HEALTH AND DISEASE

Proclo

Warlord
Joined
Jan 25, 2017
Messages
168
Location
Spain
Has anyone thought about the health parameter yet? Wow... I think it could be a really great thing to add to the main game. A new district, with a bunch of new buildings, everything to worry about a brand new population problem! Sounds very fun to me.
 
Someone brought up Great Physicians in another thread, and it sounds like it'd be a good fit for this sort of idea. I'm not a fan of adding mechanics just for the sake of complexity or micromanagement, though, so it'd have to make the game more engaging and feel fun or interesting to utilize instead of a drag.

I feel like they could rework the development/housing buildings to fit under the same umbrella, namely the Aqueduct and the Sewer. Add in a Hospital and a Treatment Plant and you have the makings of a new district focused on city population. It would allow for offensive and defense population-altering mechanics, such as disease. Cities without sanitary buildings could spawn diseases that would spread through proximity as well as trade, or through random events when you discover a CS or tribal village (successive buildings lowering the chance of a disease spawning). Disease would slow, halt, and then reduce population over XX turns until it is cured or wears off on its own. To prevent them from completely crippling players they could function much like religion--cities with more people exert more disease "pressure" and feel its effects more strongly, like in reality (spread through trade also would work similarly). Spies could poison the water supply as an action in that district to damage population, and such mechanics would be counteracted or lessened in effect by the district buildings themselves (ie: reduce the number of turns for a disease to stop affecting a city). Great Physicians would automatically build a hospital, cure disease in a city, prevent it (via vaccination), heal military units, increase their max health or heal per turn, or in the later eras bioengineer diseases to use against other civs.
 
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Plenty of great ideas, clapyourhands! I currently working in a new revamp of the tech a civic trees and health/desease mechanics are difinitely one those I would like to add to the game.
 
Good to see others thinking about health and disease. I started making some
notes a few months ago. Maybe they will help others with their plans. I'm sure
there are myriad variations and possibilities that could enhance the game.
Good Luck!

Biological Warfare
New unit: Typhoid Mary. Send her off to infect cities. Could backfire if she
doesn't get out of your territory in time.

Diseases from Old World affect New World, and vice versa.

Cities under siege can produce typhoid which can affect the residents and the
besiegers.

Before Sanitation there is an increased risk of cholera.

Water supply near mines could be compromised. Reduced fertility. Lead and
mercury increase risk of mental problems and productivity.

Animal Diseases
Foot-and mouth disease destroys pastures in non-tropical areas.

Pests and Parasites

Tropical
Tse-tse fly: Affects pastures, and humans in cities.
Mosquitoes: Malaria, Yellow Fever.
Water Snails: "River Blindness", Schistosomiasis.

Deserts
Sand flies: Leishmaniasis.

Temperate
Armadillos: Spread leprosy in and from the New World.
Squirrels: Spread leprosy through fur trading.
 
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