Pollution

Pollution is the act of destroying the environment with industrial byproducts and waste from various production buildings. In the game, putrid smoke coming from buildings and desaturation of land and water tiles represents areas affected by pollution.

Pollution affects the map in different ways depending on where the Pollution is vs what tiles are nearby and where the wind is blowing.

= Spreading = Pollution spreads mainly from Production Buildings at various rates depending on their location relative to the Production buildings as well as the Pollution rating of the Buildings and other factors.

Every tile has a Blight Rating to indicate how polluted the tile is. At the beginning of the game, each tile begins with 0% Blight Rating. (Scenario Maps may be the exception)

If a Production building is on a tile, those tiles will gain a Blight Rating equal to the Pollution Rating of the Production building up to 100%. Once a Land tile has reached 100% Blight Rating, they will begin to impart their earned rating to tile within 1 Radius of itself.

Example (note: numbers are arbitrary until final design): Pollution Rates will also be affected by the Wind direction. While a Production Building is generating a Product, they will double the Blight Rating/Day in the direction of the wind blowing%. Tile under the line and within one tile radius are affected by the increase.
 * 1) A tile with a Factory on it gains 5% Blight Rating from the Factory per day.
 * 2) When the tile reaches 100% Blight Rating 20 days later, the tiles adjacent (secondary tiles) to the original Land tile gain a Blight rating of 5% per day.
 * 3) When the secondary tiles gain 100% blight rating they will, in turn, grant a 5% Blight Rating to the next radius of tiles.

Example:

When a Polluted Land Tile adjacent to a Water Tile becomes too polluted (+100 Blight Rating), the Water Tile will start gaining a Blight Rating and immediately affect adjacent Water Tiles. After a Water Tile reaches 100 Blight Rating, it will affect another radius of Water Tiles. Water is polluted 4 times faster than ground. Wind does not affect water tiles.

Pollution Rate of Buildings: Diminishing Returns: Ground Pollution generation is -0.1% for each tile away from its source. Note: not 0.1% of its value, but X-0.1%. So if a tile is 10 tiles away from the building that generates 5%, it's a total of 4% (5% - 1%), not 4.99% (100% - 1% of 5).

= Pollution effects = If there are buildings on a polluted tile, they will function differently.

If a Land Mass Tile with a Settlement Building has a Blight Rating of 50% or more, the Settlement will demolish the building and kill the population that lived on the tile.

If a Land Mass tile with Field on it has a Blight rating of 50% or more, the Field Production will be lowered by 16.67% for each tile affected.

If a Water Tile currently being gathered by a Water Siphon has a Blight Rating of 50% or more, the Water Siphon will reduce the Harvester Production by 50% per tile polluted.

= Difficulty Ratings =