Pollution stimulus is a beneficial hediff that is granted to insectoids and pawns with the Pollution stimulus gene when on polluted terrain.
Stages
Stage |
Begins at |
Symptoms
|
Pollution stimulus (minor)
|
≥0% |
|
Pollution stimulus (moderate)
|
≥20% |
|
Pollution stimulus (maximum)
|
≥50% |
|
Progression
Every 60 ticks (1 sec), an insectoid or pawn with the gene will increase in stimulus severity by +3.33% if on polluted terrain, or −0.03% if on unpolluted terrain.
|
Threshold range
|
Real time since 0% severity[1]
|
Game time since 0% severity[2]
|
Real time in state[3]
|
Game time in state[4]
|
Real time since 100% severity[5]
|
Game time since 100% severity[6]
|
None
|
0% |
- |
- |
- |
- |
200,000 ticks (55.56 mins) |
3.33 in-game days
|
Pollution stimulus (minor)
|
1% - 19%
|
18.02 ticks (0.3 secs) |
0.01 in-game hours
|
36,000 ticks (10 mins) |
0.6 in-game days
|
162,000 ticks (45 mins) |
2.7 in-game days
|
Pollution stimulus (moderate)
|
20% - 49%
|
360.36 ticks (6.01 secs) |
0.14 in-game hours
|
58,000 ticks (16.11 mins) |
0.97 in-game days
|
102,000 ticks (28.33 mins) |
1.7 in-game days
|
Pollution stimulus (maximum)
|
50% - 100%
|
900.9 ticks (15.02 secs) |
0.36 in-game hours
|
100,000 ticks (27.78 mins) |
1.67 in-game days
|
- |
-
|
Pollution stimulus (maximum)
|
100%
|
1,801.8 ticks (30.03 secs) |
0.72 in-game hours
|
- |
-
|
- |
-
|
Analysis
Severity increase is very rapid compared to its depletion. A single hour spent in polluted terrain will keep a pawn in the maximum tier for 40 hours. This means that relatively little polluted terrain is needed to maintain the bonuses. Place some under where a pawn will commonly spend
- ↑ Real time spent before entering the state, assuming severity is increasing and the starting severity is 0%
- ↑ Game time spent before entering the state, assuming severity is increasing and the starting severity is 0%
- ↑ Real time spent in the state before crossing the lower threshold, assuming severity is decreasing from higher threshold
- ↑ Game time spent in the state before crossing the lower threshold, assuming severity is decreasing from higher threshold
- ↑ Real time spent before entering the state, assuming severity is decreasing and the starting severity is 100%
- ↑ Game time spent before entering the state, assuming severity is decreasing and the starting severity is 100%