ago
Aug 31, 2021, 12:41:40 PM

Just quickly want to second that pollution is broken. I'm sure it will be great once it's tested and reworked, but right now, it's ruining the game for a LOT of players, and an option to turn it off completely should be number one priority for a patch.


AT LEAST make a beta patch for this, so we can continue to enjoy the game until this feature is good.

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4 years ago
Aug 31, 2021, 6:11:46 PM

Jumping on that thread to share my own experience about pollution.


What is blocking for me now:

 - pollution sources within your own cities/outpost is not obvious: polluting districts are not easily visible, polluting 

 - pollution sources have to be ransacked on captured outpost (no way to dismantle them from the outpost UI)

 - pollution sources from infrastructures cannot be dismissed in anyway (or I've missed something), therefore if you happened to capture a city with polluting infrastructure, your done with it

- building several forests on DIFFERENT regions provide the effect of one forest PER REGION, but building several forests on the same region only provide the effect of one forest against pollution (May oughted due to local pollution handling, but weird no ?)

 

Saying that I managed to decrease world global pollution by having half of my biggest cities building forests, but I had to get rid of very polluting elements, even railways stations.


Played over turn 600 / Gigantic map / Metropolis difficulty

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4 years ago
Aug 31, 2021, 7:07:31 PM

I have only gotten to the Medieval Era, so I haven't seen pollution yet.  But what I read here concerns me a lot.  Have the devs said anything on this topic recently?

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4 years ago
Aug 31, 2021, 10:08:54 PM

My suggestion is to make pollution more gradual and more manageable

Basically make Polluting worthwhile early on or to catchup, but to have big penalties if you are ahead when it gets out of hand. (So rather than instant end the game, Max level Pollution causes rapid collapse of larger empires)

 

Changes:

 

If a Forest/Woodland is chopped/removed it adds 20 pollution to the Global pile

Each Territory gives -1 to -5 Pollution per turn (depending on difficulty)

Silos reduced to 10 Pollution

SAM, Command Compound, Anti-Air Surveillance apply Pollution to Garrisons, not Makers Quarters

Windfarm gives -30% reduction, Solar Farm -30%, Hydro dam -30%, and Nuclear -50%, but multiplicative not additive, Nuclear power gives -2 Pollution per railroad up from -1

[If it must be additive, Nuclear -35% and Wind -25%]

Coastal Water/Lake/Dry Grass/Prairie tiles can gain "Blight" which sets food value to 0

 

Local and Global Pollution have the same effect... you take the effect of whichever is worse in a particular territory

Local Pollution is triggered by the pollution per turn from a territory AND all its neighboring territories

 

Fusion Power gives -50% to pollution from Districts (not the cleanup effect from forests/Territories)

 

EFFECTS Levels 0-5 (Very Low, Low, Moderate, High, Very High, Catastrophic)

Effects stack (so pollution level 2 has the effects of 0, 1, and 2 added up)

Pollution Level: Local Trigger, Global Trigger(depends on World Size+Game Speed): FIMS+District Effects; Terrain effects; Imperial Stability effects (apply to all your cities and outposts at that level, increases based on all your owned territories at those levels)

0: not level 1, not level 1: no District Effect; -1 to -5 Pollution per turn on Territory, 1% of Tiles per turn lose Blight if they have it

1: 100 poln/turn, 30k total poln: -10% Total Food Production, -2 Stability per District: -1 Pollution per Forest/Woodland, 1% of Forest/Woodland Tiles lost per turn; -0.1 Stability/Turn/Territory, max -10

2: 200 poln/turn, 60k total poln: -20% Total Food Production, -3 Stability per District: +2 Pollution per turn on Territory,  2% of Eligible tiles gain Blight; -0.2 Stability/Turn/Territory, max -30

3: 300 poln/turn, 90k total poln: -20% Total FIMS Production, -3 Stability per District: -1 Pollution per Forest/Woodland, +3% of Forest/Woodland Tiles lost per turn; -0.3 Stability/Turn/Territory, max -100

4: 400 poln/turn, 120k total poln: -30% Total FIMS Production, -7 Stability per District: +4 Pollution per turn on Territory, +4% of Eligible tiles gain Blight; -0.4 Stability/Turn/Territory, max -300

5: 500 poln/turn, 150k total poln: -50% Total FIMS Production, -10 Stability per District: 3% of Districts per turn are lost (if Main Plaza or Admin Center lose 5 Infrastructure and 5 Population instead, Holy Sites+Cultural Wonders exempted); -1 Stability/Turn/Territory, no max

 

 

[Game Ends if Global Pollution is at level 5 for 30 consecutive turns, Only if “Pollution Ends Game” option is on]

 

  

HOW TO DEAL WITH IT: There is the standard Build the Poln reducing Infrastructures and Forests, but you also get some additional tools on the way through Civics, and the ability to deal with other Player’s pollution through Grievances.

