Page 1 of 1

pollution script?

Posted: Sat Jul 14, 2018 4:04 pm
by Wahazar
Is there any script which can be assigned to workers to seek and clean up pollutions.
It is tedious to seek all these pollutions and send workers manually, what is worse, pollution is hard to spot, especially when other unit occupy tile.

Re: pollution script?

Posted: Sun Jul 15, 2018 12:29 pm
by JTN
I'm afraid not.

Autosettlers are supposed to clean up pollution. Their primary motivation is to improve city output, but they do take the risk of global warming into account too. I've been investigating this recently, and it's not that they don't want to clean up pollution -- they do -- but they are a bit dithery and incompetent (in a specific way which I'm still investigating a fix for) so often don't quite ever get around to it.

Once you have spotted pollution on a city tile, from 2.6.0-RC1 (in Gtk3/Qt), you can right-click on the city map in the city dialog and set a task to clean it up, and some autosettler will come and do it, if you have any.

Re: pollution script?

Posted: Mon Jul 16, 2018 6:50 am
by Alien Valkyrie
Be warned though; if there aren't any special orders given through the city overview (as JTN explained), your autosettlers might do do something that's not exactly what you have in mind. Also, they only think incrementally, so if more than one change needs to be made to make something more profitable, they won't do it (last I checked).

Re: pollution script?

Posted: Mon Jul 16, 2018 11:51 pm
by JTN
Caedo wrote:Be warned though; if there aren't any special orders given through the city overview (as JTN explained), your autosettlers might do do something that's not exactly what you have in mind.
Yes, that's true; once you've unleashed autosettlers, you had better like their decisions. (I hope you like mines)
Caedo wrote:Also, they only think incrementally, so if more than one change needs to be made to make something more profitable, they won't do it (last I checked).
Autosettlers in 2.6 are capable of planning ahead for roads (e.g. build a road because we really want a railway) and bases; the latter doesn't come up much, because bases in standard rulesets don't generally give output bonuses to cities, and it is city output that autosettlers are mainly motivated by.

(We used to have some sort of planning ahead for farmland, gna patch #2889 / r20172, although I don't see an obvious sign that that has survived the generalisation of extras in 2.6 (I could be missing it). In any case, it didn't help the AI much because of the chicken-and-egg situation with farmland and supermarkets, as the ticket notes.)