I read the threads. Its very possible I have something wrong but I reread everything and it all looks correct. Though I appreciate people saying that its broke (thats a good first step, and is usually enough to track down these issues) in this case since I couldn't find anything in a code review I will need a save game to check. A save right before blight hits would be ideal.
The patch "d" code is this. When blight hits every player gets unheathiness equal to:
1. A random number 0-14
2. Plus the cities population
3. Minus health bonuses from buildings
This unhealthiness goes down 1 per turn until it is gone. This unhealthiness is in addition to any other unhealthiness the city may have already been experiencing.
So 12 unhealth in a size 4 city and 17 unhealth in a size 20 city is not only viable, but probably pretty low for what blight is capable of.
A check you can do to see how many times blight hit you is to check your units health. Blight does 0-24% death damage to units on each strike. So if you get hit twice your units that weren't anywhere near combat should have greater than 25% damage.
You are probably right about the blight, that is, it probably is doing what you are saying. I do think soem people may feel it is too harsh, so I think we should remove it from the bug thread.
May people are reporting unhealth in the 70 + range. I guess the idea is that most cities are grown near the health cap, indeed, if there is a lot of food, most cities are above the health cap in population.
So, if a city has N population, and we assume before blight that they also have M unhealthiness, then after the blight they will have the original M unhealthiness, + N unhealthiness, + a rand(1-15).
Since N and M are usually close, then we wind up with 2N + rand (1-15). This means a size 30 city has a mean unhealth of 67.5 and results above 70 are fairly common. If we are running agranianism and have N at 30 and M at 35, the mean unhealth is 72.5 so the few cases of the unhealth getting above 75 is probably as designed.
This result is devastating for big cities. A size 30 city then has 67.5 unheath - if it was breakeven before the blight, it has a reduction in food of 37.5 - which will cause the city to starve to 1. at 37.5, the blight reduces 1 per turn, so will be devastating for about 20 turns or more.
A size 15 city then will have a mean unhealthiness of 37.5, or excess unhealthiness of 22.5 which reduces 1 per turn - not too bad.
So, in reading through the three threads, I do think the blight is working properly, that is, as specified; but whether this is too much should propbably still be addressed from a design standpoint. My earlier point that it is now best to intentionally starve cities befor the blight (or limit their growth) will operate.
Anyway, it shoudln't take too long to post a test save. I'll just go into the worldbuilder, give myself some ritualists, spread the AV, and get the AC above 30 in my current game. I'll post it soon.
Best wishes,
Breunor