After returning from some time out this evening, I thought of a few more things that might help newer and/or math-challenged folks.
We'll look at several examples: Pre-Industrialization, post-Auto, and late game. Plus, we'll see if any form of government lends itself to pollution. We'll even look at the value of King Richard's Crusade.
First, the odds of pollution before the Industrial age. As you may have noted, PP (population pollution) is not a factor at all until *your* civ learns Industrialization. But how, you may ask, do the pollution icons appear in the city status window if, for example, you have a size 24 city with King Richard's Crusade?
The answer is: Resource Pollution (RP), which is a function of quantity of shields produced. Let's take an example from my own GOTM 5. It was AD 1200, and I had 39 techs. Hamburg was size 20, producing 32 shields, and it had 12 pollution icons. But what were the "real" odds of pollution each turn? Was it worth ratcheting down the shield production, lest my lowly settlers be overwhelmed in a sea of skulls? Let's see.
TP = PP + RP = 0 + RP
TP = 0 + RP = 0 + (SP/RPD) - 20 = (32/1) - 20 = 12 pollution icons
Sure enough, results are right on the money!
Now, what are the odds...
P = DL * (A / 2) = 2 * (39/2) = 39
(Note: DL = Difficulty level = 2, since Prince)
RN = integer between 0 and (256 - P) = Int btwn 0 and 217
If RN < (TP * 2), then you get a polluted square
If RN < 24, then you're polluted (the skull appears on a chunk of terrain in the city radius).
That's 24 chances out of 218, or 11.0%
Note: 218 is used because 0 is also a possible outcome of RN. 24 is used becuase the outcome for pollution are 0, and 1-23... which is a total of 24 possibilities.
To me, that means roughly one polluted square every 10 turns, and well worth the high shield output...
As a sidenote: with King Richard's Crusade (KRC) and a large Republic city, the KRC is a real bargain and can build all the wonders thru Industrialization, plus a full slate of city improvements. Since KRC will add about 20 shields per turn for typically at least 40 game turns (and often more like 80), you can see KRC is a real bargain. I typically get about 1200 to 1600 shields out of the KRC wonder, and maybe 2 or 3 pollution, max. Pollution costs 8 food and 4 shields (under republic) to clean up (plust transit time and lost production/trade), which is an excellent tradeoff for the ability to quickly obtain all the wonders in the game, during that era.
The odds of pollution, however, are increased under Deity, which is what most people eventually play. The thing that Deity changes is DL, which goes from 2 to 5. The final result for the same assumptions is still:
If RN < 24, then pollution... BUT!!
The random number is generated between 0 and [256 - 5*(39/2)], or 0 and 159
This makes the odds at deity:
one in 24/160... approximately 15.0%
As you can see, difficulty influences pollution odds somewhat, but pre-industrialization, the odds are about one in ten, up to one in seven, assuming your shield output is 32. Evidently, many people do not demand such high output, so the odds are likely less than 2 or 3%, assuming you have only 3 to 4 pollution icons.
Bottom line: Before Industrialization, crank that production up and damn the pollution odds!! Get those wonders, extra caravan, inporvements, and ironclads build before Industrialization! Your ironclads should not cause unhappiness in Republic/Democracy because you should easily get Shakespeare's in this fine coastal city. One caveat: Make SURE you can support all attached units to KingRichard's/Shakespeare's city!! If someone discovers Industrialization, and you have 15 units attached with a 32 production size 21 city... guess what... You're gunna lose up to 3 units as your turn begins.
Also, it should be pretty obvious what city is your Super Science City (SSC). It is the lovely coastal city with about half ocean and a Harbor and KRC, because each ocean square has at least 3 trade. Ideally, you have some wine and/or silk, plus a river, too. KRC guarantees you get Isaac Newton's College, too (if you get the advance, LOL).
Now what have we learned from all this stuff so far... Don't worry about pollution, even at Deity, before Industrialization. Typically, I won't even have settlers right on station if pollution occurs, but depending on where it pops out, I may take a pre-charged settler from another project and do a super-fast cleanup. But it might take a day to get there, until RR.
Let's take another example. It is post-Automobile. I will tell you the conclusion first, so you see where this is going... Democracy = Pollution, Fundamentalism = Clean.
Assumptions: First, if I'm in democracy, my main cities better be size 17 to about 25 or so (very few excuses for small cities languishing in Democracy or Republic!). Second, if I'm in fundamentalism (or communism)... I'm likely building (partial rush buying, PRB) all the important improvements for a powerful democracy. This translates to cities that produce 40 shields per turn if at all possible.
Now, for Democracy,
CP = 24 (City Population)
TM = 1 + 1 (base of one, plus one for Auto)
PP = (CP*TM)/4 = 24*(1+1) /4 = 48/4 = 12 pollution icons
Assuming 44 shields output (4 for support and 40 for construction),
RP = (SP/RPD) - 20 = 44/1 - 20 = 24 pollution icons
TP = PP + RP = 12 + 24 = 36 Pollution Icons
Now the odds, assuming Deity and 52 advances:
P = DL * (A / 2) = 5 * (52/2) = 130
RN = number btwn 0 and 256 - P, or 0 and 126
If RN < TP*2, or RN < 36*2, or RN < 72
As you can see, the odds are 73 out of 127, or 57.4% that a polluted square will occur each turn.
