Pollution is generated by buildings with a set value and set area.
Examples:
Factories make 500 pollution in a radius of 3.
Science Labs make 120 pollution in a radius of 1.
Building Pollution Generation is not the same as per hex pollution generation.
Per hex Pollution Generation = PollutionValue/HexArea/10.
Examples:
The Science Lab generates 120 pollution in a radius of 1. This affects 7 hexes. The math is then: 120/7/10 = 1.71. Each hex within 1 of the Science Lab will gain 1.71 pollution per turn.
The Factory generates 500 pollution in a radius of 3. This affects 37 hexes. The math is then: 500/37/10 = 1.35. Each hex within 3 of the Factory will gain 1.35 pollution per turn.
So a Factory generates more pollution in total, but the Science Lab produces denser pollution per tile. Because of the low level pollution scrubbing provided by the terrain, A Science lab will have more pollution than a Factory, while in isolation.
Pollution Scrubbing occurs BEFORE pollution generation.
*update* This will be switched, but hasn't yet. I'll need to write much of this once this is changed.
Example:
You have 1,000,000 Hazmat pollution power adjacent to a Science Lab. The Science Lab will always have 1.71 pollution on it and all adjacent hexes.
The order of operations is:
- Pollution Movement
- Pollution Scrubbing **Scrubbing will be swapped with Generation in later patches**
- Pollution Generation
Pollution Generation
Pollution is generated as a unique entity.
Pollution entities are never combined with other entities. (Even if they overlap on a single tile).
Pollution entities are removed when they reach 0 pollution.
Pollution Movement
Pollution Movement is generally to the SouthEast (lower left), but on occasion 10%? it shifts an extra hex up or down.
Pollution Movement can be reversed by a Diplomatic Deal with the Fenyn. It then flows NorthWest instead of SouthEast.
Pollution Movement is also affected by blocked by Mountains (and Map Borders not tested or Chris confirmed?). I think I have a game with dumps that generate pollution on the opposite side of a mountain, but I need to check that.
Pollution Scrubbing
Pollution Scrubbing is a combination of a universal decay rate plus the scrubbing values of the hex and building on the hex.
Pollution Scrubbing is simple subtraction. However, the Scrubbing value is 1/10 the listed value.
Each Smog entity is reduced by 0.8 every turn.
Each hex is cleaned by the amount of Scrubbing/10 total. If there are two entities, the scrubbing occurs on one of them, with the remainder (if any) probably carried over (untested).
Jungles & Forests have 2 scrubbing strength.
Fenyn terraformed terrain have 20, 25, and 30 strength. This has been/will be changed.
Examples
You have a 50 strength pollution smog entity on a hex.
At the start of the turn it is reduced by 0.8 pollution.
An adjacent Hazmat with a scrubbing value of 90 would reduce it by 9.
At the end of turn the pollution smog entity would have a strength of 40.2 (50 - 0.8 - 9).
You have 2 strength 50 pollution smog entities on a hex.
At the start of the turn both are reduced by 0.8 pollution.
An adjacent Hazmat with a scrubbing value of 90 would reduce one by 9.
At the end of turn the pollution smog entities would have a strength of 40.2 (50 - 0.8 - 9) and 49.2 (50 - 0.
.
It would appear as 89.4 on the tile.
Buildings are built on terrain.
This terrain affects pollution generation even AFTER a building is built on it.
Terraformed terrain that is built upon, is cloned! Thus giving you a free terraformed hex. (I don't know if this is intended. Recent Mantis notes from Chris says that he is removing this.)
This built upon terraformed terrain also contributes toward atmospheric makeup and does not count for planetary rage.
Pollution Displays
Pollution is displayed differently in various locations.
On buildings and terraformed terrain, pollution and pollution scrubbing are 1/10 the actual values.
On the gui planetary rage and pollution list it as the actual value.
On the hex information display for Pollution at Location Pollution is displayed as 1/10 the actual value, but is also capped to 100.
Discussion
Many buildings do not benefit from Hazmat Scrubbing in isolation. For example, the Factory does not produce enough pollution to benefit from a hazmat station. It will stabilize at 1.90 units with 33 hexes, 1.35 for 4 hexes, and 0.55 in 4 hexes. The land already removes the pollution very quickly. Because pollution is removed prior to new pollution generation leads to confusion. Hazmats do help when you have consolidated pollution producers or heavier pollution producers. Adding hazmat coverage to the Factory would change the smog to 1.35 units on all 37 hexes. Not a very large change.
Some buildings turn pollution into crime. These buildings should be isolated because the generation of crime from pollution is currently very high. A Science Lab produces 2.63 pollution on itself, 2.63 to downwind adjacent buildings, and 1.71 to upwind adjacent buildings. Then a single Science Lab creates 26.3 crime for itself. If you have two adjacent you are looking at 40 to 50 crime depending upon positioning. If you have 3, 60 to 75. These values were found in a .613 Fenyn game.
With larger concentrations of polluters this changes somewhat. If you have Hazmat coverage of a polluter, then you will generally not benefit from stacking more Hazmats (Sorry Misery). That's because the Hazmat removal strength is so high. However, since I haven't gotten the formula out, I can't actually demonstrate exactly how it works.
Pollution danger comes from two places.
Not having enough Scrubbing to deal with the accumulation.
Immediate Pollution Generation causing crime. Having polluters that are affected by crime in the same region is very dangerous.
Note that these values are in flux and some buildings are immune to both crime and pollution.
**Note** Chris is already meaning to change the order of scrubbing and generation, he just hasn't gotten around to it.
Recommendations for .813
Keep Science Labs separated by at least 1 hex, preferably 2. You won't be able to easily get the science adjacency bonuses, but I've never managed to get them when I tried to.
Have Scrubbing for your Pollution generators, but only 1 is sufficient in most cases. Until Factory production becomes a viable income source, density shouldn't be an issue.
Build on your terraformed terrain.
Remember that Scrubbing Value is actually the listed divided by 10.
Examples
Science Lab producing 120 Pollution in Area 1
The situation will stabilize in 3 turns. There will be minor changes due to random movement, but it is usually negligible.