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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:19
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I've been enjoying a PROLONGED battle between my Carthaginians and the Babalonians in Cradle. Now, one thing I've noticed - I've had two disasters - plague and earthquakes. And thats all I've had. Are there any more?
If not, how hard would it be to put them in? Some things I'd like to see:
Fire - Towns back then were tinder-traps. A fire would be a horrific event - it should kill somewhere between 50-70% of the people (not everyone dies, but many just drift away). 70% chance for improvements AND wonders to be destroyed.
Locusts - every farm improvement within that city's area is striped. Now thats gotta hurt.
Inciter whips up crowds - Drop the morale of the town 10 pts for that turn (before you can do anything about it). Yeah, it might break away from your country.
Any other ideas?
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:19
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Well, a fire in one city (even a 70% killer) isn't as bad as plague in 14 of my cities, etc. Maybe limit the fire damage as others suggested. The biggest reason natural disasters are frustrating is the feeling of helplessness: "nothing we can do about it." But that's not true, at least with plague, as Wombat has things set up so that we CAN be proactive to ameliorate the effects.
We could do something similar regarding earthquakes, with various architectural advances limiting damage (however unrealistic this may be; wood buildings were probably the safest in a 'quake for a long time).
One thing *I* find frustrating about the disasters is the lack of info about the impacts: how many died and where, things like that. Also the lack of visuals...hmm...maybe a transient tile improvement to "flag" the damage, like a bunch of tumbled columns for an earthquake, smoke cloud for fire, big bug for locusts, whatever?
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centrifuge
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"Bluevoss: it should kill somewhere between 50-70% of the people (not everyone dies, but many just drift away)."
How about this, in the case of a big fire, instead of the population just "drifting away" a settler is created, and the city population drops by maybe 4. This would account for the deaths and for people that have lost their houses and had to leave.
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:19
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quote: Originally posted by centrifuge
"Bluevoss: it should kill somewhere between 50-70% of the people (not everyone dies, but many just drift away)."
How about this, in the case of a big fire, instead of the population just "drifting away" a settler is created, and the city population drops by maybe 4. This would account for the deaths and for people that have lost their houses and had to leave. |
Interesting idea...refugees. I wonder if the same could be done occasionally in the face of strong invasion: refugees fleeing in the form of nomads. I know of the code that sends pop to other cities when a city is razed.
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:19
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That idea of refugees isn't bad - if your city gets creamed, you get a new nomad in your closest city.
You could put them just outside the city, but frankly, it would be too easy to ride them all down, and most of the time, the conquiring army will be too busy stuffing their pockets to kill everyone fleeing.
As for the fire; like I said, its not really deaths in the night of the fire. But a big fire might cause a huge impact over the years. I'm reading a book on Canaan right now (the Phoenician coast). Even taking into account the armies that wash back and forth over it, there are a lot of town that simply disappear. Who can say why they fade. But in these civ games, towns hardly every go, they just trade hands.
Actually, I like the rules for burning down a captured town. I might experiment with reducing the number of cities supported by each government type, so that nations that take over other cities might decide to burn 'em rather than learn 'em. Something to think about at least.
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