GeneralZIft
Enigma
- Joined
- Feb 25, 2019
- Messages
- 683
I'm ill so what better topic for discussion?
I tried to come up with a "Disease" concept, don't hate too much, because a concept like this is quite hard to do.
Concept:
Cities have a threshold of population before which they are overcrowded (could be combined with Civ6 Housing mechanic)
Infrastructure reduces the chance of disease by increasing a factor called Cleanliness. So building Sewers for example.
Additionally, you might be able to move population from city to city?
(You can do with a Caravan city project perhaps. This allows you to reduce the pressure on one particular spot)
Cleanliness can be increased by other factors, such as Religion (Ritual Washing for example)
Now cleanliness isn't an exact chance that you roll every single turn for disease.
No.
What it is, is similar to being low happiness. You start rolling chances to produce Rebels
In this case, you start rolling chances to produce Diseases.
But the game would warn you ahead of time that your city is heading towards potentially unsafe metrics.
This way nothing feels inherently too lucky based or out of nowhere.
Anyway, as per usual, the rest of the mechanics are probably to be tampered with. They would kill population (without increasing cleanliness)
And you could recruit Plague Doctors then Medics to cure your population.
The disease could carry over territory. But other empires might close borders for this reason. Diseases won't hold for too long if a city has sufficient cleanliness.
So basically:
Low clean: produces diseases (warning)
Med clean: can catch diseases from other cities and struggles with it
High clean: will automatically resolve diseases that arrive
(General guidelines)
What do you guys think?
I tried to come up with a "Disease" concept, don't hate too much, because a concept like this is quite hard to do.
Concept:
Cities have a threshold of population before which they are overcrowded (could be combined with Civ6 Housing mechanic)
Infrastructure reduces the chance of disease by increasing a factor called Cleanliness. So building Sewers for example.
Additionally, you might be able to move population from city to city?
(You can do with a Caravan city project perhaps. This allows you to reduce the pressure on one particular spot)
Cleanliness can be increased by other factors, such as Religion (Ritual Washing for example)
Now cleanliness isn't an exact chance that you roll every single turn for disease.
No.
What it is, is similar to being low happiness. You start rolling chances to produce Rebels
In this case, you start rolling chances to produce Diseases.
But the game would warn you ahead of time that your city is heading towards potentially unsafe metrics.
This way nothing feels inherently too lucky based or out of nowhere.
Anyway, as per usual, the rest of the mechanics are probably to be tampered with. They would kill population (without increasing cleanliness)
And you could recruit Plague Doctors then Medics to cure your population.
The disease could carry over territory. But other empires might close borders for this reason. Diseases won't hold for too long if a city has sufficient cleanliness.
So basically:
Low clean: produces diseases (warning)
Med clean: can catch diseases from other cities and struggles with it
High clean: will automatically resolve diseases that arrive
(General guidelines)
What do you guys think?