Dancing Hoskuld
Deity
Disease/Unhealthiness Mod Design
Currently in C2C what were historically good starting places for nations are very bad places because of all the health reductions due to terrain. So I thought it may be possible to replace the terrain unhealthiness with a disease system that would make the starting places good for small and medium cities but bad for large cities. I then heard a Doctor talking about Malaria, its effects and a history of the search for a cure and it seemed just what I was looking for.
This mod is abut testing this out to see if it works and remains fun. I have done some thinking on other diseases but it is very much in the early stages.
Terrain - Malaria
Malaria is a fairly simple disease to represent in Civ IV game turns and can be used to replace most of the unhealthiness currently given by terrains.
Malaria causes the following
I think I can replace all the unhealthiness from jungles and flood plains and most of the unhealthiness from marsh with this game disease called Malaria.
The easiest mechanism I can use to replicate malaria is to have buildings with the desired affects which are given free to a city as it grows. I can also use buildings to represent the actions taken to mitigate the disease. Events can be used to reflect minor and major outbreaks of the disease.
Disease Buildings
As a city grows it will usually get a free building that is associated with its new population size. However cities without a malaria terrain feature may get malaria due to an event. When they reach the next size category they will get the next up malaria instead. So if a pop 15 city gets malaria t will get the "Disease - Malaria 3" when it reaches population 24.
Malaria Mitigation Buildings
Most of these buildings require a tech and a "Disease - Malaria" building to be present.
Events
Malaria and malaria events do not spread via trade routes to other cities like plagues.
Event - "Event - Malaria I - Small malarial outbreak".
If Malaria was not present in the city it wili now be ie gets "Malaria 1" building. -1 population but can't go lower than 1.
Event - "Event - Malaria II - Major malarial outbreak".
Requires malaria to be present in the city. -1 population per 5 unhealthy (nett) citizens one turn of anarchy in the city. Can't go below population 3.
Starvation - Scurvy
The game definition of starvation will depend on difficulty level and size of the city food store compared to the amount that it is short. So a city that is only one short of food and will starve in 1200 turns isn't really starving.
The Scurvy (event) will occur after a number of turns of starvation. It will cause unhealthiness for a period.
Basically it just increases the chance of disease.
Unhealthiness - plagues
Scaled for game difficulty. It is based on the (nett) number of population unhealthy and urns. Eg 20 unhealthy turns ie either one turn with a nett of 20 unhealthy population or a city having 1 unhealthy for 20 turns.
Plague I - loose all unhealthy population + 1 turn anarchy per 5 unhealthy at start of event.
Plague II - as Plague I but loose half you healthy population also. Plus chance to spread to nearby cities.
Effects of these would be mitigated by buildings such as "Plague Hospital" and so on.
War and Sieges
Sieges are probably covered by starvation especially if we can interdict a city like naval units can.
Disease among units is different and needs some more thought.
Initial thoughts include an event that is based on the number of turns of war and size of the stack.
Future of this mod
