Pests

Scarecrows
Req Tech: Agriculture
Obsolete Tech: None
Req Buildings: -
Req Resources: Grain AND Straw AND Clothing
Replaces: Pest (Crows)
Cost: ?
City Size: 6 or Greater
  • +1 :)
  • +1 :food:
  • +1 :gold:
Ladybug Boxes
Req Tech: Gardening
Obsolete Tech: None
Req Buildings: Ladybug Gatherer
Req Resources: Vegetables OR Fruit OR Flowers
Replaces: Pest (Aphids)
Cost: ?
City Size: 6 or Greater
  • +1 :)
  • +1 :food:
  • +1 :gold:
Rat Catcher
Req Tech: Rat Catching (New Tech)
Obsolete Tech: Consumerism
Req Buildings: Barter Post OR Trading Post
Req Resources: Grain OR Cheese
Replaces: Pest (Rats)
Cost: ?
City Size: 6 or Greater
  • +1 :health:
  • +1 :gold:
Exterminator
Req Tech: Pest Control (New Tech)
Obsolete Tech: None
Req Buildings: Trading Post OR Shopping District
Req Resources: Chemicals
Replaces: Rat Catcher, Pest (Rats), Pests (Gophers), Pests (Raccoons), Pest (Ants), Pests (Bedbugs), Pests (Cockroaches), Pests (Fleas), Pests (Flies), Pests (Lice), Pests (Moths), Pests (Termites), Pests (Ticks), Pests (Wasps)
Cost: ?
City Size: 6 or Greater
  • +1 :health:
  • +2 :gold:
 
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Very cool that this is finally done! I attempted it a while ago but I was told that we would never eliminate all rats for example.

As for infection levels, there could be multiple (lets say 3) buildings per pest that show how badly a city is infested.
 
Hydro you need to look "when" the Pests come into play now. Your city size modifier will need adjusting.

And I never bothered putting counter buildings in because the bottom line was that these are pests and you will always have them. Prime examples for America today, the introduction of the destructive Japanese Beetle and the Asian ladybug. Horrible destructive pests that are not even close to being "under control", much less the Ash Borer.
 
Hydro you need to look "when" the Pests come into play now. Your city size modifier will need adjusting.

They were on purpose. So you can build the anti-pest buildings before it becomes a problem.

And I never bothered putting counter buildings in because the bottom line was that these are pests and you will always have them. Prime examples for America today, the introduction of the destructive Japanese Beetle and the Asian ladybug. Horrible destructive pests that are not even close to being "under control", much less the Ash Borer.

Also not all pests are solved in those buildings above. And those are good ideas for new pests.
 
I thought that maybe pests could become obsoleted in the future, with ecology techs for the bugs, and mind control techs for the mammals and birds.
Offsetting the replaced pest is enough benefit with :) and :food:. Scarecrow could provide :culture:.
 
Rat Catcher
Req Tech: Rat Catching (New Tech)
Obsolete Tech: Consumerism
Req Buildings: Barter Post OR Trading Post
Req Resources: Grain OR Cheese
Replaces: Pest (Rats)
Cost: ?
City Size: 6 or Greater
  • +1 :health:
  • +1 :gold:
It strikes me that as you remove the pest by replacing it, you're already getting +1 Health by removing a source of unhealth (or more). Would a Rat Catcher actually ADD health over and above simply addressing the source of unhealth? Or would it potentially even bring its own by poisoning the home/streets/waterways?

Just seems like we're doubling up on the bonus. If there are no rats, a rat catcher would not add any health.
 
I suppose for the rat catcher it might have to be the same exact stats.
This is not just for the rat catcher... that was just an example. If the rat catcher adds a gold and replaces the rats then it also, by default, then removes unhealth and by proxy adds health in so doing.
Alternatively can you make a building replace a building that it requires?
I believe that should be possible. It wouldn't be 100% necessary though as a replaced building cannot be built or autogenerated in a city where it's already replaced.
 
Yeah I understand that it is both adding and cancling out negative stuff too. For example if a pest gives +1 :mad: and then the building that replaces it has +1:) then you will get a total of +2:).

So I have been thinking about them as if they did not cancel anything out. So like if you saw a Scarecrow would that give +1 :) for it just existing? Thus the rat catcher i put no :). maybe it should not have the +1 :health: but it for sure should have the +1:gold: since it is a business like any other commercial business.

So maybe like this ...

Scarecrows

Req Tech: Agriculture
Obsolete Tech: None
Req Buildings: -
Req Resources: Grain AND Straw AND Clothing
Replaces: Pest (Crows)
Cost: 84
City Size: 6 or Greater
  • +1 :culture:
Ladybug Boxes
Req Tech: Gardening
Obsolete Tech: None
Req Buildings: Ladybug Gatherer
Req Resources: Vegetables OR Fruit OR Flowers
Replaces: Pest (Aphids)
Cost: 213
City Size: 6 or Greater

  • +1 :)
Rat Catcher
Req Tech: Rat Catching (New Tech)
Obsolete Tech: Consumerism
Req Buildings: Barter Post OR Trading Post
Req Resources: Grain OR Cheese
Replaces: Pest (Rats)
Cost: ?
City Size: 12 or Greater
  • +1 :gold:
Exterminator
Req Tech: Pest Control (New Tech)
Obsolete Tech: None
Req Buildings: Trading Post OR Shopping District
Req Resources: Chemicals
Replaces: Rat Catcher, Pest (Rats), Pests (Gophers), Pests (Raccoons), Pest (Ants), Pests (Bedbugs), Pests (Cockroaches), Pests (Fleas), Pests (Flies), Pests (Lice), Pests (Moths), Pests (Termites), Pests (Ticks), Pests (Wasps)
Cost: ?
City Size: 12 or Greater
  • +2 :gold:
Better you think?
 
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Exactly. :) Thanks to the manner in which the 'final' display breakdown works and how that plays into the AI as well, the fact that it's potentially adding (by removing a penalty) some other elements is not lost on the AI and it's also delivered to the player in the 'final' breakdown.
 
What about mungoes and ichneumons which play role similar to cats (they also kill snakes and "bugs" like scorpions) in India and Egypt?
We can also use falconry related buildings to get rid of bird pests.
 
yeah. that's the animal I thought about :)
 
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