C2C _ Unhealthiness Mod

@AIAndy four changes for barbarians does not seem to be doing the trick. They are still not growing above size 1:(.

I was thinking. You know how the Native Culture buildings are all Unique buildings for the various civs? Well the Barbarians get the default one called Native Culture (Human). What if I gave that building super growth stats to counter the civics and stuff which are stagnating growth? Do you think that would make the barbarians grow faster?
 
I was thinking. You know how the Native Culture buildings are all Unique buildings for the various civs? Well the Barbarians get the default one called Native Culture (Human). What if I gave that building super growth stats to counter the civics and stuff which are stagnating growth? Do you think that would make the barbarians grow faster?
I can also simply make them exempt from certain effects like I already did with the civics unhealthiness.
But we'd need to check what exactly is keeping them from growing.
 
I can also simply make them exempt from certain effects like I already did with the civics unhealthiness.
But we'd need to check what exactly is keeping them from growing.

They are growing just fine in the current SVN. I've been able to invade and take over a number of barbarian cities since the last batch of growth changes for them.
 
I would love to see this part of the mod get a chance to see the light of Civ.
I can't wait, yet I can wait to play it. I have been excited about it's realistic modding potential for a long time.
Unhealthiness done right. Acutal effects that aren't avoided, and have consequences like the spreading of disease.
Disease is a major feature that should be done right in Civilization.
Please take your leisure to see it become real at your own pace and to do it right, I'm sure people are available, somewhere, if asked, who could help if you needed it :)
 
Stumbled across interesting modern day disease (event you might want add):


Tanganyika laughter epidemic
Info
 
I still would love to see ideas on the unhealthiness mod being discussed. Disease had such a major impact on history. It deserves to be a major feature, and talked about, even if it isn't worked on for a while. :)
 
OK, I think I may have figured out the properties for "Disease - Smallpox". Is this doable with the current system?

Property: Disease - Smallpox
City property only, mitigated by some buildings only.

Property value
= -1 means immune and no change can occur to the value
= 0 means has never had an outbreak so no accumulation of points occurs
>= 1 means 0.1% chance of the small pox event also known as secondary outbreak.​
Every turn for each city
If Property value is -1 or 0 skip
If Property value is >= 1
Accumulate points = +10 less building mitigation values (cant go below 1)
Check if secondary outbreak occurs (done by Event?)
if so reset Property value to 1 and reduce population by a quarter where the quarter is rounded down.​
Check all cities with a trade connection to this city
If trade city has Property value = 0
Do primary infection. (done by Event?) IE set pop to square root of population rounded down and set property value to 1​

Buildings that mitigate smallpox
Hospital -3
Plague Hospital -2
Doctor's Surgery -1
Health Spa (G Doctor's building) -2​
 
Love it!

Maybe health units, like police units for crime, should factor in as well? Ambulances should be more than military in application, no? And as each disease grows, you would start getting Disease Factor buildings that add :unhealth:

Sounds like a great way to represent each disease. We could also have national wonder buildings (Cure for x) that reduce the value to 0 in all of your cities or allow for inoculation clinics or something to that extent. Various anti-specific disease drugs could also be resources that would have a drastic effect on your infection levels.
 
Love it!

Maybe health units, like police units for crime, should factor in as well? Ambulances should be more than military in application, no? And as each disease grows, you would start getting Disease Factor buildings that add :unhealth:

Sounds like a great way to represent each disease. We could also have national wonder buildings (Cure for x) that reduce the value to 0 in all of your cities or allow for inoculation clinics or something to that extent. Various anti-specific disease drugs could also be resources that would have a drastic effect on your infection levels.

Not for smallpox. Other diseases maybe.:mischief: There will be an "Eliminate Smallpox Project" or National Wonder or UN Vote. I have not gotten that far. ;)

Other diseases have different ways of lowering the probability of an outbreak.
 
@Dancing Hoskuld

So are you going to have a property for each disease or a single disease property and then split them like how we have Crimes? Ex. If Pigs resouce is present in the city and your over X disease rate then Disease (Swine Flu) is made.

