Dancing Hoskuld
Deity
A simple proposition to make the unhealthiness a bit more dynamic:
- Implement several "levels" of disease (ex. malaria I at 50, malaria II at 100:yuck, etc.)
- Give each level not only apenalty, but also one or more
(the disease symbol) to represent the fact that, if not contained, diseases may become worse, then epidemic. This means that when a disease appears, the more you wait to fight it, the harder it will be to eliminate it (along with more severe effects).
- In order to avoid getting things out of control, the disease might be eliminated or severely reduced at some point along with a big penalty. For example, reaching malaria VI may reduce the population by 50%, bring the disease back to level I and lower theto 50 (we could even have various "ultimate effects" depending on the disease).
Applying this with all the current diseases would be overkill, so it would also require either to strongly reduce the number of diseases (simpler, but blander) or that crossing each threshold (50, 100
, etc.) increases the level of only one disease (picked at random among those present in the city).
Already done with malaria but it is based on population and disease level and reduces your production and growth. It still needs some work though.
, malaria II at 100:yuck, etc.)
(the disease symbol) to represent the fact that, if not contained, diseases may become worse, then epidemic. This means that when a disease appears, the more you wait to fight it, the harder it will be to eliminate it (along with more severe effects).
. I put it is just after the v34 release. It has nothing to do with unhealthiness
yuck
and population growth. Neither are significant until your population is over 10 and only start to be a big problem when your population is over 40.
. It doesn't affect human, so no unhealthy from it.
How it would work with missiles and such would be a second level of development but it will make it so that infected units that visit the city can certainly spread it and units that attack the city with the capacity to inflict the disease will be able to do so. For example, when the Mongolians reached Europe they started using diseased dead in their catapults to make the city sick when it was too strong to enter right away. This sort of thing will be quite easily done. I just need a quick adaptation of the afflict mechanism to work with Ranged Assault (which is one reason I worked on Ranged Assault as a priority recently.)