HUMANKIND™

HUMANKIND™

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Despiser 30 Apr, 2022 @ 9:10am
Pollution backwards?
Where is the reward for reducing pollution? It’s the exact opposite. So I take a hit for making nature reserves. And what’s with the 2 turn forest benefit? How much difference can 2 turns make? So I pollute like there’s no tomorrow and rake in the fame. Very strange metric.
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Showing 1-7 of 7 comments
Dorok 3 May, 2022 @ 11:30am 
For forests, it's just a weird mechanic potentially involving too many micro management. The 2 turns spread the pollution reduction on two turns, it's in the spirit to gain some turns before to fix a pollution problem, but 2 turns...

Quote that if you have a lot of influence points you can detach a territory, buy many forests with influence point, attach the territory and get their pollution reduction along 2 turns as they are already build.

But it's just a bad mechanic.

For fame, why not, it's not good behaviors reward. i don't even know how it works in fact.
Bjørn 1 Sep @ 2:01pm 
Sorry for being a bit late to the party, but I'm new and curious :lunar2019smilingpig:

Originally posted by Despiser:
And what’s with the 2 turn forest benefit? How much difference can 2 turns make?

Originally posted by Dorok:
The 2 turns spread the pollution reduction on two turns

I'm a bit unclear. When we build a forest, does the -10 pollution reduction last 2 turns, or does it take 2 turns for the full pollution reduction to take effect, please?

I notice that when hovering the mouse over the pollution icons, the -10 reduction shows as soon as you build the forest, I believe.
DNLH 2 Sep @ 12:00am 
Planting a forest makes the Pollution drop only for a couple of turns (and, unless it changed, only once per territory, so planting extra forests does nothing). As Dorok wrote, it's more of a quick fix if you already have a more permanent solution queued, otherwise it's too micro-heavy.
Bjørn 2 Sep @ 2:11am 
Originally posted by DNLH:
Planting a forest makes the Pollution drop only for a couple of turns (and, unless it changed, only once per territory, so planting extra forests does nothing). As Dorok wrote, it's more of a quick fix if you already have a more permanent solution queued, otherwise it's too micro-heavy.

Many thanks. My days of planting forests are over then, I guess.

A bit strange. The reduction should be permanent, or at least last for as long as the forest stands.
DNLH 2 Sep @ 11:04am 
I believe it may be due to forests themselves not being permanent, you can cut them down manually or build over them. And on top of that, why only forests you plant would do that? And if it wasn't just the forests you plant, then you need now a whole new system where forests provide a global buffer for pollution, interesting idea for sure, but also a new nightmare to balance out in a system that is already sketchy - remember that it's currently overtuned to the point that you can pretty much end a game before feeling major drawbacks, but that's only after people were constantly complaining how it crippled you instantly once you started industrializing (which, to be fair, was the case). That pretty much was the reason why you can just turn the pollution off altogether now.
Bjørn 2 Sep @ 11:26am 
Thanks. I haven't played long enough to see the disadvantages of high pollution, so it will be interesting to see. My first game was won quite early, so I didn'æt have time to build many polluters. But I was playing on the easiest difficulty :steamsunny:

Originally posted by DNLH:
And on top of that, why only forests you plant would do that?

All plants do this, of course, and algae and such. They consume CO2 to produce oxygen.

But the old growth balanced out the atmosphere before industrialization, and took care of the CO2 from volcanos and the other natural sources. So new forests is a good way to consume the newer, artificial greenhouse emissions.

Originally posted by Bjørn:
The reduction should be permanent, or at least last for as long as the forest stands.

I forgot about the national parks, with the permanent pollution reduction bonus.

These and the 'short term' forests combined makes it a bit realistic after all. Forests are constantly cut down in real life, legally and not so much, with the legal ones usually being replanted (so they fall under the already forested areas in the game). But with the national parks you can at least limit the illegal cutting, making them permanent.

Anyway, not very important, I guess...
Last edited by Bjørn; 2 Sep @ 11:39am
the reward of reducing the pollution is not having instantly 200 stability deficit. when you reach low pollution threshold.

I havent played this game in a while. Had my fun, oubviously im lagging behind but decided to play out the game, i still generate 0 pollution but AI reacehd level one and BAM my megacity now has 0 stability with 200 stability deficit.
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