Pollution - A new mechanic for the far far future

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Flame13223

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So, my animal husbandry idea had some nice discussions so I thought I'd start a new one for another thing I've been thinking about that could be a new mechanic.


That is, pollution.

The main theme for it is of course a balancing act of production vs environment. I've been thinking of pollution as a balancing mechanic, where you can build mines, power plants, refinery buildings, forges and industrial buildings that produce more resources but in turn cause more pollution as well. You'd also have recycling plants to produce minor amounts of resources and remove a bit of pollution, and 100% green building options that produce no pollution at all. Imagine it as having 3 variants of a mining/energy district: High pollution, Low Pollution and No Pollution. The high pollution ones will produce the most resources but the most pollution as well and vice-versa the no pollution variant produces the least amount of resources but also no pollution at all.
Of course Stellaris is set in the future, so one might expect pollution to be figured out, but not all empires are the same. There would be by default on game start an option to go full-on green from the very beginning but similarly there's also an option to go full on exploitation mode with no regard to the health and safety of your home planet.


So with the intro out of the way, what would pollution be exactly in the context of the game? It would be another indicator for your planet much like happiness or stability. For normal empires pollution would carry penalties with it, the more you have on a planet the more negative modifiers there would be, but certain special technologies, factions, ascentions and other things could affect what pollution does for you.

What could pollution affect by default?
- Ammeneties are an obvious choice for this, more pollution=more ammeneties needed.
- Planets with very high pollution could have an effect on the base habitability of the planet.
- Population growth penalties could come into effect as well for high pollution as well as immigration attraction getting a big hit for polluted planets.
- Depending on the strata of pops pollution could have more or less of an effect, for example rulers would be affected less by it than workers who spend their time in the mines.
- Certain policies could exacerbate or alleviate these penalties and offer production bonuses at the cost of pollution.
- Faction happines - Some factions would oppose pollution while others would encourage more exploitation of resources. Your empire's politics should have an effect on what types of buildings you use predominantly.
- Planet types - High pollution could reduce/remove the bonuses of Gaia worlds, Ecumenopoli if left unchecked, this would only happen if it really gets out of hand.

So to recap, if you are a slaver empire that wants to go the full exploitation route you could enact policies and use special species rights where pollution would not affect the upper classes as much as the lower classes, so you have the option to get more resources at the cost of happiness but most of that cost is put on the backs of slaves/workers which depending on your empire might not matter to you as much.
Or if you go full-on green, you could create an empire that doesn't produce as much raw materials but the happiness and stability of your planet gives you bonuses to the production instead with other potential perks/benefits/technologies that can only be used when at a low pollution.


What things could pollution be affected by?
- Buildings would of course increase or decrease it, some buildings would do more than others, while some would be completely neutral.
- Environmentalist civic could reduce pollution or even offer a unique building to combat pollution
- Pop traits such as wasteful could cause more pollution
- Edicts could increase it (for example 20% extra mineral/energy edicts could also increase pollution by a big amount)
- There could be a campaign for energy credits that reduces it
- Governor/Empire leader traits could reduce/increase pollution
- Junkyard unique planet could reduce pollution empire wide but instead increase it on the designated planet - Similarly to how resort worlds, penal colonies and thrall worlds work
- Certain policies and species rights could affect how much pollution pops generate vs how much they produce and also how much happiness penalty the pops get from pollution


Special mechanics - Ascencion perks:

- Environmental ascencion - A new ascencion path that gives you bonuses for having low pollution as well as a large host of new buildings and districts that have better production with no pollution as well as brand new resource conversions such as converting food into exotic gasses, convering motes into food, converting energy into food and new edicts and campaigns that use food for various other benefits.

- Fanatic Recycling - A new ascencion perk for the late mid-game that reduces the amount of food and consumer goods used by all your pops by 50% and all pollution generated by 50%. It requires 3 perks already taken and a number of society technologies already researched.

- Outsourced Manufacturing - A new ascencion perk for megacorps only, that allows you to create a gigantic manufactory on other empires planets (branch offices) that gives you a large number of resources but causes great amounts of pollution on the planet its placed upon.

- Corsair fleets - A new early game ascencion perk available only to millitaristic empires that will give you a chance after each space battle that you win, to gain control of any enemy ship that was "destroyed" during the battle. Ships that fled via FTL are not counted. The ships will be heavily damaged when you are given control of them.

