I actually agree with Chongli here.
Mechanics that permanently destroy your stuff in a completely random way, and in a way where there is *nothing* you can do about it, is intrinsically not fun. The mechanic is intrinsically broken.
Trying to make it reversible through worker action just makes a MM mess; please lets not go back to workers playing whack-a-mole with pollution.
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The way to deal with it (global pollution effects) would be through
1. Having the effects be temporary, but not something you could 'Target' on a hex by hex basis to remove... ie the removal is automatic.
2. Civic choices, techs that help hexes in your territory recover faster.
3. Diplomatic or unilateral civics/buildings, etc. that reduce the causes.
I actually have a model in my sig, its based in Civ 4 so it talks about squares but the same model could be applied to hexes.
Basically, in the period from the Industrial-> late game the damage would get worse and worse unless
1. Civs adopted environmentalism
or
2. Civs Built Recycling plants+Clean power, (the late game solution)
If Civs did one of those, then they wouldn't contribute
If Civs did both, they would actually reduce the amount of 'Global Env Damage'
[of course they would have to not use nukes either]
Techs like Ecology could help make it go away faster.
The idea behind environmentalism would be to make it not worthwhile Except for preventing Global pollution, so if you have it you are helping your competitors... it should really only be worth doing if you don't want Global Pollution to interfere with your win... Or if you can successfully force your neighbors into it as well.
The reason this is/way it can be Fun is that it makes the later game like a race.... its not just who can get the space ship first, but getting a space ship before Global pollution decimates your population.
It can provide late game rewards for preparing for it by preseving forests in your terrain or researching techs like ecology.
It would Not act to restrain a player from getting nukes/polluting industries
It would give players a reason to want to diplomatically force Other players into specific Civics (I'll pay you if you adopt environmentalism, I'll pay you if you go no nukes..... and those nicely go into UN type ideas)
Indeed that would be a key difference in game types... In a diplomatic win, one player would have successfully used Diplomacy to get everyone to unite behind them to be able to get these thing approved, and a Diplomatic win world would probably be substantially cleaner than a Tech Win world... which would be a Lot Cleaner than a Conquest/Domination win world (with the Mass nuke possibility)