If this works and is fun then I can start looking at the different diseases and where they fit in to this model. For example smallpox first to discover "Animal Husbandry" gets this in one of their cities. Presence is represented by a building. Affect population reduced to the square root of the current population rounded down. Small chance of minor outbreak latter. Spreads via trade routes very fast effecting the whole continent in a few turns.
Currently in C2C what were historically good starting places for nations are very bad places because of all the health reductions due to terrain. So I thought it may be possible to replace the terrain unhealthiness with a disease system that would make the starting places good for small and medium cities but bad for large cities. I then heard a Doctor talking about Malaria, its effects and a history of the search for a cure and it seemed just what I was looking for.
This mod is abut testing this out to see if it works and remains fun. I have done some thinking on other diseases but it is very much in the early stages.
Terrain - Malaria
Malaria is a fairly simple disease to represent in Civ IV game turns and can be used to replace most of the unhealthiness currently given by terrains.
Malaria causes the following
- unhealthiness
- reduced production due to the lethargy the disease causes
- slowed growth as cities get bigger due to increased mortality
I think I can replace all the unhealthiness from jungles and flood plains and most of the unhealthiness from marsh with this game disease called Malaria.
The easiest mechanism I can use to replicate malaria is to have buildings with the desired affects which are given free to a city as it grows. I can also use buildings to represent the actions taken to mitigate the disease. Events can be used to reflect minor and major outbreaks of the disease.
Disease Buildings
As a city grows it will usually get a free building that is associated with its new population size. However cities without a malaria terrain feature may get malaria due to an event. When they reach the next size category they will get the next up malaria instead. So if a pop 15 city gets malaria t will get the "Disease - Malaria 3" when it reaches population 24.
Spoiler :
City Size 1
. Building "Disease - Malaria 0"
. Requires - terrain feature near city - Jungle, Flood Plain or Marsh Or near the tropics
. Affect - none. Small chance of "Event - Malaria I"
. Building "Disease - Malaria 1"
. Requires - terrain feature near city - Jungle, Flood Plain or Marsh and near the tropics
. Affect - +1
. +30% more food needed to grow. Small chance of "Event - Malaria I"
City Size 3
. Building "Disease - Malaria 3"
. Requires - "Disease - Malaria 1"
. Affect - +1
, +5% more food needed to grow, -5% production, Increased chance of "Event - Malaria I"
City Size 6
. Building "Disease - Malaria 6"
. Requires - "Disease - Malaria 3"
. Affect - +1
, +5% more food needed to grow, -5% production, Small chance of "Event - Malaria II"
City Size 12
. Building "Disease - Malaria 12"
. Requires - "Disease - Malaria 6"
. Affect - +2
, +10% more food needed to grow, -10% production, Chance of both events increases
City Size 24
. Building "Disease - Malaria 24"
. Requires - "Disease - Malaria 12"
. Affect - +2
, +10% more food needed to grow, -10% production, Chance of both events increases
City Size 48
. Building "Disease - Malaria 48"
. Requires - "Disease - Malaria 24"
. Affect - +3
, +15% more food needed to grow, -10% production, High chance of both events.
. Building "Disease - Malaria 0"
. Requires - terrain feature near city - Jungle, Flood Plain or Marsh Or near the tropics
. Affect - none. Small chance of "Event - Malaria I"
. Building "Disease - Malaria 1"
. Requires - terrain feature near city - Jungle, Flood Plain or Marsh and near the tropics
. Affect - +1