Special mechanics - Civics:

- Post-Apocalyptic - In addition to its current bonuses, this civic will also cause pollution to start a terraformation process, slowly turning the planet into a tomb world over time (if its not already one of course) instead of reducing the habitability on the planet. The more pollution there is, the quicker the terraformation process is.

- Environmentalist - Removes access to the high pollution mining and energy district variants and instead gives you a much more efficient no pollution district variant.

- Micro-biologist - Replaces the standard Recycling Plants for your empire with Microbial Recycling Plants. These are planet unique buildings that consume food and pollution to produce a moderate amount of minerals.
The civic also provides a 5% bonus to all society research production.
(Standard recycling plants reduce pollution by a smaller amount and produce a much smaller amount of minerals but also produce a tiny amount of consumer goods)


Special mechanics - Machine empires

So of course machine empires have no real issues with habitability and happiness isn't really an issue either so things work slightly differently for them. They still cause pollution and have multiple variants of districts and buildings but:

- The high/low/no pollution buildings also come with a high/medium/low energy upkeep, the districts and buildings that cause more pollution will produce more materials but in a less efficient manner. So you can turn more minerals into alloys if you wish but it will be at a worse mineral to alloy ratio. Mining/energy disctricts will also cause pollution as normal.

- The pollution itself will similarly to normal empires, will cause a pop growth penalty and an ammeneties penalty simmulating how more reparis have to be done on the robots as they are more likely to break down and more junk needs to be cleared by technicians.

- In addition to those penalties there would be another housing penalty, essentially the waste has to be stored somewhere thus offering less space for the robots to stay in.

- Recycling would have a bigger impact for machine empires, giving you new buildings and tech options that give you benefits based on waste/pollution.
For example - Letting you use waste materials to increase pop growth by using recycling to create new robots.
- Letting you scrap fleets and regain a large % of the resources that they cost.
- Letting you upgrade/retrofit fleets much quicker and more efficiently


Special mechanics - Hive minds

So for hive minds again, I'll just quickly go through what I thought it would look like. Again, pollution is slightly different for them, but much like normal empries I'd offer a spectrum from Harmonious nature loving hive minds to Devouring swarms that consume planets in their entirety.

Again you have the multiple building and district variants, high pollution buildings will produce more resources but create pollution.

Pollution for hive minds causes the normal ammeneties drop but in their case it will also come with food production penalties which will be the main limiting factor for the hive minds. Food will be much more essential for hive minds and will be the core of the pollution mechanics. If you go for more resource production you get less food production however this won't affect livestock. So that playstyle would focus on getting pops from other empires as the main food source. The opposite playstlye instead would focus on getting a huge amount of food production which through technologies and new ascencion perks could be turned into biological ships that cost food and minerals (and other rare resources for weapons) instead of alloys and buildings that turn food into rare resources.

Recycling for hive minds looks slightly differently, they would use microbial organisms to eat the waste up and create useful materials.
 
Last edited:

BlackUmbrellas

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Having multiple sub-types of districts seems unlikely to work well. Just raise it by a set amount per district (either weighted to the district type or just a flat additive).

EDIT: Overall I disagree with a lot of your specific examples (for instance, Post-Apocalyptic shouldn't give you a way to tomb planets via pollution- it doesn't really tie in thematically), but I do love the idea of having a pollution mechanic, even if it was a fairly simple one mostly interacted with via the policy screen and/or a few repeatable techs.
 

Flame13223

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Having multiple sub-types of districts seems unlikely to work well. Just raise it by a set amount per district (either weighted to the district type or just a flat additive).

EDIT: Overall I disagree with a lot of your specific examples (for instance, Post-Apocalyptic shouldn't give you a way to tomb planets via pollution- it doesn't really tie in thematically), but I do love the idea of having a pollution mechanic, even if it was a fairly simple one mostly interacted with via the policy screen and/or a few repeatable techs.
The sub-variants of districts would definitely need specific icons to show what type is present on the planet, so yeah that comes with some challenges on how the screen could quickly show you the information. Alternatively you could forgo the district variants and just have building variants instead. The idea itself is flexible enough I think.


With the post-apocalyptic, it depends on the how you imagine the theme. Personally I thought of it in a way where they use more atomic/radioactive energy generation than other empires.
 

makaramus

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when you roam among galaxy I doubt polution is problem since you can throw things in space
seriusly I will just drop trash into sun and this can even incrase length of star's life
I am making star ships as hobby how can I suffer from pollution when I got that easy access to space O_O
maybe space pollution?
 

