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IDProjectCategoryLast Update
0016552Stars Beyond ReachBalance IssueMay 30, 2015 12:24 am
Reporterptarth Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.813 
Fixed in Version0.852 
Summary0016552: Pollution and Science Labs
DescriptionScience Labs produce 120 pollution in 1 tile radius, so every turn it adds 1.71 to each hex within one. This stabilizes at approximately 2.63 pollution per tile. Science Labs also transform pollution to crime at a rate of 1:10. So 1.71 pollution creates 17.1 crime (2.63...). Since Pollution Scrubbing occurs before pollution addition, that's the minimum crime. Two adjacent Science Labs generate 5.26 - 6.8 pollution on the downwind lab, which is 50-60 crime (in addition to the population density crime, etc). I'm not sure this is really intended. Are we supposed to have Riot Police outside of every Science Lab?

CDCs have the same issue.

I'm not sure what is intended in the relationship between crime and pollution and the various buildings. Is this part of the basic idea of population density and limiting population growth?
TagsNo tags attached.

Activities

ptarth

May 5, 2015 10:18 pm

reporter  

813 fenyn pollution.save (534,809 bytes)

ptarth

May 25, 2015 12:31 am

reporter   ~0041112

Last edited: May 25, 2015 12:31 am

This is still a problem. And now with the condensed pollution radius, it is a very large problem.

Chris_McElligottPark

May 28, 2015 8:34 am

administrator   ~0041319

Thanks!

* Various balance changes to pollution-emitters and crime caused by pollution:
** Science labs no longer get crime from pollution, and produce half as much pollution as before.
*** None of the space center buildings cause crime from pollution anymore.
** Disease control and genetic optimizer also no longer cause crime from pollution anymore, and the former now creates half as much pollution as before.
** The thought conditioning device no longer causes crime from pollution anymore, but now causes 2x as much pollution as before.
** Broadcast stations are now sensetive to pollution (in terms of causing crime).
** The various types of meals production buildings now all cause crime from pollution.
** Advanced fuel mixer now creates 1/3 as much pollution. Warehouse and guildhall none. Commercial and industrial chemical plants and computer cluster about 1/3.

tadrinth

May 29, 2015 5:02 pm

reporter   ~0041412

"Since Pollution Scrubbing occurs before pollution addition"

Does that mean that no matter how many hazmats I build, I can't clean up the pollution, because existing pollution is scrubbed and then new pollution is generated?

Chris_McElligottPark

May 29, 2015 5:08 pm

administrator   ~0041415

Yes, although I can't recall if that's still the case for sure. That does need to change if so.

Chris_McElligottPark

May 29, 2015 5:09 pm

administrator   ~0041416

I've added that to our list to look at if it's not already there.

jerith

May 29, 2015 5:26 pm

reporter   ~0041422

I like the idea of some minimum level of pollution that you can't get rid of. (Which is to say that I hate the idea because I want my cities to be completely clean all the time, but it does keep things interesting by not allowing me to stick hazmats everywhere to reduce pollution to zero.)

Rather than cleanup before emission, what about capping the maximum cleanup per tile at some percentage of the pre-cleanup total? That way you can get most of it as soon as it's generated, but the part you can't get might spread for a few tiles before your hazmats and such reduce it to negligible levels. You'd have more control over emissions, but you'd still have to be careful with building placement and avoid putting sensitive buildings downwind of the smokestacks.

ptarth

May 30, 2015 12:24 am

reporter   ~0041426

Pollution still gets eliminated prior to generation. It hasn't been switched and it still on your to do list.

I do agree with jerith about pollution being able to have some sort of a presence, but I'm not sure a how complicated the mechanic should be.

Issue History

Date Modified Username Field Change
May 5, 2015 10:18 pm ptarth New Issue
May 5, 2015 10:18 pm ptarth File Added: 813 fenyn pollution.save
May 25, 2015 12:31 am ptarth Note Added: 0041112
May 25, 2015 12:31 am ptarth Note Edited: 0041112
May 28, 2015 8:34 am Chris_McElligottPark Note Added: 0041319
May 28, 2015 8:34 am Chris_McElligottPark Status new => resolved
May 28, 2015 8:34 am Chris_McElligottPark Fixed in Version => 0.852
May 28, 2015 8:34 am Chris_McElligottPark Resolution open => fixed
May 28, 2015 8:34 am Chris_McElligottPark Assigned To => Chris_McElligottPark
May 29, 2015 5:02 pm tadrinth Note Added: 0041412
May 29, 2015 5:08 pm Chris_McElligottPark Note Added: 0041415
May 29, 2015 5:09 pm Chris_McElligottPark Note Added: 0041416
May 29, 2015 5:26 pm jerith Note Added: 0041422
May 30, 2015 12:24 am ptarth Note Added: 0041426