Orange1861
Warlord
- Joined
- Apr 16, 2017
- Messages
- 131
In Civilization 6, two things many affect population growth, food and housing. That doesn't make all that much sense since pop growth is basically killed when there is only one housing left. The people must go, "Man, my grand children won't have any room left, better halve my reproducing." It is also super hard to get housing before neighborhoods even though historically, the reason why populations didn't explode upward before the modern age wasn't that there was no room, it was disease.
Disease should be a semi-random event that gives a bunch a serious modifiers. There should be two types, local and epidemic. Both are very similar except that epidemic will spread from city to city, while local just stays in the original city. When a city gets a disease, the following should happen, firstly, the city gets a -50% production (kind of hard to build things when you're dying). Secondly, the city gets a massive food reduction and start losing food and thus citizens. (yes, more food will reduce causalities) Lastly, any units within one tile of a diseased city takes -20 damage per turn. If this a local disease, then after a few turns of this, the disease will run out and this nightmare will end, but not if it is a epidemic.
An epidemic disease spreads from city to city by using traders, roads and open borders. After it wreaks havoc on every city it passes and can't spread anymore, it will run out and disappear. This makes it so that disease will be a major destroyer in Civ 6.
What makes a disease spawn mainly involves buildings, housing and access to other cities.
Buildings: As tech goes forward, one can build hospitals and other buildings to reduce the likely hood of disease and reduce its loss of citizens.
Housing: Housing should be a major contributor to disease due to if large populations live in squalor, a disease is much more likely. Therefore, being over the limit of housing will greatly increase chances of disease. However, to buff population, housing should be a much smaller factor in population increase. (Yes, this will lead to disease to start happening a lot naturally, that's the point)
Access to other cities: This mainly spreads epidemics but can also increase the chances of a disease.
Write what you think below.
Disease should be a semi-random event that gives a bunch a serious modifiers. There should be two types, local and epidemic. Both are very similar except that epidemic will spread from city to city, while local just stays in the original city. When a city gets a disease, the following should happen, firstly, the city gets a -50% production (kind of hard to build things when you're dying). Secondly, the city gets a massive food reduction and start losing food and thus citizens. (yes, more food will reduce causalities) Lastly, any units within one tile of a diseased city takes -20 damage per turn. If this a local disease, then after a few turns of this, the disease will run out and this nightmare will end, but not if it is a epidemic.
An epidemic disease spreads from city to city by using traders, roads and open borders. After it wreaks havoc on every city it passes and can't spread anymore, it will run out and disappear. This makes it so that disease will be a major destroyer in Civ 6.
What makes a disease spawn mainly involves buildings, housing and access to other cities.
Buildings: As tech goes forward, one can build hospitals and other buildings to reduce the likely hood of disease and reduce its loss of citizens.
Housing: Housing should be a major contributor to disease due to if large populations live in squalor, a disease is much more likely. Therefore, being over the limit of housing will greatly increase chances of disease. However, to buff population, housing should be a much smaller factor in population increase. (Yes, this will lead to disease to start happening a lot naturally, that's the point)
Access to other cities: This mainly spreads epidemics but can also increase the chances of a disease.
Write what you think below.