City Size 3
. Building "Disease - Malaria 3"
. Requires - "Disease - Malaria 1"
. Affect - +1

City Size 6
. Building "Disease - Malaria 6"
. Requires - "Disease - Malaria 3"
. Affect - +1

City Size 12
. Building "Disease - Malaria 12"
. Requires - "Disease - Malaria 6"
. Affect - +2

City Size 24
. Building "Disease - Malaria 24"
. Requires - "Disease - Malaria 12"
. Affect - +2

City Size 48
. Building "Disease - Malaria 48"
. Requires - "Disease - Malaria 24"
. Affect - +3

Malaria Mitigation Buildings
Most of these buildings require a tech and a "Disease - Malaria" building to be present.
Spoiler :
Building - "Disease - Malaria - Bed Nets"
. Requires - Tech "Medicine", "Disease - Malaria 3"
. Cost - low
. Affect - +2 healthy, -5% more food needed to grow, +5% production. Reduces chance of both events.
Building - "Disease - Malaria - Fly Screens"
. Requires - Tech "Medicine", "Disease - Malaria 12", "Disease - Bed Nets"
. Cost - low
. Affect - +2 healthy, -15% more food needed to grow, +15% production. Reduces chance of both events.
Building - "Disease - Malaria - Eradication"
. Requires - Tech "Pesticides", "Disease - Malaria 24",
. Cost - high
. Affect - +2 healthy, -10% more food needed to grow, +10% production. Reduces chance of both events.
Building - "Disease - Malaria - Cure"
. Requires - Tech "Future Medicine", "Disease - Malaria 48"
. Cost - very high unless cure found by this civ when it is free.
. Affect - +3 healthy, -15% more food needed to grow, +15% production. No chance of either events.
World Project - Cure for Malaria
. Requires - Tech "Future Medicine"
. Affect - Removes all "Disease - Malaria xxxx" from this nations cities and future cities.
National Wonder - Cure Malaria
. Requires - World Project - Cure for Malaria to have been built. Can't be built bu nation hat has built the World project.
. Affect - Removes all "Disease - Malaria xxxx" from this nations cities and future cities.
. Requires - Tech "Medicine", "Disease - Malaria 3"
. Cost - low
. Affect - +2 healthy, -5% more food needed to grow, +5% production. Reduces chance of both events.
Building - "Disease - Malaria - Fly Screens"
. Requires - Tech "Medicine", "Disease - Malaria 12", "Disease - Bed Nets"
. Cost - low
. Affect - +2 healthy, -15% more food needed to grow, +15% production. Reduces chance of both events.
Building - "Disease - Malaria - Eradication"
. Requires - Tech "Pesticides", "Disease - Malaria 24",
. Cost - high
. Affect - +2 healthy, -10% more food needed to grow, +10% production. Reduces chance of both events.
Building - "Disease - Malaria - Cure"
. Requires - Tech "Future Medicine", "Disease - Malaria 48"
. Cost - very high unless cure found by this civ when it is free.
. Affect - +3 healthy, -15% more food needed to grow, +15% production. No chance of either events.
World Project - Cure for Malaria
. Requires - Tech "Future Medicine"
. Affect - Removes all "Disease - Malaria xxxx" from this nations cities and future cities.
National Wonder - Cure Malaria
. Requires - World Project - Cure for Malaria to have been built. Can't be built bu nation hat has built the World project.
. Affect - Removes all "Disease - Malaria xxxx" from this nations cities and future cities.
Events
Malaria and malaria events do not spread via trade routes to other cities like plagues.
Event - "Event - Malaria I - Small malarial outbreak".
If Malaria was not present in the city it wili now be ie gets "Malaria 1" building. -1 population but can't go lower than 1.
Event - "Event - Malaria II - Major malarial outbreak".
Requires malaria to be present in the city. -1 population per 5 unhealthy (nett) citizens one turn of anarchy in the city. Can't go below population 3.
Starvation - Scurvy
The game definition of starvation will depend on difficulty level and size of the city food store compared to the amount that it is short. So a city that is only one short of food and will starve in 1200 turns isn't really starving.
The Scurvy (event) will occur after a number of turns of starvation. It will cause unhealthiness for a period.
Basically it just increases the chance of disease.
Unhealthiness - plagues
Scaled for game difficulty. It is based on the (nett) number of population unhealthy and urns. Eg 20 unhealthy turns ie either one turn with a nett of 20 unhealthy population or a city having 1 unhealthy for 20 turns.
Plague I - loose all unhealthy population + 1 turn anarchy per 5 unhealthy at start of event.
Plague II - as Plague I but loose half you healthy population also. Plus chance to spread to nearby cities.
Effects of these would be mitigated by buildings such as "Plague Hospital" and so on.
War and Sieges
Sieges are probably covered by starvation especially if we can interdict a city like naval units can.
Disease among units is different and needs some more thought.
Initial thoughts include an event that is based on the number of turns of war and size of the stack.
Future of this mod
If this works and is fun then I can start looking at the different diseases and where they fit in to this model. For example smallpox first to discover "Animal Husbandry" gets this in one of their cities. Presence is represented by a building. Affect population reduced to the square root of the current population rounded down. Small chance of minor outbreak latter. Spreads via trade routes very fast effecting the whole continent in a few turns.