Maybe a way to finally represent diseaese as in when Europeans met the Native Americans.
Each civ has an immunity percentage. This rating is determined by number of hospitals (and other health buildings and sanitation(sewer systems) buildings) comapred to cities, and the ammount of diseases rampant in your civ (the more, the higher your immunity rating). Diseases are caused by the size of your cities, the closeness of your cities and the number of civs you have contact with. Diseases simply knock off a few population each turn (using x10 system, so they don't really have a great effect). Sounds complicated, but all you see is the percentage, the computer calculates it. You might have a list of causes so you can try to increase your rating.
When you make first contact with another civ the immunity ratings are compared. If one civ's immunity ratings is 25% or more less than the others, a civ wide epidemic occurs, and keeps occuring every turn until the difference in immunity ratings is less than 25%. Since the exposure itself raises the immunity rating, the epidemic would burn out after a few turns. This epidemic would not be your average disease, it would cause massive damage each turn it is in effect, so even though it only lasts for a few turns, it would be catastrophic.
I think players would want to keep their immunity ratings as high as possible. Even a powerful civ could be crippled by an epidemic, just as IRL.
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- Biddles
"Now that our life-support systems are utilising the new Windows 2027 OS, we don't have to worry about anythi......."
Mars Colonizer Mission
Each civ has an immunity percentage. This rating is determined by number of hospitals (and other health buildings and sanitation(sewer systems) buildings) comapred to cities, and the ammount of diseases rampant in your civ (the more, the higher your immunity rating). Diseases are caused by the size of your cities, the closeness of your cities and the number of civs you have contact with. Diseases simply knock off a few population each turn (using x10 system, so they don't really have a great effect). Sounds complicated, but all you see is the percentage, the computer calculates it. You might have a list of causes so you can try to increase your rating.
When you make first contact with another civ the immunity ratings are compared. If one civ's immunity ratings is 25% or more less than the others, a civ wide epidemic occurs, and keeps occuring every turn until the difference in immunity ratings is less than 25%. Since the exposure itself raises the immunity rating, the epidemic would burn out after a few turns. This epidemic would not be your average disease, it would cause massive damage each turn it is in effect, so even though it only lasts for a few turns, it would be catastrophic.
I think players would want to keep their immunity ratings as high as possible. Even a powerful civ could be crippled by an epidemic, just as IRL.
------------------
- Biddles
"Now that our life-support systems are utilising the new Windows 2027 OS, we don't have to worry about anythi......."
Mars Colonizer Mission
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