Hello everyone, currently digging into the source code and experimenting a bit modding your game.
I posted that on your discord yesterday but here I go :
Your endgame pollution threshold is completely unbalanced.
As a reminder the formula is basically MapSizeBudget ( PollutionDefinition.EndGamePollutionThreshold ) * MapSizeFactor ( WorldAtmosphere.WorldSizeFactor.Value )
And digging I found out that that is the repartition on normal speed of the EndGamePollutionThreshold in the PollutionManager Script :
As you can see the designer probably overlooked a detail here I get what the person tried to do but that result to inconsistents values depending on the nuber of player recomanded map by map
Note : WorldSizeFactor --> is mapRatioIngame in the sheet & the base budget is the EndGamePollutionThreshold depending on the game speed, here : normal speed value : 20k the problem is even worse with other speeds
Assuming the 5k pollution budget per player the map ratio in the DB should be (mapRatioIngame column) :
And there you will have a consistent pollution budget depending on the number of players on the map.
For thoose who wonder why some game end so fast due to pollution, here you got the reason :D
PS : made a bepinex mod allowing for customization of thoose parameters if anyone is interested, let me know and i'll put it anywhere needed :)
Very nice! Thanks a million for this. I found your bepinex mod on mod.io. I will be using it to normalize the pollution settings on my next playthrough. Thanks again.
Its not a mistake, they are basing the pollution allowed on the number of tiles on the map not the number of players. (except for small which gets a bit less pollution allowance per tile). Whether that’s the right approach or not is a different issue.
Very nice! Thanks a million for this. I found your bepinex mod on mod.io. I will be using it to normalize the pollution settings on my next playthrough. Thanks again.
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