Disease System

nice you revived this mod hydro.

i too think the event system will be the best therefore. the previous disease events had little impact so it reworking them sounds good to me. but however keep one thing in mind: you should prevent that more than one illness can hit a city at once and you must give a city enough time to recover before it can be struck by another plague. otherwise this won't be balanced and might end in unplayability (your cities permanently infecting each other never given the chance to recover)
 
but if you didn't you can just go and restart your game - same problems revolutions have. once the revolution-index goes too high and the rebellions start it is too late to do anything against it. and besides, realism isn't always the solution that makes most fun. anyway, did at any time two different plagues strike one region in the same time in reality?

something on illnesses:
cholera and malaria should have no spead because the infection is only a cause of local conditions. these illnesses cannot directly spread form human to human. if you want to orientate on reality than cholera should require some unhealthiness (drinking water conterminated with sewage) and a sufficient city size. buildings aqueducts should prevent an cholera outbreak. as to malaria the prerequisite should be just fresh water and a city localization around the equator (flood plains are a threaten cities with malaria too).
 
Hey I just registred because this mod got me an idea of another similar mod :crazyeye:
How about a mod with criminal Gangs, Outlaw MCs, and Mafia that works the same way as these diseases do.

Just like diseases, gangs can appear randomly.
And just like diseases have to go against medicine and science,
Gangs have to go against the police, military, prison, and security.
And if there isn't much security the gangs will grow to other cities just like diseases do.
 
hmm I see, you already thought about it, thats great :D Here are some more things I thought about this idea. Now am no expert at balance so take it just as an example. Instead of just having gangs, outlaw MCs and mafia I thought that paramilitary groups and terrorist groups may appear the same way.


Street Gang
+3 :mad:
+3 :yuck:
-some :gold: every turn
Near cities has no effects, only that gangs can spread to them later on.

Organized Mafia
+5 :mad:
+1 :yuck:
-some :gold: every turn
Near Cities Gets +1 :mad: -:gold:, they may spread to the near cities later on.

Outlaw Motorcycle Club (Req oil)
+3 :mad:
+1 :yuck:
-some :gold: every turn
Near Cities Gets +2 :mad: +1 :yuck: -:gold:, they may spread to the near cities later on.

Criminal Paramilitary
+3 :) (The citizens feel secure from other countries)
+3 :yuck:
-some :gold: every turn
Near cities has no effects, only that paramilitary groups can spread to them later on.

Terrorist Group (Req a religion)
+5 :) (religious fanatics)
+2 :yuck:
-some :gold: every turn
Enemy countries or countries without the same religion gets +2 :mad: +1 :yuck: in all cities.

Everything may vary for different kinds of gangs, mafias, terrorist groups etc.
I will be quiet now, It's off topic anyway :lol:
 
Jungles in Africa have created a lot of diseases. Having them around cities could increase the chances of getting a negative event that would decrease population. That would effect AI and humans.
 
btw. how do you plan to make your diseases mod? i mean in our history the plague killed most of the population of europe. so i wonder how strong are you planning to make the diseases? realistically? i personally hope so thus i strictly am against multiple diseases at once as it will imply your downfall.

for this to work that way you need to make the unhealthiness directly dependent on the city size such that you can make increase unhealthiness enough such that cities will suffer a significant enough food shortage to decrease in size. ofc it'll be quite hard to balance and require lots of testing to find the right values.
 
In an earlier mod the disease killed a part of your population rounded so you never lost a city. Smallpox was the worst - first time you got it in a city the pop dropped to the square root of the current pop size 10 became size 3 in one turn. Later outbreaks only causes a single pop loss. As long as it was not brought to your shores by an invading army it only took a "few" turns to recover if you switched all your cities to food production :)

@Hydro, are you only having diseases that affect cities, or will others go for unit stacks when you are at war?
 
@Hydro, are you only having diseases that affect cities, or will others go for unit stacks when you are at war?

that'll be amazing if that he could do that. diseases giving a negative healing rate for units and able to infect cities they come by. i like that. lol, so an infected stack of units is a biological weapon i get.

i suspect that it could be done via 'illness' promotions (illness promotion effect is the only thing that'd require SDK changes i guess). infecting mechanics should be realizable in python.
 
@Hydro, are you only having diseases that affect cities, or will others go for unit stacks when you are at war?

I am not sure. It all depends upon my skills. At the moment I do not know how to do that. However I saw that it was done in "Ryes and Fall of Civilization". How they did it exactly I would have to learn or even get help.

Right now I am just doing the mods I CAN do. And then hopefully by the time i have don them all I can work my way up to harder mods like this. Or even get other modders to want to help me out with this. Are you interested in helping?
 
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