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Openciv3 - Disasters

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  • Openciv3 - Disasters

    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).]

  • #2
    No comments..

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    • #3
      I think these will do nicely. I would like to propose, however, that in the terrain map where rainfall is stored, we make the following changes (which affect drought)

      I would like to say that we could include instead of one variable for average rainfall, include 2... one for minimum rainfall and one for maximum rainfall and each year (turn) we recalculate for a new ammt of rainfall. A drought would be simply a few years with less than average rainfall.
      I would like to note, also, that rainfall affects groundwater and ergo irrigation rates, etc.

      I know you guys are well underway working on the map (sorry) I thought I might throw this out there.

      ------------------
      Peace and trust can win the day despite all your losing
      -Led Zepplin
      He's spreading funk throughout the nations
      And for you he will play
      Electronic Super-Soul vibrations
      He's come to save the day
      - Lenny Kravitz

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      • #4
        I thought you were the one working with Amjayee on the map, Guildmaster...

        Well, anyway, I agree with you that rainfall should not be constant. Before industrialization a bad harvest (which there were many of) could cause serious starvation, which could be followed by peasant riots, and possibly, in a worst case scenario, a civil war! This should be possible in GGS too.

        ------------------
        "It is only when we have lost everything
        that we are free to do anything."
        - Fight Club
        "It is not enough to be alive. Sunshine, freedom and a little flower you have got to have."
        - Hans Christian Andersen

        GGS Website

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