DISEASE MODEL
One of the most important aspects, I believe, is to have
a disease system, that is realistic enough for a great game,
yet simply enough for everyone to be able to understand it.
The system should not rule over the entire game, IMHO, as
there are more important things to concentrate on, but even
with this said .
Why have diseases:
The problem with earlier civilization games is that they all
fail to realize actual events, which cause actual problems.
In Civ and Civ2 both by Microprose, there aren't any plagues.
In real life, however, the Bubonic Plague swept through Europe
killing over 50 million people. Smallpox swept through the
Americans after being introduced by Cortez's men leaving only
10% of the
population alive. Even as recently as WWI over a quarter of
the world's people were infected by a pandemic of influenza.
Malaria, AIDS, and a whole plethora of others both new and
ancient have been a boon of civilizations throughout history.
This absolutely MUST be a factor in game design, especially
in that it provides a totally new and different enemy for
players to deal with. This would provide an ultimate solution
to a host of problems. First, ICS would become
suicide (by facilitating the rapid spread of infection). Also,
military oriented civs would be caught offguard with an inability
to deal with the new terrors.
Diseases affect different people in different ways. Each disease
needs to have the following characteristics:
Infectiousness: 1-10 with 1 being E-coli which doesn't spread
on it's own and 10 being Influenza which is airborne. This
is the rate at which the disease is spread and generally modifies
the quarantine variable.
Incubation: 1-10 with 10 being several years and 1 being just
a few days. 10 diseases would spread throughout the whole population
before any notice is given to the player and would take a
while before the effects take shape while 1 diseases can
wipe out whole squares before getting a chance to spread.
Mortality: 1-10 with 1 meaning only a few physically weak
people might die and 10 meaning a 100% mortality rate, no
survivors. (not necessarily everyone gets sick, of course)
Cureability: 1-10 with 1 being a simple parasite that can
be washed off, 2 is a parasite that requires some special
treatment, 3 is a bacteria that can be treated with herbs,
10 is a retro-virus for which there is no cure at present.
Certain advances can adjust this number- the discovery of
penicillin etc. With new strains, the higher number here indicates
resistance to earlier treatments.
Dependence of Environment(DOE): 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 1could spread only
to the similar climate areas, while with 10 they could spread
anywhere.
Of course these numbers can change, after x number of turns
treating "disease c5" with penicillin, it's curability
number would be raised by 1 in a new strain and renamed "disease
c6" NOTE: Except for some, i.e. HIV, these are all based,
on when the disease first appeared, i.e. Smallpox is very
preventable now, but in the early years, it was much deadlier.
HIV:
Infectiousness = 3
Incubation = 8
Mortality = 10
Cureability = 10
DOE = 10
Influenza:
Infectiousness = 10
Incubation = 5
Mortality = 1-4(var)
Cureability = 9
DOE = 4
Smallpox:
Infectiousness = 7
Incubation = 5
Mortality = 9
Curability = 6
DOE = 8
Pneumonia:
Infectiousness = 0
Incubation = 5
Mortality = 8
Curability = 6
DOE = 4
These are only a few possibilities. Based on a civilizations
medical knowledge index the chance of detecting increases,
mortality rate decreases and the number you get for being
able to cure a disease increases. The perfect example of this
is Smallpox, which is these days 99.9% eradicated. In fact
the only known storage of Smallpox is being kept, in case
the disease ever surfaces again. This was meant to be destroyed
last year, which would have got rid of it forever, but they
decided to hold onto it for a year or two longer.
Each square will have a negative value by default, which
means that there are no diseases in that square. If it does
have a disease than it is a disease like AI, or B3.
TileA: Dis,-
TileB: Dis,-
TileC: Dis,A3
TileD: Dis,A3,B2,F1
TileE: Dis,-whereas in gameplay "Disease A" might
be named "Smallpox", and three is the particular
strain of that disease. Any undected diseases would have an
X% chance of spreading to an adjacent square depending on
infrastructure, that chance would be reduced by half if that
square is quarantined the same turn it is detected and reduced
by half again each turn after (after it's already too late,
of course =). Cities connected with active trades routes
would have a 99% chance of spreading the disease.
Aqueducts will reduce the chance of an outbreak occurring
on that square by 50%, but will facilitate a spread by doubling
the chance if an outbreak does occur.
