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  • #16
    quote:

    Originally posted by dan ward on 07-23-2000 06:33 AM
    The more complex you make this the more work the AI has to do so it's probably worth limiting the number of diseases to a few well known ones.

    A few questions;
    - How does the disease spread throughout a civ? Can it only be spread through moving units about or do we take into account the general movement of people between nearby cities? (e.g. as they try & escape the plague)


    hmm, could do either. Perhaps to make it simplier we can limit it to just units.
    quote:


    - Diseases like Ebola have a limited mortality rate because they are so quick acting and fatal which prevents the spread of the disease. I can almost see how this is modelled but could you explain it more?

    I guess they would have a low incubation and low infecctioniousness! (ahh, I hate spelling!)

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    • #17
      About spreading of the diseases: military units have historically been one of the most significant diseases spreaders. Another has been the traders - so, diseases should spread also along roads and trade routes. If we have people living on the tiles rather than only cities, then the diseases could spread to the adjacent tile at the speed depending on the infectiousness or something.

      About different strains of diseases, that was a great idea.

      I agree about not having too many diseases. Perhaps only the worst ones should be individual diseases, and the less significant ones could simply belong to the "disease figure" of that region? That would include all common sicknesses of the area, and they would kill each turn certain percentage of the people, and causing some losses of profit due to absence from work, etc.

      Diseases would spawn on tiles, and if they are not very significant, they would become the disease heritage of that area. Area means "region" here, so we wouldn't have all of the civ covering half of the globe siffering from some jungle-spawned diseses 10000 kilometers away. This would allow more frequent spawning of diseases, without increasing the total amount too much. All in all, some 10-16 large diseases per world sounds appropriate.

      Each disease should perhaps also have some "dependence of environment" variable. This tells, how dependent it is of the conditions at the location it was born. Also for each disease would be stored the climate type of the spawning site. Diseases with dependence factor of 10 could spread only to the similar climate areas, while with 1 they could spread anywhere.

      Otherwise, your system is great! I think it would work very well.

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