If it is about quarantine the the property wont come into effect until the concept is discovered somewhere in the late Renaissance.
If it is about the chance of a disease outbreak then maybe OK but I still don't see how it applies to the diseases I have looked at. Almost all are acts of nature (or gods) not something humans have any interaction with until the modern era ie post 1950 AD in our history.
If it is about the severity of an outbreak then perhaps that is something I can work with for some of the diseases. However I would prefer a simple set of "Inherited Immunity" properties, one for each disease. These would also be defined by the disease with starting at some maximum and decreasing each turn towards zero. eg
It's about an amalgamation of all the above. Simply put, the higher the disease property, the more vulnerable the city is to contracting an outbreak. In general. How easily the disease strikes can be defined for itself.
Smallpox Inherited Immunity (SII) is set to 100 in the city when an outbreak happens. Each turn it drops by 1.
It would work very similarly. Let's say the outbreak threshold is 0 for Smallpox to begin.
A city with 0 Disease property would have a 50% chance of contracting it in a given round if the initial outbreak prerequisites were met.
A city with 50 Disease property would have a 100% chance of contracting it in a given round if the initial outbreak prerequisites were met.
A city with -50 Disease property would have a 0% chance of contracting it at the moment.
Once contracted, the disease would initially be at a lvl 1 outbreak (10% of the population has the disease.)
I'll ignore explaining how the rules would handle overcoming the disease as that get's complicated but suffice it to say you can make a disease easier or harder to overcome and you can set it to be possible for the disease to deepen and worsen to new levels of outbreak. Healers can be trained to provide recovery improvements and to help deny specific disease outbreaks, thus quarantining can be crafted by tech prerequisites and skill promotions. Buildings and techs can also have direct affects on a disease's threshold for overcoming and for an outbreak so can reflect quarantining and other strategies like inoculations and medications and such.
Let's say you make it really easy to overcome and it usually doesn't last more than 1 round and it takes out 10% of the population when it hits.
Then once overcome, it adds, say, 100 resistance. (the same as your SII).
Now, to get the disease to happen again, the disease threshold is at 100. At 100 Disease property the city would have a 50% chance of contracting the disease. At 50 Disease property, the city would have no chance of contracting the disease. At 150 disease property, the city IS contracting the disease.
If you wanted the resistance to be a lot more powerful than that then you could establish the resistance it leaves as being 500 or 1000. You'll also have a tag that allows you to set the resistance decay factor so that it's not just automatically 1 per round but however many per round you want it to be for THAT disease.
EDIT: One more thing if you get a chance to read this: if you want a disease to not care at all if your people have been disease control conscious or not, you can always put the outbreak threshold at less than 0... put it at -2000 and it WILL affect all cities.
I should probably allow us to set a different threshold for overcoming the disease. It's currently designed that it's the same amount (if your disease property level is less than the threshold then you have a chance to overcome it each round) but if you want to make it possible for the outbreak to not care if people are careful to avoid disease in whatever ways they have available to them, but then make it also possible for cities to overcome the disease based on their degree of healthcare and trying to avoid allowing it to worsen, then the Overcome theshold could be much higher than the Outbreak threshold.
AKA, a disease could have -5000 outbreak threshold to remove all chance of outbreak and make it absolutely automatic to any city exposed to the right conditions, then have 100 overcome threshold to make it so that every round the city has less than 100 overcome value (Disease rating - total local Aid amount, sometimes specific to a particular disease) it has a % chance equal to the amount less than 0 to overcome the outbreak. Worsening outbreak thresholds could vary as well.