Flame13223

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when you roam among galaxy I doubt polution is problem since you can throw things in space
seriusly I will just drop trash into sun and this can even incrase length of star's life
I am making star ships as hobby how can I suffer from pollution when I got that easy access to space O_O
maybe space pollution?
Hitting even a small flake of paint in space can be pretty deadly for us, as the speeds are just too high. Regarding throwing stuff into stars...how? Would you waste rockets to fill them with junk and thrown them out or do you just wait for hundreds of years for a can to reach it on its own?

Also this is about planets, launching junk from a planet into space costs money that you probably don't really have.
 

BlackUmbrellas

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Hitting even a small flake of paint in space can be pretty deadly for us, as the speeds are just too high. Regarding throwing stuff into stars...how? Would you waste rockets to fill them with junk and thrown them out or do you just wait for hundreds of years for a can to reach it on its own?

Also this is about planets, launching junk from a planet into space costs money that you probably don't really have.
Stellaris follows the "Star Wars" brand of spaceflight- space-capable craft are readily available and lifting mass into space is cheap (space elevators are explicitly called out as an "obsolete technology" in one event chain).

Don't argue this based on realism grounds. Argue it based on themes/mechanics/gameplay- I think pollution could be an interesting gameplay mechanic and having heavily polluted slum-worlds would be cool to see in the game, so I want some sort of mechanic for it.
 

makaramus

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Hitting even a small flake of paint in space can be pretty deadly for us, as the speeds are just too high. Regarding throwing stuff into stars...how? Would you waste rockets to fill them with junk and thrown them out or do you just wait for hundreds of years for a can to reach it on its own?

Also this is about planets, launching junk from a planet into space costs money that you probably don't really have.
...
dude... we got a planet cracking laser beam and terraform a planet into heaven in years...
do you think throwing trash to space gonna be expensive?
also if you are not noticed space rules in this game are not alike to our universe since you know shooting turrets do not throw your ships backwards
 

Flame13223

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Stellaris follows the "Star Wars" brand of spaceflight- space-capable craft are readily available and lifting mass into space is cheap (space elevators are explicitly called out as an "obsolete technology" in one event chain).

Don't argue this based on realism grounds. Argue it based on themes/mechanics/gameplay- I think pollution could be an interesting gameplay mechanic and having heavily polluted slum-worlds would be cool to see in the game, so I want some sort of mechanic for it.
Yeah, I mean junk comes in many different ways, its not all just simple plastic cups...there's gonna be dangerous waste with high tech stuff too. Besides, wasting spaceship fuel on junk is kind of absurd even if space travel is cheap (which especially in early game I doubt it would be, I mean you just discovered the FTL drive)

...
dude... we got a planet cracking laser beam and terraform a planet into heaven in years...
do you think throwing trash to space gonna be expensive?
You don't start with that tech tho. You start on a single planet that has slums and decrepit areas on it still that you need to demolish. So junk definitely exists and is an issue. Besides, as technology progresses and you discover new power sources and materials, its only normal that certain toxic wastes, and dangerous materials would also be harder to get rid of in a safe manner. Putting potentially deadly materials on a giant rocket that you launch in space is not exactly what people would call "safe".
 

CrowScape

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Amenities basically cover this. You can skip the extra levels of micromanagement that don't really add anything and simply add a policy that increases industrial production at the expense of amenity consumption and happiness/stability penalties.
 

Flame13223

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Amenities basically cover this. You can skip the extra levels of micromanagement that don't really add anything and simply add a policy that increases industrial production at the expense of amenity consumption and happiness/stability penalties.
I don't think it does. Neither thematically nor mechanically is it similar in any real way. I mean clerks/holo theaters reducing toxic waste and industrial pollution is a bit of a stretch. But I guess the problem here is at the core of the "extra micromanagement" which is something that I'd welcome, whereas I suppose you would not.
 

BlackUmbrellas

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Yeah, I mean junk comes in many different ways, its not all just simple plastic cups...there's gonna be dangerous waste with high tech stuff too. Besides, wasting spaceship fuel on junk is kind of absurd even if space travel is cheap (which especially in early game I doubt it would be, I mean you just discovered the FTL drive)
You've only just worked out FTL, but you've had the entire solar system exploited for far longer. Space Elevators, again, are "obsolete"- we have, by default, highly unrealistic and cheap spaceflight. Stop arguing realism, start arguing game-feel.
 

