I just had a game end T203 because of pollution. It seems that the only way to avoid this would have been:
- attack the main polluter (who was also the largest AI, and basically unreachable due to mountains & other AI - I would have had to declare on the second largest AI to reach him, or send my troops on a hugely convoluted path across water and through allies to get to him.)
- plant a lot of forests
Planting forests would have significantly affected my growth but at -10 pollution each and the main polluter producing 500/turn it would've only needed 20-30 forests to really put a dent in that.
Like a lot of things in this game you need to be looking ahead 1-2 eras - you need influence and industry in ancient to be able to build & expand in classical. You need to set up a money economy in classical to afford the medieval units. You need to focus on food at some stage to be able to get big cities in early modern. You need to be adding research almost all the time. And maybe you need to plant a bunch of forests in Industrial.
I feel like pollution could use a bit more flavor rather than just negative food and stability. More events, and terrain changing would be good. I don't really have a problem with it ending the game though, the late game is much less interesting than the early/mid game, and it gives a clock to race against if you want a Mars/tech/conquest win. Maybe some more ability to control other culture's pollution other than planting forests, e.g. if you beeline renewable energy tech you could have the option to share it with the rest of the world.
My suggestion to make pollution more gradual and more managable
Changes:
If a Forest/Woodland is chopped/removed it adds 20 pollution to the Global pile
Coastal Water/Lake/Dry Grass/Prairie tiles can gain "Blight" which sets food value to 0
Local and Global Pollution have the same effect... you take the effect of whichever is worse in a particular territory
Local Pollution is triggered by the pollution per turn from a territory
and all its adjacent territories
Fusion power gives -50% to pollution from Districts+Infrastructure (not the cleanup from forests)
Effects stack (so pollution level 2 has the effects of 0, 1, and 2 added up)
Pollution Level: Local Trigger, Global Trigger: FIMS+District Effects; Terrain effects
0: not level 1, not level 1: no District Effect; -1 Pollution per turn on Territory, 1% of Tiles per turn lose Blight if they have it
1: 100 poln/turn, 30k total poln: -10% Total Food Production, -2 Stability per District: -1 Pollution/Forest, 1% of Forest Tiles lost per turn
2: 200 poln/turn, 60k total poln: -20% Total Food Production, -3 Stability per District: +1 Pollution per turn on Territory, 2% of Eligible tiles gain Blight
3: 300 poln/turn, 90k total poln: -20% Total FIMS Production, -3 Stability per District: -1 Pollution/Forest, 2% of Forest Tiles lost per turn
4: 400 poln/turn, 120k total poln: -30% Total FIMS Production, -7 Stability per District: +3 Pollution per turn on Territory, 4% of Eligible tiles gain Blight
5: 500 poln/turn, 150k total poln: -50% Total FIMS Production, -10 Stability per District :5% of Forest Tiles lost per turn, 10% of eligible tiles gain Blight per turn
[Game Ends if Global Pollution is at level 5 for 20 consecutive turns ]
So by level 5 even if it not game ending (just level 5 local pollution).... -130% food, -100% IMS, -25 Stability per district, +3 Pollution per territory, -2 Pollution per forest, 8% of Forest tiles lost per turn, 15% of eligible Tiles gain Blight per turn
How to deal with it.... There is the standard Build the Poln reducing Infrastructures and Forests, but you also get some additional tools on the way through Civics
Local Pollution Civic (Triggered by one of your Territories reaching Level 1 Pollution and in Contemporary Era)
INDIVIDUALISM, Build Through Pollution: -25% cost for Districts and Infrastructure
COLLECTIVISM, Reduce Pollution: +25% cost for Districts and Infrastructure, Your Territories are no longer counted for Local Pollution [Pollution Regulation Civic]
Pollution Regulation Civic (Triggered by Reduce Pollution Choice)..how you reduce pollution
LIBERTY, Caps and Taxes: +1 $ and +1 Sci on Districts that produce pollution
AUTHORITY, Mandated Regulation: +3 Stability on Districts that produce pollution
Global Pollution Civic (Triggered by Global Pollution reaching level 1, And making a choice for the Local Pollution Civic)
Build Through Pollution Choice Options
WORLD, Geoengineering: Enable Geoengineering projects to be built [Geoengineering projects take up 7 tiles like space projects, are repeatable, can be built on ocean/mountain tiles, but not on each other... each one raises the thresholds for global pollution levels significantly... ie Level 1 is 30,000+5,000 per Geoengineering Project placed, Level 2 is 60,000+5,000 per Geoengineering Project Placed, etc.]
HOMELAND, Adapt: Ignore the District & FIMS effects of Pollution levels 1 and 3 [so level 4 only has the effects of 2 and 4], No Blight added on your Districts/Exploitations
Reduce Pollution Choice Options
WORLD, Zero Emissions: -5 stability per district in Pollution positive Territories, -50% pollution from non Maker districts, enable cities to be set to "Zero Emissions", which removes any infrastructure that causes pollution
HOMELAND, Adapt: Ignore the District & FIMS effects of Pollution levels 1 and 3 [so level 4 only has the effects of 2 and 4], No Blight added on your Districts/Exploitations
Pollution Grievances are Triggered When
1. A neighboring civ's territory adds local pollution to one of you're territories that is Level 1 or higher
2. A civ is a top Global Polluter And you have made a Global Pollution Civic choice
Severity of Demand depends on level of Pollution
0-2: Money
3: Change to a Pollution Reduction/Zero Emissions Civic
4,5: Change Civic+Most Polluting Territories
You can only "see" pollution in territories adjacent to yours until you have adopted a Local Pollution Civic OR the Global Pollution has reached Level 1 (after that you can see Global Pollution levels as well as pollution from any territory you have vision on.)
Numbers might need tweaking, but hopefully it should be a condition where you are normally between levels 1-4 throughout the Contemporary Era,
Lower Difficulties could raise the thresholds and/or add additional Pollution reduction per Territory