Another archived post from old BB carried over.
kingnurgle: Remember, diseases have had massive effects across all continents... they fluctuate via a lon-linear fation.. peaking in massive deaths, then lying dormant for years, then simply claiming a select few.. It will be improbable to realisticly recreate a single disease.. let alone multiple non-related plauges..
ME: I agree with you that a good way to handle diseases would be difficult to do well. However, the alternative is to not have the effects of disease in there at all. As in most of Clash, if the "flavor" can be gotten more-or-less correct on a feature representing the real world I will consider it a success. I feel strongly that we cannot let the perfect be the enemy of the good, or we will never even get the first beta version out.
K: That wasn't my point... You really have a choice.. either you do a "forced" type of black plauge thing.. or you go for a more realistic but less historically accurate.. That was my real point..
JG: If you like Mark, I can do some research on the effects of diseases throughout history and see if I can come up with some kind of simple formula for modeling them.
Hrafnkell Oskarsson: Jim, If your looking into the effects of diseases on society through history I wanted to mention two books by William H. McNeill on this subject. One is called: Plagues and Peoples, the other one is called The Global Condition: Conqurers, Catastrophes and Community. I haven't read them, but I've read his book The Pursuit of Power: Technology, Armed Forces and Society since A.D. 1000, which is excellent.
ME: Jim: Yeah that sounds like a great idea. I am especially interested in getting disease into clash. It looms large in military endeavors and exploration effects and side-effects. I have some ideas already, but rather than prejudice you with them, why don't you see what you can come up with and then we can discuss it on the BB. Thanks for taking it on...
JG: I have started to study the major diseases and their effect upon history. I am still gathering data, but it seems that the great plagues of the past can be divided into a dozen or so catagories. What I am trying to do is ascertain the origins, chronology, causes, mortality rates and means of transmittance or the various epi[pan]demics which have played a major part in human history. My plan is to select the top 10 and develop a (rudimentary) mathematical model based on period (time), population density, sanitary conditions and perhaps one or two other intangibles which would allow you to assign percentage chances for any given disease to spring up based on the above criteria. The actual result of the (economic, military, population) devastation caused can then be determined based on consenses and/or historical precedent.
I will continue this post when I have some hard statistics to show to the rest of the BB group...
Don Weaver: I recall an article on disease vectors and such in Science (pub. AAAS) but it was maybe a year ago… it's weekly and tends to run together in the mind. (I'd give you more info if I had it)
ME: Thanks for taking the initiative on this. Before you get too far along, please consider, if you haven't already, a few things.
1) Armies and merchants as vectors for diseases. Both will be already in Clash, and I think they're big historical vectors too.
2) Populations will develop immunities and/or cultural methods (taboos and the like) giving them resistance to diseases to which they have previously been exposed. We might use something like levels signifying resistance to each of the diseases and keep track of it by culture to keep the bookkeeping simple. This would have a culture being hit by an epidemic all in one episode, but that would generally be the case anyway in my view. An epidemic might take 10 years to travel across an empire, and then the resistance level would be changed for each indigenous culture. Your thoughts?
Might not be a bad idea to post a rough idea of the spec here to let people mull it over. I wasted a lot of time on an over-complicated economic model until Torsten Eymann gave me a shove in the right direction with some good criticism.
JG: The armies and merchants you mention are certainly important disease vectors and I had planned on taking them into account. However, from my research I am beginning to realize that rats, fleas, lice and other animal and insect species are the primary agents - their interaction with human populations being simply the catalyst for plague (and I use plague in the loosest sense - typhus, malaria, bubonic plague, hemorragic fever, etc.).
I will post some preliminary ideas when I have learned more about bugs and rodents ;-), their habitats, breeding patterns, means of disease
transmittance, etc.
ME: I agree completely with the correct science behind what you say... My point was that Merchants and Armies were frequently the intermediary that transported the rats, fleas, etc. Rats would have never made it from the central Asian steppes on their own to bring the black plague to Europe...(if I'm remembering this correctly) human transport did it. So they probably should be the effective Game vectors. Once they bring a disease to a place then all the things like sanitation, etc. should come into play.
JG: I agree with you also. I suppose the point I was trying to make is that in order for a disease to be acquired and/or spread by a human host, he/she must have come into contact with the disease in its native habitat (or have been infected by someone who did) . My main desire here is to recreate the historical origins of the various epidemics, so that we don't have diseases cropping up in a random or anachronistic fashion. After all, we wouldn't want an Influenza epidemic - the first documented case of which was reported in 1510 CE - springing up in the middle of the Norman conquest :-)
kingnurgle: Remember, diseases have had massive effects across all continents... they fluctuate via a lon-linear fation.. peaking in massive deaths, then lying dormant for years, then simply claiming a select few.. It will be improbable to realisticly recreate a single disease.. let alone multiple non-related plauges..
