[Economy] The seesaw effect will save us from pollution?

Day 3,147, 01:54 Published in Australia Australia by Gueneo
It has long since I write a newspaper article, but I think this could be useful for all.
First I want to remember yesterday's article as a result from the Productivity Commission:
http://www.erepublik.com/en/article/2604239/1/20
Because not all the peoples read updates, I think is better new article for a specific suggestion.

Assumption
I don't know if pollution is calculated by work that gives you work ticket or when you use your ticket to make products (as seems by the official news). I think is related on the last one and all the article is based on this. If this is wrong, I'm sorry, but things could be a little different and less convenient for company owners.

"Pollution Factor is calculated based on the number of goods of the same type that were produced in the region compared to the overall average production for that type of goods."



How seesaw works
Using our South Australia, Q7 weapons, as example.
Region bonus: +7.00%
Yesterday pollution: 12.02 (total -5.02😵
Today pollution: 8.80 (total -1.80😵
Why the decline? Some products havenìt used their tickets because of the malus.

The seesaw effect said us that:
If the pollution level is high, than all producers could avoid to use their work ticket during the day. In the best case with no one that uses his/her work ticket
when you have 25% pollution, you will get the day after 0% of pollution.
So this is the best day to use all your work ticket of the current and the previous day. The third day you will achieve 25% pollution: again, take the tickets and use it in the day after.

Pollution should be like a seesaw:
25% or something like this > 0% or something like this > Loop

Be sure to talk with other producers and try the trick. So we will know if it works. If not, probably pollution is related to the effective work of players.

The seesaw effect will save us from pollution?