Disasters are something that, IMO, Civ2 strongly lacked. Realism will be a strong
point of OC3, and that is why disasters should be discussed in detail. Over the
years disasters have ravaged Civilizations and there is no reason that OC3 can't
reflect this. The system that I will be writing about is strongly based on
Toubabo_Koomi's Clash Disaster Model.
Most disasters will be stand-alone events. Some, however, like droughts and
hurricanes may cause other disasters to happen. I'll refer to these as "Cause and
Effect" disasters. There is a percentage chance for "effect" disasters to be
triggered by the "cause" disaster (% Chance to Trigger).
There will be different "levels" of disaster (from 1 to 10), generated for each
disaster that occurs. For cause and effect disasters, the level of the effect disaster
will be the same as the causing disaster
The percentages given below for population loss, crop loss and chance to trigger
are the base numbers. To get the final value multiply the base by the level of the
disaster. For example if there is a level 4 flood and a 2% was generated for
population loss, then the final population loss would be 8%.
Note: Per turn percentage increases due to global warming affect the chance a
disaster strikes per turn and its % Chance to Trigger on the chart below.
As this system is basically the Clash system just cut and copied this is the land
types they have proposed:
Arctic/ Sub arctic (1,8)
Upper Temperate (2,7)
Lower Temperate (3,6)
Tropical (4,5)
I hope this turns out right: (okay its not but just go here to see it.
Disaster Population Loss Crop Loss %# Of Squares Affected %Chance to Trigger Effect Disaster
Flood 1-3% 1-5% Level x 12.5 sqs. adj Nil Nil
Fire 1-4% 1-3% 1 Nil Nil
Drought N/A 1-10% Level x 10 sqs. adjac 1-2% Fire
Hurricane 1-2% 1-5% 1 1-5% Flood
Earthquake 1% 1-2% 1 ** Volcano & (Oceanic)
Volcano 1-10% 1-9% 1 ** Earthquake & (Oceanic)
*Oceanic Earthqua 1-10%*** 1-10%*** 1 ** Tsunami
*Oceanic Volcano 1-10%*** 1-10%*** 1 ** Tsunami
*Tsunami 1% 1-4% *** Nil Nil
Disaster Descriptions
Flood:
Chance per turn: (% of water * # of major rivers) divided by 30 + (random #
between -5 and +5), round all numbers up.
Occurs on any terrain except mountain & desert within climate zones 2 through 7.
However they only occur within 2 squares of a river or a mountain range. The
effects last one turn.
Fire:
Chance per turn: will be determined from level of water and housing
infrastructure (?).
Fire can occur within any square that has a population of 50,000 or more. Their
effects last for only one turn.
Drought:
Chance per turn: [(100 - % of water) * 10] divided by 30 + (random # between
-5 and +5), round all numbers up.
Occurs on any terrain except mountain, jungle, and desert within climate zones 3
through 6. The effects last one turn for levels 1-3, two turns for 4-7, and three
turns for 8-10.
Hurricane:
Chance per turn: Automatically 2-4 per turn.
Hurricanes will begin in climate zones 4 or 5, in a map model designated
"hurricane zone", which is a 4 square area divided in half by the equator. When
they appear there will be a hurricane "unit" placed on the map that will move
(during the movement phase) towards the coast. Those in zone 4 will move in a
northwesterly direction, while zone 5 storms move in a southwesterly direction.
Hurricanes will strike land the same turn they form, possibly sinking ships in their
path (the ships will make some sort of seaworthiness check). The effects of the
hurricane last one turn only, regardless of level.
- Note that we may not want to use the A* algorithm to move these hurricane
"units" because they really shouldn't travel in a straight path.
- Until the discovery of meteorology with sufficient radar technology, the
hurricanes won't be seen until it is too late, even then you are powerless to stop
them, but people will evacuate (which means no economic production that turn)
reducing the population loss to 0%.
Earthquake:
Chance per turn: Determined by map generator as is chance of triggering other
quakes (oceanic or not) or volcano eruptions (oceanic or not).
The effects last for one turn.
Volcano:
Chance per turn: Determined by map generator as is chance of triggering other
quakes (oceanic or not) or volcano eruptions (oceanic or not).
The effects last for one turn (except for the emissions, see pollution below).
Oceanic Earthquake:
Chance per turn: Determined by map generator as is chance of triggering other
quakes (oceanic or not) or volcano eruptions (oceanic or not).
