Crime, polution, diseases and flammability.

liosalpha

Chieftain
Joined
Jun 26, 2010
Messages
42
These thing are still a bit of a mystery to me. In the city screen I can find that having X amount of disease give X sickness/pest. And crime, I never had problems with that. but I cant find anything on pollution and flammability. do they make (background) buildings too or are the only used in random events.

I had one time where a city lost 59 population (leaving 7) because of a man made virus that was spilt by my own people. :aargh: to fix it, it took a nearly era to get it out of its anarchy. Disease level of that city was not that high. like +/-50. While I have been running cities with more then 1500 disease in them and working (as good as could be expected ) fine. (the city got trapped between 2 volcanos, netting a massive food surplus as result.)

Just looking for more info, other players experiences
 
You could have removed the anarchy on the city by using many of story teller line to "entertain the city". It often uses up the unit but sometimes they survive to do it again. A storyteller removes 1-2 turns of anarchy, a bard more and so on.
 
True, but I had to make a ton of them to do so. So I just waited it out, did not really hurt the empire that much.
 
The virus event is actually not linked to the disease level at all by the time of my last review (around a year ago). So it's completely (bad) luck related wheter you get it or not, which should be changed at some point. But I think DH had plans anyway to redo the disease system.

Flammability can tricker a set of different events. So there are several events that have a different flammability treshold. As it is the nature of events, there are two chances: The first determines If ANY event takes place this round. This is completely based on the era you are in and has nothing to do with propabilities. The second chance is a relative value that determines the likelyhood of each (possible) event, IF the game chosed to have an event this time. This value is higher for fire events with a higher Flammability treshold.
In short: The higher the Flammability, the more likely are (stronger) fire events.

Disease works (at the moment) exactly as crime, Air and Water Pollution: They all build pseudo-buildings that have negative effects of the city.

Pests are not related to any of these and only triggered by city size. IMO, we should have buildings/resources to counter them all at some point, at least partially.
 
Pests are not related to any of these and only triggered by city size. IMO, we should have buildings/resources to counter them all at some point, at least partially.

+1

Products you can buy from specialist/hardware shops. i.e. mouse traps rat killer etc. (low effect)
Hiring profesional companies i.e. Rentokill. (higher effect)
 
Or/and getting it reduces by education levels. I think most schools spent some time on health too... ad least in modern times.
 
Pests are not related to any of these and only triggered by city size. IMO, we should have buildings/resources to counter them all at some point, at least partially.
It seems in the early game it can be a good idea to avoid growth from size 4 to 5 in the capital? It would trigger several pests.
 
What role does "Fresh Water" play in disease control?

I just don't see the Town Well as very useful but I suspect I might be missing something....
 
What role does "Fresh Water" play in disease control?

I just don't see the Town Well as very useful but I suspect I might be missing something....

I know the first step in answering that. Fresh Water is required for certain housing types to autobuild. I presume they're better than the alternatives, but that's about all I know. Not sure if disease property is affected. Check building entries in the pedia under "Housing...".
 
What role does "Fresh Water" play in disease control?

I just don't see the Town Well as very useful but I suspect I might be missing something....

As Yudishtira stated don't think Town Well does anything to Disease control.

It does allow for cities (that do not have a natural Fresh Water Source) to Irrigate Farms around the city starting with the base 8 tiles once Irrigation has been researched. Becomes a Fresh Water Source.

It also reduces the Flammability property in the city.

JosEPh
 
Top Bottom