Add an Infrastructure in Suburbs (Zoning Board) that Reduces all District Pollution by -25% (stacks with Fusion Power)

 

Local Pollution Civic (Triggered by one of your Territories reaching Level 1 Pollution and in Contemporary Era)

INDIVIDUALISM, Build Through Pollution: -25% cost for Districts and Infrastructure, Ignore Food Penalties from level 1 Pollution

COLLECTIVISM, Reduce Pollution: +25% cost for Districts and Infrastructure, Your Territories are no longer counted for Local Pollution, but they still add to Global pollution [activate Pollution Regulation Civic]

 

Pollution Regulation Civic (Triggered by Reduce Pollution Choice)..how you reduce pollution

LIBERTY, Caps and Taxes: +1 $ and +1 Sci on Districts that produce pollution

AUTHORITY, Mandated Regulation: +3 Stability on Districts that produce pollution

 

 

Global Pollution Civic (Triggered by Global Pollution reaching level 1, And making a choice for the Local Pollution Civic)

If Local pollution choice=Build Through Pollution civic

WORLD, Geoengineering: Enable Geoengineering Projects** to be built

HOMELAND, Adapt: Ignore the District & FIMS effects of Pollution levels 1 and 3 [so level 4 only has the effects of 2 and 4], No Blight added on your Districts/Exploitations

 

If Local pollution choice=Reduce Pollution civic

WORLD, Zero Emissions: Zero Emissions: +3 Stability per District if your total pollution is negative, -25% Pollution from Districts [adds with Fusion Power and Zoning Boards], enable cities to be set to "Zero Emissions", which removes any Infrastructure that causes pollution

HOMELAND, Adapt: Ignore the District & FIMS effects of Pollution levels 1 and 3 [so level 4 only has the effects of 2 and 4], No Blight added on your Districts/Exploitations

 

 *Additive with Fusion Power

**[Geoengineering projects take up 7 tiles like space projects, are repeatable, can be built on ocean/mountain tiles, but not on each other... each one raises the thresholds for global pollution levels significantly... ie Level 1 is 30,000+5,000 per Geoengineering Project placed, Level 2 is 60,000+5,000 per Geoengineering Project Placed, etc.]

 

 

 Pollution Grievances are Triggered When

1. A neighboring civ's territory adds local pollution to one of your attached territories that is Level 1 or higher   [leads to Demand “adopt Reduce Pollution civic”]***

OR

2. A civ is a top Global Polluter And you have made a Global Pollution Civic choice [leads to Demand “adopt Reduce Pollution AND Zero Emissions civics”]***

 

***At Level 4+5, It includes a demand for the polluting territory (adjacent to you for local, and their most polluting territory for Global)

 

The Pollution Information only includes per turn pollution info from territories you can see.  

When you have adopted a Local Pollution Civic OR the Global Pollution has reached Level 1, you can see Global Pollution Total levels as well

 

 Numbers might need tweaking, but hopefully it should be a condition where you are normally between levels 1-4 throughout the Contemporary Era.

 


Updated 4 years ago.
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4 years ago
Sep 1, 2021, 7:29:27 AM
Grotius wrote:

I have only gotten to the Medieval Era, so I haven't seen pollution yet.  But what I read here concerns me a lot.  Have the devs said anything on this topic recently?

Nothing, other than we'll have to wait a long time for a solution (See patch announcement). 


Seems like it would be really easy to implement an on/off switch as a hotfix?

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4 years ago
Sep 1, 2021, 3:19:26 PM

I'll agree with everyone that pollution's effects need to be more granular and have a bigger scale.


However, I don't like these other ideas that trivialize pollution. As much as I like Civ6, being able to run the carbon recapture project enough times to roll back emissions to negative levels is ridiculous and wacky (even if it's desirable in certain ways). Pollution being inevitable and being able to threaten ending the session early feels appropriate.

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4 years ago
Sep 1, 2021, 5:26:30 PM
CoconutTank wrote:

I'll agree with everyone that pollution's effects need to be more granular and have a bigger scale.


However, I don't like these other ideas that trivialize pollution. As much as I like Civ6, being able to run the carbon recapture project enough times to roll back emissions to negative levels is ridiculous and wacky (even if it's desirable in certain ways). Pollution being inevitable and being able to threaten ending the session early feels appropriate.