The effects last for one turn. The population and crop loss in the chart are for
undersea cities, if we use them. The oceanic earthquakes can affect undersea
cities up to 2 squares away. The reason for the losses possibly getting to 100%
is that the earthquake may destroy the "bubble" or whatever that protects the
city.
Oceanic Volcano:
Chance per turn: Determined by map generator as is chance of triggering other
quakes (oceanic or not) or volcano eruptions (oceanic or not).
The effects last for one turn only. The population and crop loss in the chart are
for undersea cities. The oceanic volcano can affect undersea cities up to 2
squares away. The reason for the losses possibly getting to 100% is that the
volcano may destroy the "bubble" or whatever that protects the city.
Tsunami:
Chance per turn: Automatic, but only triggered by oceanic volcano or oceanic
earthquake.
The tsunami will be centered on the location of the oceanic volcano or oceanic
earthquake that caused it, and will also be the same level as the disaster that
caused it. It will travel out in all directions until it hits a coastline. There will be
no visible effects until it reaches the coast. When it hits the coast it will have its
effects for that turn and it will be over. Any ships along the coast or in harbor will
have to make a seaworthiness check to see if they survive the wave. Tsunamis
would most likely not affect any undersea cities because their destructive power
only manifests on the continental shelf that surrounds landmasses.
Other Disasters:
Global Warming
Pollution is determined island by island, and is determined by the amount of
industry that you have on the landmass and the type of industry that you use,
i.e. solar is cleaner than coal. The population on each landmass also increases
the pollution. The amount of pollution you have than, `eats' away at the ozone
layer, until, you have global warming. This, then in turn, increases the chance
of having a disaster occur
-----------------------------------------------------------------------------
I am also looking to do something like the Clash Web-Page (here)
where they have a summarised models. Althougth it is very early in the OC3 discussion I would
like to put some up. The only one I can find that is somewhat summarised is the Disease Model.
Also I am thinking that we might want to have Model 'leadears' so that thye can be in control of summarising a certain model, ala Clash. This does not mean that other people can't change it, but it would be good to have it so we can concentrate on getting good models.
[This message has been edited by heardie (edited July 09, 2000).]
point of OC3, and that is why disasters should be discussed in detail. Over the
years disasters have ravaged Civilizations and there is no reason that OC3 can't
reflect this. The system that I will be writing about is strongly based on
Toubabo_Koomi's Clash Disaster Model.
Most disasters will be stand-alone events. Some, however, like droughts and
hurricanes may cause other disasters to happen. I'll refer to these as "Cause and
Effect" disasters. There is a percentage chance for "effect" disasters to be
triggered by the "cause" disaster (% Chance to Trigger).
There will be different "levels" of disaster (from 1 to 10), generated for each
disaster that occurs. For cause and effect disasters, the level of the effect disaster
will be the same as the causing disaster
The percentages given below for population loss, crop loss and chance to trigger
are the base numbers. To get the final value multiply the base by the level of the
disaster. For example if there is a level 4 flood and a 2% was generated for
population loss, then the final population loss would be 8%.
Note: Per turn percentage increases due to global warming affect the chance a
disaster strikes per turn and its % Chance to Trigger on the chart below.
As this system is basically the Clash system just cut and copied this is the land
types they have proposed:
Arctic/ Sub arctic (1,8)
Upper Temperate (2,7)
Lower Temperate (3,6)
Tropical (4,5)
I hope this turns out right: (okay its not but just go here to see it.
Disaster Population Loss Crop Loss %# Of Squares Affected %Chance to Trigger Effect Disaster
Flood 1-3% 1-5% Level x 12.5 sqs. adj Nil Nil
Fire 1-4% 1-3% 1 Nil Nil
Drought N/A 1-10% Level x 10 sqs. adjac 1-2% Fire
Hurricane 1-2% 1-5% 1 1-5% Flood
Earthquake 1% 1-2% 1 ** Volcano & (Oceanic)
Volcano 1-10% 1-9% 1 ** Earthquake & (Oceanic)
*Oceanic Earthqua 1-10%*** 1-10%*** 1 ** Tsunami
*Oceanic Volcano 1-10%*** 1-10%*** 1 ** Tsunami
*Tsunami 1% 1-4% *** Nil Nil
Disaster Descriptions
Flood:
Chance per turn: (% of water * # of major rivers) divided by 30 + (random #
between -5 and +5), round all numbers up.