The more advances you have researched, the greater the odds of pollution forming. When you have discovered your 102nd advance at Deity, even one pollution icon wil result in a 100% chance that pollution will occur each turn.
Earlier, I said that Democracy = Pollution, and Fundamentalism = clean. So let's look at one of my typical Fundamentalist cities. Such a city is size 12, producing exactly 40 shields per turn. At deity and advance number 52, what is the pollution probability?
PP = (CP*TM)/4 = 12*(1+1) /4 = 24/4 = 6 pollution icons
Assuming 40 shields output (0 for support and 40 for construction),
RP = (SP/RPD) - 20 = 40/1 - 20 = 20 pollution icons
TP = PP + RP = 6 + 20 = 26
P = DL * (A / 2) = 5 * (52/2) = 130
RN = number btwn 0 and 256 - P, or 0 and 126
If RN < TP*2, or RN < 26*2, or RN < 52
The odds are 41.7% in Fundamentalism, vs 57% in Democracy. But the disparity increases as you discover more tech in the short term...
Stay with me now. When I discover Auto, I immediately go for Mass Production, and switch projects in big cities to Mass Transit, and rush build to 120 shields (use bank, chapel, or aquaduct)... or else rush to 80, and take 2 turns (pollution will not occur on the completing turn)... or buy the whole thing... or assign 2 engineers per 2 cities for pollution detail.
In essense, all my larger cities have a PP = 0 within two turns of Mass Transit. That leaves just RP. The Hoover Dam takes care of that, mostly. I consider the Hoover Dam, hands down, the most important Late Game wonder... under all forms of government, in normal situations (e.g., not in OCC). Don't even think about missing HD in a SP game.
Since RP = 40/2 - 20 = 0 for a 40 (or 41) shield city, you can see a Fundy gov't with Hoover dam and Mass transit eliminates pollution.
Under a Democracy, you will likely have 44 shields of production (or more) because of city size and/or required support to pay for units attached to the city so you can get the magic 80 shields per turn. This will generate 2 pollution icons, which translates to about a 4% chance at 50 advances, increasing to about 10% at 80 advances, 13% at Stealth, and 100% no later than FT015. The exact numbers depend on how many starting techs you had, which are subtracted from the total advances your science advisor reports.
So in the bulk of my producing cities in Fundamentalism, I have no pollution after Hoover Dam and Mass Transit. On the other hand, in Democracy, I will not sacrifice the minimum of 40 net shields per turn, which means output is typically more than 41 to pay the unit support. And shield output above 41 will yield pollution icons, which means you now have a chance of polluting your terrain each turn.
Whatever the required net shield output, Fundamentalism (and Communism to some extent too) will pollute less than a similary producing (net 40 output) Democratic city. I often produce and re-assign units immediately to keep production levels where I want them, esp. in a Democracy.
You can develop a system, and "assume" you are in a Democracy, even if you are in Fundy or Communism. Re-assign ships, bombers, and missiles in particular, so you have minimal happiness, production, and pollution problems when you switch to Democracy (which you should normally be aspiring to). There is rarely an excuse to maintain any other Government besides Democracy once you have Women's Sufferage and/or Cure for Cancer and/or the UN, so prepare for that day, and pump those cities up!
How should you use all this knowledge, assuming you are still with me?
In summary:
1. Fundy = "cleanest" government (least pollution gor given production)
2. Democracy = "Pollutingest" government (city sizes and required support plus required baseline net production equals most pollution) (Democracy is worth the pollution... better to have 60 monster cities than 59 runts!).
3. Use Freight (esp. in Fundy! No science penalty!) and Science (halved in Fundy) to get the anti-pollution techs (Mass Transit, Recycling, and Environmentalism).
4. Avoid Plastics as long as possible if you are having problems with pollution.
5. Avoid Mass Production until you are committed to either a massive cleanup, or building Mass Transits quickly.
6. Environmentalism will lower pollution probability considerably (I won't bore you with the math).
7. If you can do it, crank up the shields before Industrialization... in effect, you have a Mass Transit in all your cities.
8. Don't even think about a post-industrial civilization that has ignored Sanitation, if you have large cities (such a scenario is highly unusual, but would be a good polluter).
9. King Richard's Crusade is an excellent bargain if you have the right city, but is not a dire wonder to omit. Properly used, it will easily build you 4 or 5 wonders in return, and ensure its home city has all possible improvements. Best of all, there is no support cost... factory and offshore paltform, plus the fact that pre-Industrialization is effectively a Mass Transit for you, which total 11 gold per turn in the post-industrialization world. Over 80 game turns, this is an 880 gold value!
EDIT-Minor changes and spelling corrections.
[This message has been edited by starlifter (edited June 24, 2001).]