Flame13223

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You've only just worked out FTL, but you've had the entire solar system exploited for far longer. Space Elevators, again, are "obsolete"- we have, by default, highly unrealistic and cheap spaceflight. Stop arguing realism, start arguing game-feel.
You start the game with literal industrial wasteland tile blockers on your planet and slums...

Besides, the game changes a lot over time, I mean we used to have multiple types of FTL and so many other things were different, when introducing a new system one shouldn't judge it based on previous systems.
 

BlackUmbrellas

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You start the game with literal industrial wasteland tile blockers on your planet and slums...

Besides, the game changes a lot over time, I mean we used to have multiple types of FTL and so many other things were different, when introducing a new system one shouldn't judge it based on previous systems.
And having industrial wastelands and slums in no way negates that the game makes it very clear we have easy, cheap spaceflight from the start.

Again: stop arguing realism. Realism is a TERRIBLE place to argue from for Stellaris because the game is highly unrealistic space opera.

I want a pollution mechanic- I'm just telling you you shouldn't argue for one because it'd be "realistic" to have. Argue about why it would be fun or interesting.
 

Flame13223

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And having industrial wastelands and slums in no way negates that the game makes it very clear we have easy, cheap spaceflight from the start.

Again: stop arguing realism. Realism is a TERRIBLE place to argue from for Stellaris because the game is highly unrealistic space opera.

I want a pollution mechanic- I'm just telling you you shouldn't argue for one because it'd be "realistic" to have. Argue about why it would be fun or interesting.
So where am I arguing realism exactly? Its only Makaramus who argued realism, I hit back in that its not that unrealistic especially when compared to already established things. Cheap space flight doesn't solve pollution in any way unless you can transport gasses from the atmosphere...with yourself I never really argued anything about any realism until you started it so I am not sure what you're hung-up on there.

Again my main topic is about an additional mechanic that would be an additional layer on top of existing planetary mechanics.

With regards to your concern about the tomb world/post-apocalyptic I argued my thematic version you argue yours it doesn't really matter, it was merely a minor part of the idea, I like the thematic idea of a civilization that uses pollution as terraformation, it doesn't have to be tomb worlds either. Its actual a real proposed idea that we should launch nukes into mars to start terraforming it...I kind of mixed that idea with the idea of a civilization that likes to live in junk, but you can separate the ideas or come up with new ones altogether, whatever you like.

I don't get why you'd be hung up on minor stuff such as the post apocalyptic civic or the realism of it or the district variants...there's so many other ways you would be able to do it, I merely provide examples for a concept, its not set in stone.
 

BlackUmbrellas

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So where am I arguing realism exactly?
Hitting even a small flake of paint in space can be pretty deadly for us, as the speeds are just too high. Regarding throwing stuff into stars...how? Would you waste rockets to fill them with junk and thrown them out or do you just wait for hundreds of years for a can to reach it on its own?

Also this is about planets, launching junk from a planet into space costs money that you probably don't really have.
Yeah, I mean junk comes in many different ways, its not all just simple plastic cups...there's gonna be dangerous waste with high tech stuff too. Besides, wasting spaceship fuel on junk is kind of absurd even if space travel is cheap (which especially in early game I doubt it would be, I mean you just discovered the FTL drive)

You don't start with that tech tho. You start on a single planet that has slums and decrepit areas on it still that you need to demolish. So junk definitely exists and is an issue. Besides, as technology progresses and you discover new power sources and materials, its only normal that certain toxic wastes, and dangerous materials would also be harder to get rid of in a safe manner. Putting potentially deadly materials on a giant rocket that you launch in space is not exactly what people would call "safe".
That's all an argument towards realism- that its realistic that space debris is SUPER DANGEROUS, that realistically you'd be putting dangerous waste on an unstable rocket, that realistically sending ships with trash into space would be ludicrously expensive.

Those points don't matter. They're not tenable arguments as towards why anything should work a certain way in Stellaris. Stop using them- the appropriate response to "its unrealistic we'd have to deal with pollution in the far future, we could just drop it into the sun" isn't "that's even more unrealistic!", it's "sure, but it could be a fun mechanic and here's how".
 

Flame13223

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That's all an argument towards realism- that its realistic that space debris is SUPER DANGEROUS, that realistically you'd be putting dangerous waste on an unstable rocket, that realistically sending ships with trash into space would be ludicrously expensive.

Those points don't matter.
They were not directed to you tho. It was directed at an appeal to realism from a different person which was flawed in in of itself and has nothing to do with you.

