A random event that occurs when your city is size 10-12 and does not have a sewer system.
This event, will kill off randomly 10-50% of your city's population.
A following is from Sidgames "The List" by Pjackson-
By Janes-
By KILLAH-
This event, will kill off randomly 10-50% of your city's population.
A following is from Sidgames "The List" by Pjackson-
quote: 1.Plagues Several suggestions about plagues and diseases were made. It could be useful to simulate the great plagues of history.It would make the development of you civilization seem more realistic. It would provide an additional problem of a new type to deal with, making the game even more interesting. It could pull back the leading Civ allowing the lead to change more frequently than currently happens, making games more exciting. Example Have a list of plagues that could occur. Seven would be traditional but testing would be need to see what number allowed this to play a significant part of the game without being too much. Civs would get points towards getting these by some formula dependant on city population. When one city causes it's civ to reach some threshold then plague will break out in that city. The plague will reduce the population of the city by some number, and may then spread to other cities. Once affected by a particular plague a city will not suffer further major loss from it, but can continue to transmit it. A list of the plagues each city has undergone will be needed, perhaps just a flag per plague. Only one new plague should be allowed per city each turn (or it might get a bit too deadly). There will always be some survivors, so if a city is wiped out it should be replaced by a settler unit. Each plague will only start once. When a new one starts the plague points for that civ should be set back to zero, and all civs should start working on the next one on the list. When a plague first breaks out in a city, some people will flee the city, transmitting it to nearby cities (4 or 5 squares?) the next turn. Plagues will follow trade routes to or from a city that has been affected (not just when it first breaks out). Should a unit from a city that has been affected by a plague enter or attack a city that has not, that will transmit the plague. These numbers are just to help imagine the effect. The list of plagues should be roughly in age order. Call the position of a plague in the list be the plague number. Plagues are diseases that only affect large populations, so small cities (pop 2 or less) should not contribute to developing one. A minimum population for the civ before it can start developing plagues of 500,000 seems right. Then civs can get established, but the first to grow beyond this size is likely to be the first to be affected by a plague, knocking its population back. Give one point towards developing a plague for each two points of population above the plague number of the next one due to appear. Including the plague number here will help compensate for increasing city sizes through history, and spread out the outbreaks of new plagues. The thresholds should also increase to compensate for the increasing number of cities, possibly 10 times the next plague number. Aqueducts and sewer systems should help avoid plagues, maybe by reducing number of points the city generates by one each. Early medicine should not be able to do very much about plagues. Maybe Medicine could allow the building of hospitals that reduce the death toll by one, reduce the number of plague points by one, and make one citizen content (so they are worth building even after you have had all the plagues). New technologies - Vaccination and Antibiotics should each reduce the death toll by one. With a hospital and the new medical techs, the death toll of the most serious plagues should be reduced to zero (not that no people die, but that the number of deaths is too small to be reflected in the pop numbers). A death toll of 2 is probably the minimum for a plague to be worth simulating. So each plague will have a seriousness of 2 or 3 specified in addition to its name in the list. The most serious plagues in history were I believe the influenza outbreak of 1919 (20 million dead) and the bubonic plague. So they should get the higher numbers. The list might be something like this: 1.Smallpox - 2 2.Measles - 2 3.Bubonic Plague - 3 4.Malaria - 2 5.Tuberculosis - 2 6.Influenza - 3 It would be easy to double the number, e.g. by adding Mumps, Leprosy, Cholera, Typhus, Typhoid, Syphilis and AIDS, but this might be too many. If it were done perhaps some more variety would be needed, maybe by flagging which ones are not affected by vaccination or antibiotics. Maybe Malaria could be flagged as only occurring when there is a swamp within the vicinity of the city - that would make global warming a more serious problem. Further Comments Guns, Germs and Steel by Jared Diamond and Plagues by Christopher Wills provided a lot of the inspiration for the above example. |
By Janes-
quote: If you had plauges in CVIII they could contain a number of characteristics. Different disease could have rates of lethality and ease of spreading. Your cities could have a health rating of some sort representing public hygine and health infrastructure to determin deaths and rate of spread. This rating could be determined by tech advances and city improvements. Also maybe public policy such as nationized health care. Diseases could be spread through not only trade routes but through roads, rail, highways and the airport improvement. Thus when your transportation gets faster the diseases spread faster as in real life. Cities should also have immune factors for different disease so that isolated civs with few diseases are more devestated then neighboring cities that are already used to them. Also with different diseases they could get swapped back and forth. Lastly units could carry diseases and be affected by them so that explores wipe out natives or all die of "jungle fever" in new territory. All this would of course greatly increase the complexity of the new game but thats one thing I would greatly enjoy. |
By KILLAH-
quote: Not that hard to simulate plagues. The part about the cities is explained in the list. Whenever any unit enters a city with plagues, they get a 50% chance of getting each plague. Maybe it could first be 100% chance for the first, 50% for the next, 25% for the next, etc. In doing this, the military unit will take 75% damage and have a 10% chance of total death for each plague it gets. If your unit survives the plagues, they can spread it to other cities they enter. Thus, you can spread plague with a unit. When you enter a city with a unit with a plague, the same chances of spreading as if a unit entered a plagued city apply. For the first 5 years after a unit catches a plague, they have decreasing chances of getting damaged by 20%. such as 75% one turn, then 60%, then 45%, then 30%, then 15%, then no chance. But, plagues aren't all THAT bad. For example, you have a unit that's plagued, but has developed an immunity (had it for 5 turns), you waltz into some small city, and kill many of them with the plague, then whoop the hell outta the rest (like conquistidors or however you spell it). So, plagues can be a tactical advantage or disadvantage, depending on how you use it. Oh yeah, if a city has a plague for a long time, say, 10 turns? The city develops an immunity, after 15 or 20 years, a cure is developed, and in that city the disease is abolished. Maybe once a unit enters a cured city, they pick up a cure or two, and can take it to a near city. Man, there is a ton you can do with plagues. That is all on this topic. |
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