I did some experiments, and I think we are misunderstanding how pollution works.
1. Pollution is like crime.
2. Pollution doesn't grow infinitely, it seems ALL tiles are able to reduce pollution. Forest & Jungle is 2. Grassland/Mountain very, low but still some.
3. Pollution drifts in certain directions, for certain distances (i.e., smog & wind). I don't think the direction every changes. I'm going to refer to this as wind & wind direction. Down wind is the way the smog pollution goes.
4. Solution to Pollution: Find out which way is down wind, mostly likely left or right. Build everything that doesn't produce pollution upwind. Build pollution sources downwind, but orthogonal to the path of the wind. Build hazmats, 1 space upwind of the pollution generators.
5. You will see your pollution increase some, but then it will stabilize. With a factory, dump, 3 extractor and an OIL power plant (2000 pollution in 5 tiles!), I was stable at 1400 pollution. The OIL Power plant didn't even have a hazmat next to it. I believe the hazmats are used to hurry the removal of pollution from buildings, not to completely cancel pollution out.
I think I was wrong when I framed this game as Skyward Collapse. It isn't. It is SimCity with combat. Put your Industry away from your Residential areas. High level buildings all seem to produce pollution, so that may be an issue. Stay upwind.
Now to figure out crime. Because apparently Banks and Stock Exchanges are actually Burlust Mafia Dons working part time for the Triads and the Yakuza.
The problem: You cant just put those things anywhere. The buildings are restricted to needing contact with other buildings. And if there is some sort of wind effect, I havent seen it... my own residential WAS away from the industrial (or at least, as far from it as the connection restriction allowed) but also, I had very, very little industrial. Or other things that produced pollution. As it was, I was also sitting right around 1400; the number was VERY SLOWLY going down. Yet still, when disaster struck, everything in every direction from the industrial soon corrupted (all at once) with disease.
Though, in addition to this, it was an extremely sudden garbagesplosion that suddenly made it go bonkers. Garbage went from a count of 0, to about 22,000, in *one* turn. Which made no sense at all. And of course, the instant this happened, the pollution went off the charts.
All very confusing. Still feels like Skyward to me though; there's too many restrictions on where things can be set down, which is exactly how Skyward had it.
Crime I still havent encountered. I've so far been about 170 turns into the game.
Hi Misery,
I was just thinking, and i could have it all wrong, but what if the garbage is geometric, i guess what i mean is 2 units produce 4 garbage after 12 turns, but 3 garbage gives me 12 garbage after 8? So we have a sort of higher garbage count gives us higher returns (spoilage?) after shorter turns? The 0 to 22,000 in one turn seems crazy, but maybe there are other variables? crime or pollution, or disease that generate certain garbage levels? Or maybe i'm just not getting this?
but was trying to see how having the jump could fit into the game in a useable way and push me into using certain building types, or maybe building order? 2 of this, one of that, plus one of that other building = a reduction in the garbage level? In that way it could be a discoverable number and order of buildings in combination that provide a way out, instead of just having a one building counter.
Anyway, thats just a thought,
hope some of it makes sense.
Thanks for listening,
-Teal