This is how it should be through the industrial era (not being able to eradicate pollution), however, I think that late game contemporary era should have ways to completely eradicate pollution. Pollution only largely exists in today's society because of Capitalism and how market forces stop the progression towards green energy. We could totally, if only our society was different, eradicate pollution almost entirely. Considering how humankind doesn't force any specific type of society onto you, this is something that should be possible. In our worlds, perhaps it'd be even more possible to pursue green energy. Let's also not forget that end-game technology is far more advanced than any technology available in the real world, it isn't unrealistic to think that a society more advanced than ours has found a way to stop the world destabilizing force that is climate change.


Developers, please fix the pollution system, it really takes us out of the game. Remove it entirely for now imo, or make it scale 10x for now. Reimplement later, please

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4 years ago
Sep 1, 2021, 6:49:07 PM

Here on local pollution: https://humankind.fandom.com/wiki/Pollution is that local pollution per turn per city? If so, then it must be a bug, because I had total collapse of some of my cities at 20-ish local pollution per city already.

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4 years ago
Sep 1, 2021, 8:48:46 PM
Reicha wrote:

Here on local pollution: https://humankind.fandom.com/wiki/Pollution is that local pollution per turn per city? If so, then it must be a bug, because I had total collapse of some of my cities at 20-ish local pollution per city already.

That could have been global pollution?

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4 years ago
Sep 2, 2021, 12:34:43 AM

I think pollution scales with the map size. I've played games on large maps with strip mining everywhere and no real effects on city stability, then had a small game and a few aerodromes are enough to push me over the edge trending to 0 stability. Makes the small map games pretty unplayable.


It also seems like you manually have to go through each of your territories to figure out each one's contribution to pollution. In my last game on a small map, the pollution icon on the city only told me how much pollution the city itself contributed, not the connected administration centres.


Forests don't seem that helpful either. As others have pointed out, they only remove pollution for a few turns. Would be nice to have them as carbon sinks, so they take maybe 5-10 turns to grow to full size, but after that every turn each forest sucks up a small amount of carbon, and if that takes you into negative carbon then it starts lowering the global built up total.



Updated 4 years ago.
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4 years ago
Sep 2, 2021, 5:49:36 AM

It is been two weeks after this issue being raised and so far no official news about they are going to fix or change pollution mechanic, not even any sort of reply from dev in this post.


Dissapointing, Amplitude, what is the point of official forum if this is how you treat players' feedback? 

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4 years ago
Sep 2, 2021, 8:12:46 AM
RintFosk wrote:

It is been two weeks after this issue being raised and so far no official news about they are going to fix or change pollution mechanic, not even any sort of reply from dev in this post.


Dissapointing, Amplitude, what is the point of official forum if this is how you treat players' feedback? 

They did communicate on this, in their "What's next for Humankind" blog published one week ago ( https://www.games2gether.com/amplitude-studios/humankind/blogs/780-what-s-next-for-humankind ), they talked about the patch released earlier this week and also of future updates.


"We’ve seen many avid discussions about the game, and many interesting suggestions for how to change or improve it. Diplomacy, pollution, religion, and war resolution are only some examples"

Updated 4 years ago.
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4 years ago
Sep 2, 2021, 8:33:53 AM
Uitaneko wrote:
RintFosk wrote:

It is been two weeks after this issue being raised and so far no official news about they are going to fix or change pollution mechanic, not even any sort of reply from dev in this post.


Dissapointing, Amplitude, what is the point of official forum if this is how you treat players' feedback? 

They did communicate on this, in their "What's next for Humankind" blog published one week ago ( https://www.games2gether.com/amplitude-studios/humankind/blogs/780-what-s-next-for-humankind ), they talked about the patch released earlier this week and also of future updates.


"We’ve seen many avid discussions about the game, and many interesting suggestions for how to change or improve it. Diplomacy, pollution, religion, and war resolution are only some examples"


That post honestly whitewashes the severity of the issue. I mean, it's something that you only notice when you reach endgame, if you are an ambitious sort who minmaxes, and if you paly on higher difficulties where the AI is quick to industrialize (The AI really does not give a damn about pollution, and is aggressive to boot. How do you survive without polluting?). I am genuinely confused that this issue hasn't blown up even more; I haven't played a single game of humankind since the first few right after release, just like others in this thread, because I know that the endgame is doomed and I have no way to fix it. 


Maybe more players are relatively passive and relaxed, don't industrialize very fast, and play on lower difficulties, so its less of a problem for them? For others, this kills the motivation to play. I do not like the developer's attitude of not owning up to their mistakes, and the relatively passive acknowledgement of what should honestly be a top priority issue. 

Updated 4 years ago.
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4 years ago
Sep 2, 2021, 11:40:44 AM

Totally agree - the mechanic seems not well explained / understood (at least for me) and it has a real impact what sort of games you play (i.e. as you mentioned higher difficulty near impossible because AI pollutes even if human player does not). I don't know about the map situation, but it seems also a limiting factor for game play to work around the mechanic....

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