污染
动植物的生存系统为人类的生存提供了手段。
当公民燃烧燃料做饭或发电,冶炼金属,处理污水以及从事无数其他必要的工业活动时,常见的副产品是污染。污染是指任何引入到环境中都可能充当污染物或毒物的物质。在“《生态物语》”中,污染的来源很多,种类也多种多样,其中有些比其他污染更有效。重金属会污染土壤,影响土壤中可用的养分以及动植物的健康。水可以迅速传播污染物并增加其影响的规模。炉灶或发电厂会无形地或明显地倒入空气污染,这会增加温室气体并影响空气质量,并因酸雨而倒入地下。为了确保生态系统的生存并保护土壤和水等资源,参与者将不得不管理和控制其文明所造成的污染源。在某些情况下,不可避免地会发生泄漏或致命的集中,然后补救和储存可能是使土地恢复未受破坏状态的唯一选择。
地面污染
一旦释放到土壤和地下水位中,地面污染物就不容易停止或清除。 《生态物语》中的各种材料都是地面污染的来源,最主要的是采矿产生的尾矿以及手工艺和其他玩家活动产生的垃圾。如果污染物的来源保持不变或增加,则污染会随着浓度的增加而逐渐增加。当污染物源与地面接触时,其污染会随着时间的流逝而扩散和消散。
The Four Layers
Soil Pollution is the waste of everyday life: MixedGarbageItem, trash and sewage. It is the mildest of the four, and the only one that always cleans itself in time, however high it has climbed.
Heavy Mineral Pollution comes from mining and mineral processing, above all TailingsItem and WetTailingsItem. It only self-cleans up to 100%. Past that the ground is saturated and will never recover on its own.
Chemical Pollution is the mark of heavy industry, from ChemicalWasteItem and the chemical byproducts of advanced crafting. It is by far the least forgiving, plateauing at a mere 30%. Let a claim climb past that and it stays poisoned until you treat it.
Acid Rain Pollution is the one layer you never dump: it falls. Where air pollution meets rainfall, acid rain forms and settles into the ground below. How sour a claim gets depends on how much its chimneys emit and on how wet the region is — a blast furnace running day and night will hold its own claim at twice the full gauge in an average climate, but at a fifth of that in a desert, so where heavy industry goes is a decision worth making. It is also the one layer you never need to treat: it halves every six hours once the smokestacks go quiet, so cutting emissions is the whole answer.
空气污染
许多玩家的活动会产生有害的排放物,如果释放到大气中,则会产生空气污染。在具有二氧化碳输出的物体上进行手工制作或与它们一起运行发电机,都会造成局部和全球污染水平。在很长一段时间内,全球二氧化碳水平会导致全球变暖效应,进而影响海平面。有一些自然的汇和一些诸如二氧化碳之类的污染物的吸入口,例如森林。空气污染的浓度将以酸雨的形式回落到地面,我们使用空气污染和当地的降雨量进行模拟。
水污染
水是一种媒介,污染通过该媒介可以更快,更广泛地传播,向下游涌入并在湖泊或海洋中开花。水中的污染通常来自附近的地面污染源,但在空气污染严重的地区,也可能通过酸雨技工进入水中。去除水源是目前阻止水污染的唯一方法,但是清理和修复策略是我们未来考虑的功能。
遏制
在许多情况下,没有完美的解决方案来处理污染物质。必须留出空间来存储各种污染物,并且必须以防止污染物重新进入周围环境的方式来存储污染物。这是对《生态物语》行业的环境管理至关重要的挑战。目前,尾矿力学需要在地下进行深层存储。随着进一步的发展,这将得到改善。遏制机制是我们要改进的功能的最前线,与《生态物语》中的污染功能组有关。玩家应该使用收容措施来处理其社会产生的大量尾矿和垃圾。
Remediation
Land that has already been poisoned can be treated. Decontaminants are consumables applied much like fertilizer, on any block of a claim — bare ground, a road, or the floor of a factory: a SoilDecontaminantItem for soil, a HeavyMineralDecontaminantItem for heavy metals, and a ChemicalDecontaminantItem for chemical contamination. One unit cancels one unit of pollution source, doses stack, and half of what is waiting on an area takes effect every 24 hours, so a badly contaminated claim can be treated in bulk and left to soak.
Decontamination is also the only thing that works past a layer's self-cleaning ceiling. A claim above 100% Heavy Mineral, or above 30% Chemical, will sit there indefinitely otherwise, whether or not the source has been removed. Every decontaminant cleans at the same rate, so the cost is what separates them: compost and dirt clean soil, clay and coal bind heavy metals, and iron and coal go into every chemical neutralizer. Cleaning up after heavy industry is meant to be expensive. Not cleaning up is meant to be worse.