C2C _ Unhealthiness Mod

It seems like all disease is cured sometime in the middle of the biotech age. That just doesn't seem right to me. There will always be something new showing up that we can't anticipate. Does anyone have any ideas for future diseases? Courtesy of Ghost in the Shell I have an idea:

Cyberbrain Sclerosis(Requires Brain Machine Interface)
Cause:Random Chance with Bioenhancement Center
Spread: Low
Cure: Nanobiotics

Special Abilities
-40% Science
+5:mad:
+8:yuck:

It will be oh so much more exciting once the alternate timelines like Biotech Age get fleshed out. So many things that can go wrong with prosthetic bodies...

In addition, I would think the proles of any self respecting steampunk empire should be particularly susceptible to black lung disease due to the ever-present haze of coal dust. I suppose it could happen to a particularly dirty normal town too.

Or is only for virulent diseases.

Edit: then when the aliens invade...
 
It seems like all disease is cured sometime in the middle of the biotech age. That just doesn't seem right to me. There will always be something new showing up that we can't anticipate. Does anyone have any ideas for future diseases? Courtesy of Ghost in the Shell I have an idea:

Cyberbrain Sclerosis(Requires Brain Machine Interface)
Cause:Random Chance with Bioenhancement Center
Spread: Low
Cure: Nanobiotics

Special Abilities
-40% Science
+5:mad:
+8:yuck:

It will be oh so much more exciting once the alternate timelines like Biotech Age get fleshed out. So many things that can go wrong with prosthetic bodies...

In addition, I would think the proles of any self respecting steampunk empire should be particularly susceptible to black lung disease due to the ever-present haze of coal dust. I suppose it could happen to a particularly dirty normal town too.

Or is only for virulent diseases.

Edit: then when the aliens invade...

Once brain-machine interface is present a whole host of computer-virus/worm/trojans become possible as 'diseases'
 
I think I am going to have to admit defeat on this one. I can't get malaria to work the way I want with just XML and Python. :(
Well, maybe we should add a new generic concept: Spreadables.
A spreadable can be on a city, plot or unit and as the name says there is a chance each turn that it spreads. From a city to a surrounding plot or a trade route city. From a unit to its plot or other units on the same plot. From a plot to a surrounding plot or a unit that is standing on the plot.
Spread chance is influenced by factors and restrictions defined in a new XML file.
While a spreadable is in a city, it can add a building. While a spreadable is on a unit, it can add a promotion. It can also directly influence plot yield/unhealthiness/... All that defined in the XML.
On plots it could have a graphical representation (using feature art but not taking the feature slot).
A despawn chance can be defined as well.
Not sure how to spawn them. Maybe extend the spawn system or events or both (maybe also outcomes, your hunter killed an animal but unfortunately got himself a disease).
There can be actions that despawn a spreadable on a plot (maybe also actions that can spread).

While that is clearly aimed at diseases, it could also be used for other purposes (culture, ideas, ...).

It would certainly be funny to get a rogue infected with the plague and then spread that disease to the plots of an enemy hoping that your rogue won't die before he gets there.
 
Spreading from city to city, or unit to unit is one of the ideas I am investigating. I would like to replace the "multiple religion spread" mod. Also use it for culture and disease.

The main problem I a having is that I can't get far enough in a game to get to the techs which cure or reduce the effect of the diseases.

The minor one is that there is no population decrease event exposed to python.

I think that what I outlined in the first post for malaria to replace :yuck: from terrain would be the best way to go. How hard would it be to change the dll so that terrain :yuck: is not applied until a city reaches population 6?
 
How hard would it be to change the dll so that terrain :yuck: is not applied until a city reaches population 6?
That would be an easy change.
I guess best is if it appears slowly instead of all at once when you reach 6.
So maybe 20% every size level starting from 0% at population 1.
 
That would be an easy change.
I guess best is if it appears slowly instead of all at once when you reach 6.
So maybe 20% every size level starting from 0% at population 1.

That may still cause growth problems for the AI and barbarians. Say 0% at pop 1-3 then 20% per pop. That should give you the chance to build some health buildings also. At least it will stop starts where you have 7 :yuck:.
 
That may still cause growth problems for the AI and barbarians. Say 0% at pop 1-3 then 20% per pop. That should give you the chance to build some health buildings also. At least it will stop starts where you have 7 :yuck:.
Most of the start unhealthiness is from civics so I think it is important to exempt barbarians from that penalty.
I'll put it at no feature unhealthiness at 1-2, then 20% per pop. Due to rounding down that should mean no feature unhealthiness until at least level 4 unless you have a lot of unhealthy terrain.
 
Most of the start unhealthiness is from civics so I think it is important to exempt barbarians from that penalty.
I'll put it at no feature unhealthiness at 1-2, then 20% per pop. Due to rounding down that should mean no feature unhealthiness until at least level 4 unless you have a lot of unhealthy terrain.

Which you do if you start on a flood plain. lets try it and see.
 
Well that did not work as I expected did it.
 

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I specifically modified the unhealthiness (negative health, which is split up in the code anyway) so you still get the health from forests if that is what you mean.
 
How about hiding the unhealthiness until you reach a certain technology? That way people would not pay attention to it, until they both understand that it is unhealthy and they have technology that would deal with it better. This is also somewhat true to history as well.
It would encourage people to ignore it as a negative for a while. It might solve some complaints:)
 
I was thinking. Maybe some buildings could give a free resource or building that simulated a disease. Then through technologies they could be removed. For instance some trade or ports buildings could give unhealthiness from the fast spreading of disease. I am not sure of the details, just though I should put up the idea.

EDIT: Another example would be the Brothel giving some STDs or something.
 
I was thinking. Maybe some buildings could give a free resource or building that simulated a disease. Then through technologies they could be removed. For instance some trade or ports buildings could give unhealthiness from the fast spreading of disease. I am not sure of the details, just though I should put up the idea.

EDIT: Another example would be the Brothel giving some SDTs or something.

Brothels cause dyslexia!? ;)
 
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