Well put, but I still disagree.
Map generation and the RNG for resources (etc.) require the player to maintain something of a 'balance' in civ development, to account for the vagaries that might arise, and a toolkit of methodologies / tactics to address whatever challenge is thus posed.
The same can be said of Plague. As I messed around with some replays of 501 over the weekend, I experimented with adding to my toolkit:
* Pillage all roads to the affected town.
* Disband the town.
* Disband the units in the town.
... and I'm sure there are many other responses. Mine were mostly about ensuring that the Plague did not spread to a critical Wonder-producing city, but there are certainly other reasons to address its arisal.
As you point out, bad stuff can happen, and in such a way that it increases strategic depth... so it is with the Plague, just not in a very pleasant or predictable way.
Map generation and the RNG for resources (etc.) require the player to maintain something of a 'balance' in civ development, to account for the vagaries that might arise, and a toolkit of methodologies / tactics to address whatever challenge is thus posed.
The same can be said of Plague. As I messed around with some replays of 501 over the weekend, I experimented with adding to my toolkit:
* Pillage all roads to the affected town.
* Disband the town.
* Disband the units in the town.
... and I'm sure there are many other responses. Mine were mostly about ensuring that the Plague did not spread to a critical Wonder-producing city, but there are certainly other reasons to address its arisal.
As you point out, bad stuff can happen, and in such a way that it increases strategic depth... so it is with the Plague, just not in a very pleasant or predictable way.
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