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'''Pollution''' refers to ''toxic'' pollution, largely as the byproduct of recharging [[allied mechanoid|friendly mechanoid]]s. Even using a [[wood-fired generator]] or [[chemfuel generator]] won't create it, for instance. | '''Pollution''' refers to ''toxic'' pollution, largely as the byproduct of recharging [[allied mechanoid|friendly mechanoid]]s. Even using a [[wood-fired generator]] or [[chemfuel generator]] won't create it, for instance. | ||
− | == Creation and Spread == | + | ==Creation and Spread== |
− | ==== Within Colonies ==== | + | ====Within Colonies==== |
− | + | 6 tiles are polluted for each destroyed [[toxic wastepack]], and 6 tiles are created every 3 days from a [[toxifier generator]]. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]]. Pollution spreads in an expanding circle. Impassable terrain like doors and (natural) walls will block pollution spread.(Verification needed, what about enclosed spaces? It also seems it's still expanding in a circle, i.e., if it can finally reach a part that was blocked, it will pollute there faster it seems, while stopping pollution temporarily that's further from the pollution starting point; more testing needed). | |
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− | + | [[Defoliator ship]]s will also pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the additional pollution spreads much slower. | |
− | + | ====On the World Map==== | |
− | + | Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 8 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty scaling up with the number of wastepacks dumped and proximity to the settlement. This has no extra effect on already hostile factions. | |
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− | ==== On the World Map ==== | ||
− | Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 8 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. | ||
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− | Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty | ||
Pollution may also exist from world generation, where certain tiles will be heavily polluted. You can configure the pollution coverage, with 5% as a default. | Pollution may also exist from world generation, where certain tiles will be heavily polluted. You can configure the pollution coverage, with 5% as a default. | ||
− | == Summary == | + | ==Summary== |
− | + | Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, regardless of the soil's original quality, and can only grow a limited number of plants: [[Toxipotato plant|Toxipotatoes]], grey pine, deadbarrow cactus, [[devilstrand]], and [[psychoid plant|psychoid]]. Colonists will also recieve [[toxic buildup]] from these tiles. Having polluted tiles increases the map's overall pollution, which causes a number of effects. | |
− | Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, | ||
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Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up. | Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up. | ||
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If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution. | If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution. | ||
− | Acidic smog | + | Acidic smog slows plant growth, makes colonists unhappy, and deteriorates items. |
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− | === Insectoids === | + | ===Insectoids=== |
− | Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When | + | Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When polluted terrain is present, there's a chance for insectoid cocoons to emerge from the ground. These coccoons will hatch if a pawn comes within a small radius of it. |
− | === Pollution | + | ====Pollution Stimulus==== |
− | + | Insects and Humans with the [[Genes#Pollution_stimulus|Pollution Stimulus gene]], are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier. | |
− | Insects and | ||
* Pollution stimulus (minor): | * Pollution stimulus (minor): | ||
** Moving x110% | ** Moving x110% | ||
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== Pollution Mitigation == | == Pollution Mitigation == | ||
− | {{ | + | {{Move|section=1|destination=Toxic wastepack|reason=The page should focus on how pollution affects the map. This section should be moved to another page (Toxic wastepack)}} |
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− | + | There are several ways to deal with pollution wastepacks. | |
+ | * [[Temperature|Freezing]]: Frozen wastepacks won’t dissolve, but they take up a lot of space. | ||
+ | * '''Export''': Use caravans or transport pods to dump your wastepacks on the world map. For extra fun, you can even leave them as a gift in your enemies’ bases. People may not love you doing this. | ||
+ | * [[Polux trees]]: Heavily polluted maps will eventually sprout special polux trees. These trees slowly purify polluted terrain around them. Their delicate root network prevents them from being replanted. | ||
+ | * [[Wastepack atomizer]]s: High-tech wastepack atomizers let you completely neutralize the threat of toxic wastepacks. The process is somewhat slow - and quite expensive. | ||
+ | * '''Ignorance''': Polluting the land does have some benefits. Polluted terrain can grow new crops, like the fast-growing [[toxipotato]]. (Just don’t eat it raw.) Pollution can also attract new animal variants, like [[toxalope]]s and [[waste rat]]s. | ||
− | + | There’s no shortage of tools to deal with (or even embrace) pollution. Wearing anti-pollution gear, like face masks and gas masks, reduces your colonists’ exposure to pollutants. Transplanting artificial detoxifier organs makes your colonists immune to pollution’s toxic effects. There’s even pollution-related genetic modifications. | |
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{{Biotech navbox}} | {{Biotech navbox}} | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |