Pests

Replying on this thread, rather than the other, which should probably be closed...

Background - I have an issue with a huge traunch of unhappiness cutting in (now in mid classical era) as cities grow from size 5 to size 6, with the effect that a city with net happiness of a few goes to net unhappiness of a lot (like +2 to -8 region), leaving 0 tiles worked (when all the population was all working prior to city growth) and almost instant revolution. This is due to pests (mostly, perhaps a couple crimes too - haven't checked) suddenly coming into force at size 6.

You could argue that the player just needs to be ready for this, but (IMO) that is an inadequate argument for two reasons:

1) It's not reasonable in a modeling sense (real world), so it's not something that a player could predict without having experienced it previously - basically expect it to write off games it happens in unless you're well-ahead or have a very good buffer financially.

2) More seriously, the AI has no way to cope with it, since all it can do is react to the net happiness level (not predict how it might be INDIRECTLY impacted [in this case by growth]), so AI civs having a few cities hitting size 6 at around the same time just break up and implode because of the REV effects killing them before they have time to sort out the mess.

3) As a general rule (and I admit this is just an opinion) effects should be progressive. This is a looming wall however, not a progressive effect.

Possible solutions:

1) Pests could provide a per-population malus (would need new tags)

2) Pestilence could be a property, which mean its effects could kick in as the property level increases in a smoother manner (with the pest buildings that kick in at size 6 just adding property sources). To me this seems over-complicated, and raises questions of the overlap between pestilence and disease

3) (simple fix for now at least) Change them from being triggered at size 6, so that some of them (and which is really totally arbitrary from gameplay perspective) come in at size 4, some at 5, some at 6, some at 7,...

I'd recommend (3) with no opinion about which should move (it really doesn't matter)
 
I think there should be a counter for most of the pests, like cats do with rats.

I'm thinking of a Veterinary against Thicks, Chemicals against Moths, maybe also Pesticides or Poisoned Bait against Cockroaches or even Seagulls and Crows.
 
3. But they are increasing disease levels to trigger those.

So poultry or dog should give a +5 Disease too... In ancient time, crow wasn't less ill than poultry...

Another things about it is the fact there are more annoying for us because we have have more confortable life than in medieval era. Unhapiness for some (or all) can come from later tech.
 
No
  1. Bed Bugs
  2. Fire Ants
  3. Feral Dogs
  4. Nematodes
  5. Flukes
  6. Ferrets
  7. Slugs
  8. Snails
  9. Piranhas
  10. Coyotes
  11. Squirrels
  12. Wild Boars
  13. Caterpillars
  14. Canadian Goose
  15. Woodpeckers
  16. Wasps
  17. Aphids
  18. Weevils
  19. Milliipedes
  20. Earthworms
  21. Crabs
  22. Spiders
  23. Beavers
  24. Hares
  25. Snakes
  26. Mountain Lion
  27. Sharks
  28. Lizards
  29. Paraie Dogs
  30. Raccoons
  31. Skunks
  32. Dingoes
  33. Opossums
  34. Muskrat
  35. Crocodiles
  36. Beetles
  37. Springtails
  38. Leeches
  39. Earwigs
  40. Tapeworms
  41. Toads
  42. Seagulls
  43. Jellyfish
  44. Crows
  45. Armadillo
  46. Scorpions
  47. ****oo bird (Falconry)
  48. Hyenas
  49. Beggers
  50. Computer Viruses
 
That should be all. Most mammal pests should come later in the Tech Tree.
 
and telemarketers

Gah... I'm offended! Most people don't have the initiative to find what they want out of life without people approaching them about it you know. We play a vital role in the economy! (Particularly since there's hardly any work in any other industry left in America thanks to outsourcing and automation.)
 
Gah... I'm offended! Most people don't have the initiative to find what they want out of life without people approaching them about it you know. We play a vital role in the economy! (Particularly since there's hardly any work in any other industry left in America thanks to outsourcing and automation.)

The Australian "don't phone me" option works against telemarketers showing they are more moral than some think. It does not work against scam and charities tough. Nor politicians come to think of it.:lol:
 
I would suggest to switch the name to Bourgeoisie Rats. It would be more adequate for those requirements. :p

I don't know who is the curator of the Unhealthiness mod, but I am sure they will find cool names. U like that name for rats.

I hope Pests, Crime, and Unhealthiness becomes a good check against fast population Growth and Happiness.
 
I've said it before but I'd like to say it again... it'd be really cool if pests were animal units that ignored borders, use their own unique categories of invisibility that specialized units like Domestic Cats could see and hunt down, and would seek to enter cities and plant themselves into pest buildings in those cities rather than those buildings being based on tech prereqs. They could upgrade existing buildings, such as Rats I upgraded to Rats II since Rats have already infested the city once. Or they could just hang out increasing the city's disease levels until rid by units using a parallel mechanic planned for criminals vs law enforcement units.

An eventual goal to strive for anyhow I think.
 
I've said it before but I'd like to say it again... it'd be really cool if pests were animal units that ignored borders, use their own unique categories of invisibility that specialized units like Domestic Cats could see and hunt down, and would seek to enter cities and plant themselves into pest buildings in those cities rather than those buildings being based on tech prereqs. They could upgrade existing buildings, such as Rats I upgraded to Rats II since Rats have already infested the city once. Or they could just hang out increasing the city's disease levels until rid by units using a parallel mechanic planned for criminals vs law enforcement units.

An eventual goal to strive for anyhow I think.
 
I've said it before but I'd like to say it again... it'd be really cool if pests were animal units that ignored borders, use their own unique categories of invisibility that specialized units like Domestic Cats could see and hunt down, and would seek to enter cities and plant themselves into pest buildings in those cities rather than those buildings being based on tech prereqs. They could upgrade existing buildings, such as Rats I upgraded to Rats II since Rats have already infested the city once. Or they could just hang out increasing the city's disease levels until rid by units using a parallel mechanic planned for criminals vs law enforcement units.

An eventual goal to strive for anyhow I think.
It's a nice idea. But isn't AI already overloaded with work?

MrAzure said:
I don't know who is the curator of the Unhealthiness mod, but I am sure they will find cool names. U like that name for rats.
Yup, I know it is a pretty nice name. :D But what I am saying is, that rats eat every sh*t they find. So if ours require grain or cheese, they must be quite bourgeois. Besides, I've seen a document from Amazon, where even in villages of few dozens of people, there were rats. Thus the 6 size req. is probably also little too much. -- Maybe 3?
 
I've said it before but I'd like to say it again... it'd be really cool if pests were animal units that ignored borders, use their own unique categories of invisibility that specialized units like Domestic Cats could see and hunt down, and would seek to enter cities and plant themselves into pest buildings in those cities rather than those buildings being based on tech prereqs. They could upgrade existing buildings, such as Rats I upgraded to Rats II since Rats have already infested the city once. Or they could just hang out increasing the city's disease levels until rid by units using a parallel mechanic planned for criminals vs law enforcement units.

An eventual goal to strive for anyhow I think.

As n47 says - this would be a TON more processing overhead than the current property-triggered system. Comes down to what proportion of the turn-time budget you want to invest into pest-processing...
 
As n47 says - this would be a TON more processing overhead than the current property-triggered system. Comes down to what proportion of the turn-time budget you want to invest into pest-processing...

Nearly all the mechanisms are in place. It would introduce more animals onto the board and there'd be more units operating like criminal units currently do. Would it really mean THAT much more processing?

Criminals wander into cities spreading crime. Pests would be basically the same thing spreading instead disease (as a property.)
 
Nearly all the mechanisms are in place. It would introduce more animals onto the board and there'd be more units operating like criminal units currently do. Would it really mean THAT much more processing?

Criminals wander into cities spreading crime. Pests would be basically the same thing spreading instead disease (as a property.)

Well, if you wanted the pests to wonder into cities (i.e. - prefer cities to the rest of the environment) you'd need a new AI that searched for nearby cities and tried to move to them. You'd also need a LOT of units for most cities to have a good chance of being infested (if not addressed) - given the number of types of pest (say order of 10) and the number of cities in a large game (order of 200) and the fact that many instances of the pests would be wandering around looking for cities, that would require order of several thousand pest units, each of which would need to be processed as barbarian units each turn.

So yes, I'd say it would be a significant expense.
 
Back
Top Bottom