ME: I agree with you that a good way to handle diseases would be difficult to do well. However, the alternative is to not have the effects of disease in there at all. As in most of Clash, if the "flavor" can be gotten more-or-less correct on a feature representing the real world I will consider it a success. I feel strongly that we cannot let the perfect be the enemy of the good, or we will never even get the first beta version out.
K: That wasn't my point... You really have a choice.. either you do a "forced" type of black plauge thing.. or you go for a more realistic but less historically accurate.. That was my real point..
JG: If you like Mark, I can do some research on the effects of diseases throughout history and see if I can come up with some kind of simple formula for modeling them.
Hrafnkell Oskarsson: Jim, If your looking into the effects of diseases on society through history I wanted to mention two books by William H. McNeill on this subject. One is called: Plagues and Peoples, the other one is called The Global Condition: Conqurers, Catastrophes and Community. I haven't read them, but I've read his book The Pursuit of Power: Technology, Armed Forces and Society since A.D. 1000, which is excellent.
ME: Jim: Yeah that sounds like a great idea. I am especially interested in getting disease into clash. It looms large in military endeavors and exploration effects and side-effects. I have some ideas already, but rather than prejudice you with them, why don't you see what you can come up with and then we can discuss it on the BB. Thanks for taking it on...
JG: I have started to study the major diseases and their effect upon history. I am still gathering data, but it seems that the great plagues of the past can be divided into a dozen or so catagories. What I am trying to do is ascertain the origins, chronology, causes, mortality rates and means of transmittance or the various epi[pan]demics which have played a major part in human history. My plan is to select the top 10 and develop a (rudimentary) mathematical model based on period (time), population density, sanitary conditions and perhaps one or two other intangibles which would allow you to assign percentage chances for any given disease to spring up based on the above criteria. The actual result of the (economic, military, population) devastation caused can then be determined based on consenses and/or historical precedent.
I will continue this post when I have some hard statistics to show to the rest of the BB group...
Don Weaver: I recall an article on disease vectors and such in Science (pub. AAAS) but it was maybe a year ago… it's weekly and tends to run together in the mind. (I'd give you more info if I had it)
ME: Thanks for taking the initiative on this. Before you get too far along, please consider, if you haven't already, a few things.
1) Armies and merchants as vectors for diseases. Both will be already in Clash, and I think they're big historical vectors too.
2) Populations will develop immunities and/or cultural methods (taboos and the like) giving them resistance to diseases to which they have previously been exposed. We might use something like levels signifying resistance to each of the diseases and keep track of it by culture to keep the bookkeeping simple. This would have a culture being hit by an epidemic all in one episode, but that would generally be the case anyway in my view. An epidemic might take 10 years to travel across an empire, and then the resistance level would be changed for each indigenous culture. Your thoughts?
Might not be a bad idea to post a rough idea of the spec here to let people mull it over. I wasted a lot of time on an over-complicated economic model until Torsten Eymann gave me a shove in the right direction with some good criticism.
JG: The armies and merchants you mention are certainly important disease vectors and I had planned on taking them into account. However, from my research I am beginning to realize that rats, fleas, lice and other animal and insect species are the primary agents - their interaction with human populations being simply the catalyst for plague (and I use plague in the loosest sense - typhus, malaria, bubonic plague, hemorragic fever, etc.).
I will post some preliminary ideas when I have learned more about bugs and rodents ;-), their habitats, breeding patterns, means of disease
transmittance, etc.
ME: I agree completely with the correct science behind what you say... My point was that Merchants and Armies were frequently the intermediary that transported the rats, fleas, etc. Rats would have never made it from the central Asian steppes on their own to bring the black plague to Europe...(if I'm remembering this correctly) human transport did it. So they probably should be the effective Game vectors. Once they bring a disease to a place then all the things like sanitation, etc. should come into play.
JG: I agree with you also. I suppose the point I was trying to make is that in order for a disease to be acquired and/or spread by a human host, he/she must have come into contact with the disease in its native habitat (or have been infected by someone who did) . My main desire here is to recreate the historical origins of the various epidemics, so that we don't have diseases cropping up in a random or anachronistic fashion. After all, we wouldn't want an Influenza epidemic - the first documented case of which was reported in 1510 CE - springing up in the middle of the Norman conquest :-)
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