The whole discussion there was predicated on the fact that you bring realism onto the table. Which yes is not really a relevant thing to do but if he brings it up its disingenuous to respond with something completely different, besides the points brought up don't hold up in a realism discussion anyways in my opinion. Overall the point is, that has nothing to do with you or your points.
 

Ryika

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There's a mod that deals with pollution - Ecology Mod - and it sounds pretty cool. Overall however, I think viewing pollution with today's eyes and just projecting it into the future is likely a flawed idea, like others have already said. Out current problems are very specific to the point in development that we're in right now, and it seems like many of our current problems would have very easy solutions in a Stellaris-like future to the point where pollution as a mechanic would probably not be worth the effort.

And then I also think that dealing with pollution of single planets is probably a bit too small-scale for my taste. The crime mechanic is a good cutoff-point in how detailed that sort of stuff should be in my opinion.
 

CrowScape

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I don't think it does.
Let's see what the Stellaris wiki has to say:
Amenities represent planetary infrastructure and jobs dedicated towards fulfilling the day-to-day needs of the population.
First sentence. There is also literally a Waste Reprocessing Center that produces, guess what, amenities.

For your holo theaters, that you lesser species veiw the disposal of waste as entertainment is just another reason why you are lesser species. Those who have dragged at least one pseudopod out of the primordial soup confine that task to maintenance drones.
 

Surimi

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I'm hitting that agree button because I really like the idea of adding pollution as a thing you have to manage on urban planets and feel it could open up a whole new cost/benefit axis which rewards balanced gameplay as a balancing factor to the current emphasis on rewarding specialisation.

But these ideas could badly use a bit of KISS (keep it simple, stupid!) To be integrated into an already complex system, I feel it's important that the user can tell what pollution is and what it does as intuitively as possible, which means ideally pollution should have just one or two effects (and maybe some secondary hidden impact via events or something) which can be explained in a single sentence. For example, having pollution affect habitability is great. It integrates with existing systems and already creates some of the necessary exemptions (i.e. robots aren't affected by pollution because they're not affected by habitability).

I also feel like managing pollution is something that you should be able to completely overcome with tech. By the time you're terraforming whole biospheres, the level of environmental control you can exert should certainly be making pollution less of an issue (maybe something you still have to invest in controlling, but certainly something which isn't a problem anymore).
 

permeakra

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dude... we got a planet cracking laser beam and terraform a planet into heaven in years...
do you think throwing trash to space gonna be expensive?
Yes.

.... OK, let me clarify.

  • First, you have no idea how much trash is produced by industry. It is like orders, sometimes 3+ orders of magnitude more than the weight of the target product. And through our entire history we went from technologies producing less trash to technologies producing more trash and despoil more land. If we assume that Stellaris follows the same idea...
  • Second, a lot of trash produced is liquid water and polluted air. Industry is heavily pressured to have purifying facilities, but even best facilities are not perfect. And throwing away polluted air won't be cheap because it's a gas

Amenities basically cover this. You can skip the extra levels of micromanagement that don't really add anything and simply add a policy that increases industrial production at the expense of amenity consumption and happiness/stability penalties.
Nope. Amenities are consumed by population without discrimination. Pollution would be produced by specific jobs, mostly those producing and transforming minerals, but by other resource producing districts as well.

But these ideas could badly use a bit of KISS (keep it simple, stupid!) To be integrated into an already complex system, I feel it's important that the user can tell what pollution is and what it does as intuitively as possible, which means ideally pollution should have just one or two effects (and maybe some secondary hidden impact via events or something) which can be explained in a single sentence. For example, having pollution affect habitability is great. It integrates with existing systems and already creates some of the necessary exemptions (i.e. robots aren't affected by pollution because they're not affected by habitability).

Actually, the best way to overcome pollution is to move to planet that cannot be more polluted.
In MoO4 pollution was able to downgrade planet's class, but each next one resisted further pollution better. And voulcanic planets were impossible to pollute further. Well, I managed to fire the event, but it did nothing.

I think, pollution should cut productivity of farms and downgrade habitability with rare event firing on high pollution causing planet to turn into a tomb world or even some uninhabitable planet with terrforming candidate modifier.

That said, Stellaris could use a way to inhabit barren/frozen/toxic worlds which should have much less problems with pollution at expense of less efficiency per district. If civilization can build a habitat, surely it can build a dome on-planet.
 
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