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  • Epidemics?

    Are there any ideas for inclusion of epidemics in Civ 4?

    One starting idea:
    Epidemics origin from Horses, Cattle, Pigs, Sheep, Ivory and Deer. When a city gets access to any of these resources the first time, the health in the city will be extremely low for a few turns. Large cities suffer more than small ones.
    The difference between industrial society and information society:
    In an industrial society you take a shower when you have come home from work.
    In an information society you take a shower before leaving for work.

  • #2
    I was also playing with the idea of epidemics, but in a different way.

    My idea would be that in cities where diseases are not removed after a couple of turns (unhealthy city), there should be a probability to have epidemics (cholera, plague, whatever).
    This would be handled as a random event, the probability being influenced by the following factors:
    - number of sick people ("green faces")
    - number of turns the city is unhealthy
    - surrounding terrain and resources (jungle or the resources mentioned by Optimizer would increase the risk)
    - technology - medicine would reduce the risk of epidemics

    The effects of epidemics:
    - the population of the city itself would be reduced dramatically (50% ?)
    - the population of the surrounding cities would become very sick (something like +2 or +3 unhealthy people) for several turns (5 or 10 ?), and the risk for a local epidemic would be increased with 25-50 %. I am not sure how the religion spreading mechanism works, but it should be applicable for diseases as well, or not?
    - the population of every connected city or trade partner would get a health penalty for a number of turns
    - affected cities should get some unhappy faces as well: "we fear the global pandemic, we demand a hospital!"
    - certain technologies (biology, medicine) and city improvements (like hospitals, red cross) should reduce drastically the effects of a pandemic; reducing the number of sick people and also the number of turns it lasts

    Hmm, that would be it for now.
    "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
    --George Bernard Shaw
    A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
    --Woody Allen

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    • #3
      I want as little randomness as possible.
      The difference between industrial society and information society:
      In an industrial society you take a shower when you have come home from work.
      In an information society you take a shower before leaving for work.

      Comment


      • #4
        I wouldn't mind some randomness with regard to the spreading of epidemics, one shouldn't be able to predict one, IMHO.

        Two ideas for a "disease mod", though I don't know how practical they are:

        * A chance of vermin turning up as a "resource" on city squares where the city is approaching unhealthiness. Vermin gives -2 health and could tip the scales, sending the city into an unhealthy state. Of course, it should be possible for the vermin to disappear again.

        * New specialist: Doctor. Giving +1 Health (more with certain techs and/or buildings) and +1 Research.

        * A chance of cottages, hamlets, villages and towns of turning into slums in unhealthy cities. Slums contribute +1 commerce and -1 health and must be removed by workers to disappear.

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