Occurs on any terrain except mountain & desert within climate zones 2 through 7.
However they only occur within 2 squares of a river or a mountain range. The
effects last one turn.
Fire:
Chance per turn: will be determined from level of water and housing
infrastructure (?).
Fire can occur within any square that has a population of 50,000 or more. Their
effects last for only one turn.
Drought:
Chance per turn: [(100 - % of water) * 10] divided by 30 + (random # between
-5 and +5), round all numbers up.
Occurs on any terrain except mountain, jungle, and desert within climate zones 3
through 6. The effects last one turn for levels 1-3, two turns for 4-7, and three
turns for 8-10.
Hurricane:
Chance per turn: Automatically 2-4 per turn.
Hurricanes will begin in climate zones 4 or 5, in a map model designated
"hurricane zone", which is a 4 square area divided in half by the equator. When
they appear there will be a hurricane "unit" placed on the map that will move
(during the movement phase) towards the coast. Those in zone 4 will move in a
northwesterly direction, while zone 5 storms move in a southwesterly direction.
Hurricanes will strike land the same turn they form, possibly sinking ships in their
path (the ships will make some sort of seaworthiness check). The effects of the
hurricane last one turn only, regardless of level.
- Note that we may not want to use the A* algorithm to move these hurricane
"units" because they really shouldn't travel in a straight path.
- Until the discovery of meteorology with sufficient radar technology, the
hurricanes won't be seen until it is too late, even then you are powerless to stop
them, but people will evacuate (which means no economic production that turn)
reducing the population loss to 0%.
Earthquake:
Chance per turn: Determined by map generator as is chance of triggering other
quakes (oceanic or not) or volcano eruptions (oceanic or not).
The effects last for one turn.
Volcano:
Chance per turn: Determined by map generator as is chance of triggering other
quakes (oceanic or not) or volcano eruptions (oceanic or not).
The effects last for one turn (except for the emissions, see pollution below).
Oceanic Earthquake:
Chance per turn: Determined by map generator as is chance of triggering other
quakes (oceanic or not) or volcano eruptions (oceanic or not).
The effects last for one turn. The population and crop loss in the chart are for
undersea cities, if we use them. The oceanic earthquakes can affect undersea
cities up to 2 squares away. The reason for the losses possibly getting to 100%
is that the earthquake may destroy the "bubble" or whatever that protects the
city.
Oceanic Volcano:
Chance per turn: Determined by map generator as is chance of triggering other
quakes (oceanic or not) or volcano eruptions (oceanic or not).
The effects last for one turn only. The population and crop loss in the chart are
for undersea cities. The oceanic volcano can affect undersea cities up to 2
squares away. The reason for the losses possibly getting to 100% is that the
volcano may destroy the "bubble" or whatever that protects the city.
Tsunami:
Chance per turn: Automatic, but only triggered by oceanic volcano or oceanic
earthquake.
The tsunami will be centered on the location of the oceanic volcano or oceanic
earthquake that caused it, and will also be the same level as the disaster that
caused it. It will travel out in all directions until it hits a coastline. There will be
no visible effects until it reaches the coast. When it hits the coast it will have its
effects for that turn and it will be over. Any ships along the coast or in harbor will
have to make a seaworthiness check to see if they survive the wave. Tsunamis
would most likely not affect any undersea cities because their destructive power
only manifests on the continental shelf that surrounds landmasses.
Other Disasters:
Global Warming
Pollution is determined island by island, and is determined by the amount of
industry that you have on the landmass and the type of industry that you use,
i.e. solar is cleaner than coal. The population on each landmass also increases
the pollution. The amount of pollution you have than, `eats' away at the ozone
layer, until, you have global warming. This, then in turn, increases the chance
of having a disaster occur
-----------------------------------------------------------------------------
I am also looking to do something like the Clash Web-Page (here)
where they have a summarised models. Althougth it is very early in the OC3 discussion I would
like to put some up. The only one I can find that is somewhat summarised is the Disease Model.
Also I am thinking that we might want to have Model 'leadears' so that thye can be in control of summarising a certain model, ala Clash. This does not mean that other people can't change it, but it would be good to have it so we can concentrate on getting good models.
[This message has been edited by heardie (edited July 09, 2000).]
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