Not all diseases affect cities some affect your unit stacks when you are at war.:mischief:. However I think I will only have 3-5 specific diseases. At least one of which will probably be greatly affected by unhealthiness in the city.
 
OK, I think I may have figured out the properties for "Disease - Smallpox". Is this doable with the current system?

Property: Disease - Smallpox
City property only, mitigated by some buildings only.

Property value
= -1 means immune and no change can occur to the value
= 0 means has never had an outbreak so no accumulation of points occurs
>= 1 means 0.1% chance of the small pox event also known as secondary outbreak.​
Every turn for each city
If Property value is -1 or 0 skip
If Property value is >= 1
Accumulate points = +10 less building mitigation values (cant go below 1)
Check if secondary outbreak occurs (done by Event?)
if so reset Property value to 1 and reduce population by a quarter where the quarter is rounded down.​
Check all cities with a trade connection to this city
If trade city has Property value = 0
Do primary infection. (done by Event?) IE set pop to square root of population rounded down and set property value to 1​

Buildings that mitigate smallpox
Hospital -3
Plague Hospital -2
Doctor's Surgery -1
Health Spa (G Doctor's building) -2​
What is the point of the accumulated value that is mitigated in this system?
The extended property system will not really work properly for this.
I'd say use a combination of events, a property and Python code to implement this.
 
What is the point of the accumulated value that is mitigated in this system?
The extended property system will not really work properly for this.
I'd say use a combination of events, a property and Python code to implement this.

The accumulation value gives the % chance of a second outbreak which is handled by an existing event. The event would just need to be changed to use this property. Or since we have so many events that it may not be likely for it to be fired I could fire it from python, if I knew how.

Can I get the property system to spread the disease?
Can I change the value of a property via python?
 
The accumulation value gives the % chance of a second outbreak which is handled by an existing event. The event would just need to be changed to use this property. Or since we have so many events that it may not be likely for it to be fired I could fire it from python, if I knew how.

Can I get the property system to spread the disease?
The current propagators all assume that the property value represents a strength or amount that should be diffused, spread or gathered.
What you want to implement is more of a state variable and you want something to happen on state change (new city infected). That is not something the property system provides.
Can I change the value of a property via python?
I thought yes, but then I checked and it seems like I have exposed the get functions but not the set functions. I will add those.
 
The current propagators all assume that the property value represents a strength or amount that should be diffused, spread or gathered.
What you want to implement is more of a state variable and you want something to happen on state change (new city infected). That is not something the property system provides.

I thought yes, but then I checked and it seems like I have exposed the get functions but not the set functions. I will add those.

There are three states with Smallpox, Never Had, Immune and It is present. I was using the last as a % chance for the event to occur. But you are right, I don't think any of the diseases will be able to use the property system except to notify those three states above. Which means I need a text value not a number. :D
 
There are three states with Smallpox, Never Had, Immune and It is present. I was using the last as a % chance for the event to occur. But you are right, I don't think any of the diseases will be able to use the property system except to notify those three states above. Which means I need a text value not a number. :D
I am just not sure if that is a good way to model most diseases.
Consider using differential equations and the strength of the disease as how spread the disease is on this plot, city or unit. The spreading might be slower than it really happened but we have that with several gameplay mechanics already.

One way is a model like this:
The first outbreak of a disease is by event which adds a certain amount of the disease to the city.
Propagators spread the disease to other cities.
A second property is the disease immunity level. At low immunity level it adds a pseudo building to the city that increases the amount of the disease by a % each turn. The higher the immunity level, the lower the % added. Immunity level decays.
The higher the disease level, the stronger the pseudo building negative effect added but it also has stronger immunity level sources.

The effect of a model like this is that a single disease property addition from the event ignites it. The disease spreads fast but the higher it gets, the stronger the immunity (or resistance to the disease) becomes. That counters the disease and it will come to rest somewhere at a low level of disease. The immunity decays though so after some time you become vulnerable to a secondary outbreak event.
 
I saw something that bugged me, the swine flu is actually transmitted by birds, it is just called swine flu, tmk because it comes from the same ancestral strain as swine flu does. The swine flu pigs get is not transmittable to humans as far as I know.
 
Back
Top Bottom