Pests

So maybe you should have malaria only in cities with said terrains and make it able to spread to other cities with medizin (or whatever was the start of bloodtransfusions). Then you could get an event like:

"we found out that malaria spreads trough our bloodtransfusions!

1) Make lots of tests with each blood donation! -> cost gold, but removes malaria from cities that dont have said terrains

2) Dont accept blood-donations from risk-cities -> +1 unhappy in cities with said terrain; -1 health in all cities [due to the lack of blood-donations]

3) So what? -> malaria keeps spreading to other cities, +3 unhappy in every city"

maybe add -1 traderoute from malaria-cities to Number 2...
 
So maybe you should have malaria only in cities with said terrains and make it able to spread to other cities with medizin (or whatever was the start of bloodtransfusions). Then you could get an event like:

"we found out that malaria spreads trough our bloodtransfusions!

1) Make lots of tests with each blood donation! -> cost gold, but removes malaria from cities that dont have said terrains

2) Dont accept blood-donations from risk-cities -> +1 unhappy in cities with said terrain; -1 health in all cities [due to the lack of blood-donations]

3) So what? -> malaria keeps spreading to other cities, +3 unhappy in every city"

maybe add -1 traderoute from malaria-cities to Number 2...
While malaria can spread with blood transfusions that cannot cause a relevant outbreak in cities without anopheles. If you import blood transfusions you'd infect some of those that get transfusions, but compared to the actual risk area that are very few.
 
Because pests uses the auto-build mechanism and is a 'building' you get the messages 'the citizens of Basra have constructed rats' !!

I really think we need a 'bAnnounce' tag in the building XML to determine whether this message is generated.

More ideally I'd like to see an entirely new entity type BuildingCategoryType, so that each building could (at least optionally) be categorized and we'd have a vehicle to specify category properties. For now I think the following would be moved to the category:

bAutoBuild - move from BuildingInfo to BuildingCategoryInfo
bAnnounce - as above - new anyway
DisplayTab - string name of the tab to put it in in the building list in the city display (can be used to generate new tabs as needed, though obviously, as AIAndy pointed out previously we need to keep the number down)
bElectiveBuild - if false anything in this category is asserted not to be buildable by normal city building activities - just allows the execution to be more efficient and skip evaluating it earlier - all crimes, housing, diseases, etc. would fall into this category as would things only buildable by units
 
Because pests uses the auto-build mechanism and is a 'building' you get the messages 'the citizens of Basra have constructed rats' !!

Nowadays the Citizens of Washington DC are forbidden from killing rats, so that isn't too far from normal in some parts of the country. :rolleyes:
 
Because pests uses the auto-build mechanism and is a 'building' you get the messages 'the citizens of Basra have constructed rats' !!

I really think we need a 'bAnnounce' tag in the building XML to determine whether this message is generated.

More ideally I'd like to see an entirely new entity type BuildingCategoryType, so that each building could (at least optionally) be categorized and we'd have a vehicle to specify category properties. For now I think the following would be moved to the category:

bAutoBuild - move from BuildingInfo to BuildingCategoryInfo
bAnnounce - as above - new anyway
DisplayTab - string name of the tab to put it in in the building list in the city display (can be used to generate new tabs as needed, though obviously, as AIAndy pointed out previously we need to keep the number down)
bElectiveBuild - if false anything in this category is asserted not to be buildable by normal city building activities - just allows the execution to be more efficient and skip evaluating it earlier - all crimes, housing, diseases, etc. would fall into this category as would things only buildable by units
In a way CIV4SpecialBuildingInfos.xml already specifies a category but it is rarely used yet.
 
I recall someone saying there was too much :). Looks like I should make some more of these.

EDIT: Found it ...

