 |
|
Andreiguy
|
|
Yes! I wanted to say that, because rats on ships from the Orient spread the Plague to Europe.
Last edited by Andreiguy on 24-05-2001 at 04:47
|
|
|  |
 |
|
Andreiguy
|
|
Yeah, but I mean something different, just random outbreaks. (Or at least usually random), and it would have a much more horrible effect. I mean, the Plague killed more than half of Europe! It would be devestating, but hey, its what you get when you put lots of people very close together in unsanitary conditions like Medieval cities!
|
|
|  |
 |
|
colossus
|
|
Hong Kong
Nov 1999 time: 05:14
|
|
That is not a bad idea. But chances are slim that it will be implemented.
I believe the isuue is related to the wider one whether there will be natural disaster in civIII. And it seems unlikely that there will be disasters in civIII.
|
|
|  |
 |
|
Frugal_Gourmet
|
|
New York City, NY, USA
Jan 1970 time: 00:14
|
|
Too complicated. Keep this one out of CivIII, IMO.
Wouldn't really add any fun to the game. Just make it more complex.
|
|
|  |
 |
|  |
 |
|
senowen
|
 |
of the night
May 2001 time: 00:14
|
|
quote: Originally posted by UberKruX
disease would first of all create a huge mess of code with would delay civ3 |
It would probably use less code than your post.
quote:
secondly, it would be hard to regulate/control. |
Well, that's kind of the point. Only the discovery of penicillin made medicine truly able to actually cure or control disease.
quote:
thridly, an early plague would severally screw over a civ. |
Not necessarily, because it would be a purely percentile factor. Ex. If you have a three person city and each person has <30% chance of getting a new plague then you will likely only have 1 or less citizens killed.
1,2,3. Yes, up to ~30% max chance per population or unit, I'd say. Yes, I know Old World diseases killed over 75% of the Native American population, but that's too extreme a case for a game, way too unbalancing.
4,5,6,7. Yes.
8. No
9. Not until modern ages, yes.
10. Not until modern ages.
11. No.
12. I'd say yes, and yes.
|
|
|  |
 |
|
Frugal_Gourmet
|
|
New York City, NY, USA
Jan 1970 time: 00:14
|
|
Again... this adds a level of complexity (possible frustration) to the game without adding any fun. Reading the thoughts here, there are some good, simple ways to implement this.... maybe. But why? Yeah, disease had a definite effect on civilization throughout history. So, have about 16 million other things. Why focus on something as boring as disease?
|
|
|  |
 |
|
Frugal_Gourmet
|
|
New York City, NY, USA
Jan 1970 time: 00:14
|
|
Yeah... well I guess what I'm saying is that even though it doesn't make the game super complex, it does add one more thing that the Civ'er has to "take into consideration".
Players already have to manage happiness, science, luxuries, resources, buildings, land development, diplomacy, culture, trade, etc. Now, they'll have to make sure their empire is as disease-proof as possible by either researching the right techs or building the right improvements. For me, I'm thinking "why bother?".
There's already so many factors to take into consideration when playing Civ and they've just added a few more in culture and trade. These are bonuses which could boost the fun of the game significantly. I'm not so sure a disease-model (even in simple form) would do that.
IMO, then Civ design team is right on track with adding a couple of awesome new ideas in there and leaving out the ideas (like disease) which would not really make the game a heckuva lot more fun to play. There's a critical mass here in how bureaucratic this game could become before it becomes boring. We should try to avoid that critical mass as long as possible.
Just an opinion...
|
|
|  |
 |
|
K.J.H.
|
 |
Groningen, the Netherlands
Jun 2001 time: 06:14
|
|
I don't know. Maybe it is too complex. But diseases and civilization are and were like Romeo & Julliet, Fred & Barney, Adolf & Eva, Hillary & Bill, Tom Green & Glenn ...
This is my idea. When a city get overcrowded (like in CTP) the risk of having an epidemic increases. Then this happens:
- 2 pops die (you won't be afraid of total annihilation, because overcrowded cities have more pops then two!)
- the 50% of the content citizens become unhappy (the happy class have probably enough drugs and luxuries too be healthy)
- it can be spread by trade
- in eight turns the city is under control
when the disease reaches an other city by trade then:
- in overcrowding cities 1 pop dies, in non-overcrowding cites no-one dies (well, they die, but not as fast as in such stinky places as overcrowing cities)
- the 20% of the content citizens become unhappy
- it can be spread by trade
- in five turns the city is under control
when the disease reaches a third city then:
- no one dies
- the 20% of the content citizens become unhappy
- it can't be spread by trade anymore
- in two turns the city is under control
After Advances as Medieval Medicine, Pharmaceuticals, Genetic Engineering, Modern Surgery etc. etc. the chance of disease decreases
This also counts for Improviments as Sanatorium, Drug Store, Aquaduct, Hospital and maybe a WoW as Cure for AIDS, Flemming's Cure and The Pasteur Institute
I don't know
Please Reply
|
|
|  |
 |
|
Frugal_Gourmet
|
|
New York City, NY, USA
Jan 1970 time: 00:14
|
|
quote: Originally posted by Quartz Dragon
Plague is one of the largest events that occured in history, and believe it or not, the black plague virus is still arround.
Also, having a plague model would allow bio warfare like in CPT. Bio warfare would be an act of war as well as an atrocity.
As a natural occurance, the random factor could work just like the random events in SMAC. |
Again, I'm not disputing that the plague didn't have an effect on real history. What I'm disputing is how much value it would add into the game.
No matter how simple you make then disease model (though if you make it too simple it will become stupid and unstoppable), it is still one more thing that a Civ player must take into consideration. One of the biggest problems of Civ is beauracracy and managing every part of your empire.
If you had to manage your own empire to prevent/stop things like disease, it would only add to the already existent micro-management/complexity of the game and make it less fun. Numerous things that a Civer must take into consideration have already been added. These features are ok because they're fun and give the player the since that he's really impacting a fictional history. Making all of your cities "disease-proof" or preventing/stopping disease in any way is just adding something the game doesn't need.
I stand firmly opposed to this.
|
|
|  |
 |
|
Frugal_Gourmet
|
|
New York City, NY, USA
Jan 1970 time: 00:14
|
|
quote: Originally posted by eNo
I havn't read the disease model (I should be studying for a chem exam) but from what I know, disease/plagues were not that random. They were caused by either improper sanitation or being carried from one group to another. |
That's one of the things I worry about. If it's not random, that means the Civ'er must PLAN for it and attempt to prevent and/or cure it. If the Civ'er must take it into this kind of consideration, another level of complexity has been added to the game.
quote: Finally plagues generally hurt every nation, so its affect on gameplay is same as giving every team one point in a game of Pictionary so it really wouldn't add that much to gameplay. |
Agreed.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|