Upcoming Pollution & Morale Changes
Posted: Sun Mar 10, 2013 9:39 pm
Alright, here a short preview for the pollution & morale changes that will go live next week:
Our current implementation makes pollution simply too hard to evaluate and design solid counters, the variation of pollution a city can produce is too high and there are too many variables involved.
The first change is that streets, farms, mines and forts no longer cause pollution, features that modify pollution are way more sparse. At the moment only forests and a couple bonus features modify pollution, so we basically reserve it for entities that really have an impact, rather than having everything pollute a little bit. In the future certain buildings might cause pollution as well.
Now the big change: Instead of being based on the total resource output of a city, pollution is calculated from population. Each farmer causes 0.4, each miner 0.6, each worker 0.8, and each scientist 0.2 pollution, which averages to 0.5. This way we can determine exactly how much pollution our buildings should clean up (4 city-intrinsic, then 4, 8, 16), and on top of that a player has the option to remedy pollution with forests. Our previous implication that high tech buildings cause pollution relative to their resource output just didn't make too much sense anyway (and even caused a weird pollution to morale dependency cycle).
Note that we upped the city population cap to 16, with buildings granting +8, +16, +32.
A city has a base morale of +8, and each colonist causes an average morale loss of 0.5 from pollution (= pollution value) and 0.5 from overpopulation. So for every colonist the city loses roughly 1 point of morale. The morale buildings (granting +4, +8, +16 morale) are designed to compensate the morale loss from overpopulation, though they of course work on morale lost from pollution just as well.
In order to give an outline when to worry about morale, its effect is now asymmetric: Each positive point increases resource output by 1% (which is still good since money got devalued due to higher purchase costs), but each negative point decreases output by 2%. That means players should aim for not letting morale go into the negatives.
We will see how all this is gonna play out, but on paper I'm extremely happy with the system. It's possible for players to keep pollution spawns at a minimum or even zero for the entire duration of the game, it allows to compensate the pollution from production and mining heavy cities with forests, and it makes apparent when a player should worry about his city's morale.
Our current implementation makes pollution simply too hard to evaluate and design solid counters, the variation of pollution a city can produce is too high and there are too many variables involved.
The first change is that streets, farms, mines and forts no longer cause pollution, features that modify pollution are way more sparse. At the moment only forests and a couple bonus features modify pollution, so we basically reserve it for entities that really have an impact, rather than having everything pollute a little bit. In the future certain buildings might cause pollution as well.
Now the big change: Instead of being based on the total resource output of a city, pollution is calculated from population. Each farmer causes 0.4, each miner 0.6, each worker 0.8, and each scientist 0.2 pollution, which averages to 0.5. This way we can determine exactly how much pollution our buildings should clean up (4 city-intrinsic, then 4, 8, 16), and on top of that a player has the option to remedy pollution with forests. Our previous implication that high tech buildings cause pollution relative to their resource output just didn't make too much sense anyway (and even caused a weird pollution to morale dependency cycle).
Note that we upped the city population cap to 16, with buildings granting +8, +16, +32.
A city has a base morale of +8, and each colonist causes an average morale loss of 0.5 from pollution (= pollution value) and 0.5 from overpopulation. So for every colonist the city loses roughly 1 point of morale. The morale buildings (granting +4, +8, +16 morale) are designed to compensate the morale loss from overpopulation, though they of course work on morale lost from pollution just as well.
In order to give an outline when to worry about morale, its effect is now asymmetric: Each positive point increases resource output by 1% (which is still good since money got devalued due to higher purchase costs), but each negative point decreases output by 2%. That means players should aim for not letting morale go into the negatives.
We will see how all this is gonna play out, but on paper I'm extremely happy with the system. It's possible for players to keep pollution spawns at a minimum or even zero for the entire duration of the game, it allows to compensate the pollution from production and mining heavy cities with forests, and it makes apparent when a player should worry about his city's morale.