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Optimizer
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Stockholm
Feb 2001 time: 06:33
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Public health has been an important issue for all rulers, especially since cities grew really large, and epidemics have changed history several times, but none of the Civ games has a proper health or disease model.
Health has been represented by city population caps that could be lifted by aqueducts, sewer systems and hospitals. Plague used to be a random event in Civ 1. In Civ 3 it was back with a vengeance, decimating the population of most cities near jungles. And of course we have the Cure for Cancer and Longevity...
A simple disease model could be split between two parts - one simulating common diseases, and one modelling plague and other epidemics.
High population, pollution and tropical terrain would make some citizens sick, so that they eat without working. Certain city improvements and techs would decrease the number of sick citizens.
Extreme sickness would trigger a plague. The plague would spread to other cities with many sick citizens, killing some of them. The plague would strike harder against low-tech civilizations, and the ones that have experienced few plagues before. (Compare native Americans.)
Last edited by Optimizer on 07-02-2004 at 01:17
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rendelnep
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out in the boonies
Jun 2002 time: 17:33
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yeah, various dieases could cut into your food supply (say X/X reduction in food production for x turns) and/or hurt production (sick leave or reduction in army recruitment) and commerce (similar to production).
Another idea would include diease resistance. probably on a similar model to pollution after you discover medicine diseases slowly become more sever again i.e each time a plague hits after medicine is discovered the resistance couter increases and plagues become more likely to occur.
Such a system might require some new techs like vaccination, chemical pest control (dunno?),hygiene , molecular imaging techniques (1920's- 1953 onwards), DNA analysis and others to better represent the population exploison during the modern era
Last edited by rendelnep on 07-02-2004 at 16:46
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Optimizer
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Stockholm
Feb 2001 time: 06:33
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How do plagues work in C3C?
I would prefer a health model that contains few or no random factors, but still allowed for severe epidemics.
Here is an example:
* Each population point and each worked marsh/jungle/floodplain would add 2% to the disease ratio in the city. A number of citizens proportional to the sickness ratio will be sick, eating but not working (so a city with 8 citizens and 4 floodplains would have 24% disease = 2 sick citizens). Fresh water, hospitals and certain resources would decrease sickness.
* As soon as the number of sick citizens in a city (or a civilization, or the world) reaches a certain cap, an epidemic breaks out in the city with the most sick citizens. All sick citizens die, and production and trade is halted for (at least) one turn. Military units are weakened, too.
* This epidemic then spreads to all neighbouring cities - faster if there are roads. The only things that can stop an epidemic is a gap of neutral territory, or a high-tech hospital.
* If a civilization has never had a certain level epidemic, it will get hit as soon as they get a territorial border with a civilization that has had it. (Each city could have a log of all diseases that have past.)
* The epidemic could be named by the civilization or the city where it started.
Last edited by Optimizer on 13-02-2004 at 03:58
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Fosse
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U.S.A.
Mar 2002 time: 23:33
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I agree. I don't think people want disease in because they want to pour over more decisions, but instead because history is filled with disease. It's flavor, really.
If the disease model takes into effect trade, crowding, and health improvments it will add the most basic of choices (barely... who would choose not to trade because it increases your disease chance?!), but mostly ensure that disease makes sense. Random penalties are painful, not fun.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:33
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I think that what diseases adds to the game is exactly what revolutions and Civil Wars would add-namely to act as a reminder that there is no such thing as 'Perpetual Growth'! In Civ2 and, for a while, Civ3 this was how things worked! Real history is a series of Booms and Busts, growth and collapse! The game needs to be more dynamic to reflect these facts. If you encourage rapid growth in your core cities, then there should be a greater chance of epidemic. Of course, there should be methods to counter this-like population controls, good health care and some kind of 'quarantine model'. Equally, if you build/conquer your way to a huge empire, then there is a good chance that some of those far-flung cities will want to become independant!
Anyway, it's stuff like this which I'd like to see taken into account in future Civ games!
Yours,
The_Aussie_Lurker.
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Sandman
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Sinister Penguin
Aug 2001 time: 05:33
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I'd like to see various randomly generated diseases. They have a series of traits that affects their killing power and spreading power. For example, they could be infectious, contagious, airborne, waterbourne, animal-transmitted, tropical, etc. A waterborne disease would be more likely to spread in a city on or near a river, and would need to be countered with a sewage system and piped water. A tropical disease would be confined to the jungle areas, hindering exploration and colonisation there.
They could also have interesting randomly generated names, like 'Corinth Green Fever', or 'Yellow Cow Blight'.
Some more health-related techs would be nice as well, for example: vaccination, public health, germ theory, virus theory, DNA, etc.
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Lord_Davinator
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Kathmandu
Nov 2000 time: 11:03
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AIDS... don't forget AIDS... oh and don't forget diarrhea..
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Quezacotl06
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Some ways I see it being applied would be to add pressures to population control, and have more flavor in foreign trade. Even biological warfare.
A Plague could be an invisible trade good, one that you don't need the civ's permision to export. For example, civ1 has a plague, and its hurting them. Civ2 has no plague. But if Civ1 has a trade route with Civ2, then undoubtably the plague will make its way to Civ2, and now they both have the plague. A plague could be hiding in a jungle of yours for quite some time before you bulldoze it for road, and now the plague makes its way into cities that are connected by road to the plagued tile, and to cities of ur trade partners.
EXAMPLE OF PLAGUE AS A STRATEGY
Ok, you're a european civilization, who has just settled into america. You encounter the iroquois. They have trade routes with the aztecs and the mayans. Secretly, you hate all their guts. But will you declare war on them? NO!
You've suffered bubonic plague before, your hospitals have them well under control. But you still have it. So what do you do? You say, "here, take this silk, out of the goodness of our hearts!" And indian-friend says "thank you". Turns later, the bubonic plague emerges in full ferocity on another continent, eventualy reaching the aztecs, but the mayans to a lesser extent (having a hospital or two of their own).
THIS TOTALY MIMICS HISTORY! Except it was with tuberculosis and small pox and the like. Best of all, when you're negotiating, foreign advisor-friend says "they've been known to have terrible diseases. I don't trust them on our roads and docks!"
But how to distinguish between spreading disease intentionaly or accidentaly? I think once you discover medicine, you should be able to detect where certain diseases are (no longer invisible on the map), and also be able to choose to spread the disease to your trade partner or not.
And once you discover medicine, you can also detect if a particular civilization is giving you the disease, and whether it is intentional or not (The spy we ordered to plant ebola was caught. Ghandi was not pleased.) This ensures that later on, ppl wont just be sending diseases to ever other civ on the planet, because it can be counted as an offensive by the time you reach the industrial revolution.
Also, when you get espionage, you can order spies to have biological warfare. It gives espionage a more offensive edge, and smaller civs a better chance of hitting hard.
Last edited by Quezacotl06 on 16-10-2004 at 11:29
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