Re: Pollution Workaround
The main problem is that the values for unhappiness are too large (i.e. at least 1% per facility per turn) so the population gets angry really quickly with even just 2 or 3 facilities. It's not overly burdensome for players to manage, but the AI is bogged down it - even with the appropriate happiness facilities and troops queued up. It ends up that you need to use too much space for happiness facilities and it actually hurts gameplay.
The good news is that SE:V will allow for much finer tweaking and hopefully we can get a good pollution and happiness scheme going that focuses more on minor disruptions to production rather than full blown riots. I have suggested to Aaron that he allow us to use negative values that work for these sorts of things.
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