I think that :mad: is not nearly as big of a problem as :yuck: is in the game now. In my game I've had almost all of my cities above 20 :). So I am not too concerned about this. I actually feel that this setup is better than the previous one in terms of giving gold. But that is just my opinion, maybe if things go downhill I'll make a Civic option in addition to a Trait option.
 
depends on the city but 9 out of 10 doesn't get a lot of anger mismanagement issue's (without Rev)
 
Ok some calculations for a size 6 city at Sedentary Lifestyle. We also assume you have all trigger resources.

- Rats = -1 :food:, +1:mad:, +5 Disease, +1 :food: with Cat
- Crows = -1 :food:, +1:mad:, +5 Disease
- Roaches = -1 :food:, +1:mad:, +5 Disease
- Termites = -1 :hammers:, +1 :mad:
- Mosquitoes = +1:mad:, +5 Disease
- Moths = -1 :gold:, +1:mad:
- Fleas = -1 :food:, +1:mad:, +5 Disease
- Ticks = +1:mad:, +5 Disease
- Flies = -1 :food:, +1:mad:, +5 Disease
- Lice = +1:mad:, +5 Disease
-----
Total = -4 :food:, -1 :hammers:, -1 :gold:, +10 :mad:, +40 Disease

So besides the Cats canceling out food looks like we need to find some counter anti-pest solutions to these.
 
I think cats can totally supress Pest (Rats).
And most of them dont have to give unhapiness at all, only disease and the other malus.
Crows and rats dont have to give disease, because you add Fleas

Scale them from size 3 to size 9 will help too
 
Cats also need to be easier to get than having the right grain type (Barley, I think). Cats were domesticated all over the place, and even 'undomesticated' cats still hung out around humans.
 
Cats and dogs are anti-rat. So is the Rat Catcher trade. Putting a bounty on rats also works. This also means that you need differing levels of infestation, from minor to plague.

Perhaps have the infestation start out minor and grow in severity per some population size with mitigating buildings requiring a minimum level of infestation and resulting in a drop in infestation level.

For Example. Rats start to be a problem at size 6 or when you have a granary (storage pits are not a problem since they work by filling the pit with carbon dioxide killing all pests). Then as your population grows the infestation level grows. Say one level per three pop or pro rat building like sewers. Dogs and cats reduce the level by one each. Rat Catcher requires ... Dang phone rang and I have lost my train of thought.
 
I think cats can totally supress Pest (Rats).

If that were true there would not be any rats anymore.

And most of them dont have to give unhapiness at all, only disease and the other malus.

Such as what? All seem unappealing to have around.

Crows and rats dont have to give disease, because you add Fleas

Crows can give Bird Flu. And Rats can spread Rabies.

Scale them from size 3 to size 9 will help too

Such as?
 
If that were true there would not be any rats anymore.
Many buildinf in C2C become obsolete but still exists. Just, there are not significant enough to give any bonus/malus. Same here.

Such as what? All seem unappealing to have around.
It's not because there are mosquitoes and flea that I will be as mad as a pacifist near a barrack....

Crows can give Bird Flu. And Rats can spread Rabies.
There is already a Disease (Bird Flu). So just add Pest (Crows) as a possible requierement.
You can do the same for a (new) Disease (Rabbies) : Req Pest (Rats) OR Kennen OR dogs eg.
 
Many buildinf in C2C become obsolete but still exists. Just, there are not significant enough to give any bonus/malus. Same here.


It's not because there are mosquitoes and flea that I will be as mad as a pacifist near a barrack....


There is already a Disease (Bird Flu). So just add Pest (Crows) as a possible requierement.
You can do the same for a (new) Disease (Rabbies) : Req Pest (Rats) OR Kennen OR dogs eg.

1. But such a building would replace it not obsolete it. Also its not just one flea it can be millions of fleas.

2. Yeah Pacifists would probably not get too mad since getting mad would be an aggressive action. ;)

On a mre serious note there is not much we can do about the levels of :mad: since you cannot have like say 0.3 :mad:

3. But they are increasing disease levels to trigger those.
 
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