PocketCity 2
Ecosystem Metric
Just wondering what goes into the ecosystem metric. It’s killing my environmental rating and building natural features doesn’t appear to help.
=>
Currently, ecosystem is somewhat of a hidden metric. It is decreased by buildings (15% per each building) that harvest natural resources (lumbering, mining, fishing).
---------------
Pocket City 2: Ecosystem Metric Breakdown
(Based on dev notes + community testing)
What Lowers Ecosystem
- Resource-harvesting buildings (biggest penalty):
- Lumber Mills (cutting trees)
- Mines (quarrying, destroying terrain)
- Fishing Docks (overfishing)
- Bare, unplanted land
- Heavy industrial zones (pollution + habitat loss)
- Landfills (even covered ones hurt temporarily)
What Raises Ecosystem
- Trees (mass plant everywhere—roads, gaps, vacant lots)
- Parks: Small Park > Community Garden > Large Park
- Nature buildings: Wetland Reserve > Botanical Garden > Nature Reserve > National Park
- Waterfront greening (rivers/lakes with trees/wetlands)
- Eco policies: Tree Planting Initiative, Sustainable Development Act
- Green power: Solar/Wind farms (vs coal/oil)
Why “Building Natural Features Isn’t Helping”
- Harvesting buildings are canceling gains: 1 lumber mill can erase 10+ parks.
- Not enough density: Scattered trees don’t offset heavy industry/mining.
- Landfills/industrial zones are too close to green areas.
Quick Fix Plan
1. Pause/remove excess lumber/mining/fishing (keep 1–2 max).
2. Blanket the city in trees (every empty tile).
3. Replace small parks with Large Park + Botanical Garden (core).
4. Add Wetland Reserve on waterfront.
5. Enact all eco policies.
6. Relocate heavy industry to far edge, buffer with forests.
Your Ecosystem will rebound fast once you cut resource-harvesting buildings and flood the city with green.