Any infected units (unmarked during gameplay) automatically
spread the disease to everything it touches. Imagine the terror
in a player when he receives the message "You Legion
has been eradicated by the Plague" when that player realizes
that same legion has been through the heart of his empire.
Consequently, there needs to be a time lapse between infection
and detection.
In addition to this, there can be a section of your research,
where if you have a certain disease, then there can be an
option to research a cure/vaccine for the disease, i.e. what
is happening with AIDS and Cancer at the moment. Then after
a certain number of years, you will have discovered a cure.
Now this leaves you with a few opportunities. You could use
the disease
for biological warfare, knowing that if your enemies reciprocate
with the same disease you will have a vaccine/cure to it.
Alternatively, you could sell it to the rest of the world,
which would be a handy benefit to your wallet! The price the
rest of the world is willing to pay would depend on the mortality
of the disease. A cure/vaccine, for something like AIDS, would
sell for much
more than a cure for the common cold, although both would
be handy! The final
option, the gentleman option would be to give
it away to the rest of the world, which should give you a
bonus to your reputation. Just on reputation I believe it
should be on a scale of 1-100, with 1 being you are the nicest
person, and 100 being you are a sadistic bastard. If you give
away the cure/vaccine than you will be a few points taken
away from the scale. In fact, I might start
a whole reputation thread later!
Civ As immunity to certain diseases would be different
to Civ Bs. Lets set up a hypothetical:
Civ A = Romans
Civ B = Indians
The Indian Unit has a bad case of smallpox. He meets the
Roman unit, who exchange words, but then return to their own
civilizations. Lets say the Roman goes back to Rome,
which has around 1 million people.
Smallpox is a deadly disease with the following characteristics:
Infectiousness = 7
Incubation = 5
Mortality = 9
Curability = 6
As the Infectiousness is 7, than 700,000 people of Rome will
get the disease. The amount of time it takes to get the disease
will start with a figure, and then decrease the next turn,
i.e.:
1st Turn back 100,000
2nd Turn back 300,000
3rd Turn back 100,000
4th Turn back 75,000
5th Turn back 50,000
6th Turn back 25,000 and etc.
Out of the 700,000 that contracted the disease than 40% of
them will be cured, (100%-60%). This leaves us with 700,000
280,000, or 420,000. Then out of that 90% of them will
die, or 378,000.
In a case like this, there is also the possibility of a unit
of one Roman city, not knowing he had smallpox, entering another
city, and setting off the disease in there.
There will be certain things that the player can do to curb
this. As the Incubation is 5, then a certain period of time
will pass, say for example two turns, before the player is
aware of the epidemic. Then he has the option of doing something
about it, i.e. quarantining all the un-effected people, which
can help to stem the flow of this disease, or researching
for a cure/vaccine,
or even buying one, if someone has discovered it. . This is
just an extreme case that is an example of an epidemic. In
some cases only a percentage of all this will happen. This
could be determined by a random generator, and/or affected
by sanitation levels in the city. It can also be affected
by the players immunity to certain diseases. If the
city had had smallpox before, than he would have say, for
example, a 50% immunity to it, so then the effect would be
lowered by 50% and by all the other modifiers.
Some Civs would be affected by disease different to
other Civs would be affected by the same disease. Also
at the beginning of the game, some Civs would have certain
disease that other Civs wouldnt have, like the
tropical cities, would often get malaria, while ones
located not near rivers wouldnt.
Here's another thing, Influenza always mutates. So every
year even though there may be some immunities developed by
earlier strains, each new strain makes prior immunities useless.
To model this, diseases could be named "A1" or "A2"
indicating two different strains of the same disease. While
a prior infection would provide some help, maybe a 10% bonus,
it would be of little use.
In the modern years, there can be research centers built
in each city that would allow you to research for cures into
diseases, without actually using it as your technology that
you are pursing.
Another idea: Perhaps there can be funding. I dont
know what we are planning on doing on corporations, but maybe
if you are discovering an cure for cancer, then a corporation
can put in funding for it, and then if it is discovered they
get some sort of recognition. Dont know if this will
work under a corporation system.
Most of this is not my ideas. Some of it is, but there are
some credits to people that need to go out:
Guildmaster he started the original thread and this,
and some of the ideas are his, or have evoled from his ideas.
amjayee another forum poster, and one of the main programmers
for GGGS:ToC.
Toubabo_Koomi who is working on the Clash, disaster
and disease models.
[This message has been edited by heardie (edited December 10, 2000).]

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