Simplify, Simplify, Simplify

Louis XXIV

Le Roi Soleil
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Mar 12, 2003
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Soren said that certain unfun concepts of Civ3 were removed and replaced with better concepts (pollution, corruption, and rioting, iirc, are what he mentioned).

Not much is known about what you are getting instead. Something was mentioned about a "Health" system to replace pollution, but nothing at all to explain what this system is.

So, if you were in charge of designing replacements for these original concepts, what would you come up with?
 
OK, if it were up to me, this is how I would do it:

Health: Quite simple, really. Every city has a 'Health' rating-which measures the degree of wellbeing and affluence of the society. It is reduced by poverty/want, overcrowding, disease and pollution (primarily). As health is reduced, happiness is also reduced. Reduced Happiness also lowers population growth.

Happiness: Would be based on a % scale, and is reduced by lowered health, war weariness and civic factors (Primarily). As happiness drops, production of food/shields/beakers drops as well (to reflect increasing crime/corruption). Also, lowered happiness increases the odds of a revolt, improvement/unit damage, insurgent production and seccession.

Pollution: Each city has its own 'Pollution scale'-starting at blue (negligent) and going up to Red (Lethal). Also, a % of each city's pollution also contributes to the 'national pollution scale'-which, in turn, can contribute to the 'Global Pollution Scale'. Pollution is caused by certain city and terrain improvements, excessive warfare, as well as nuclear and chemical explosions. As pollution goes up, two things can happen. Firstly, city health declines which-in turn-can effect population growth and happiness. Second, terrain tiles can become less productive and-in time-can even undergo semi-permanent alteration (say plains to desert, for instance). The only way to reverse pollution damage is to reduce pollution levels and increase funding to the environment.

Essentially, this would retain a pollution system-one which can cause serious problems if not dealt with, whilst at the same time removing all of the micromanagement associated with dealing with it!!

Yours,
Aussie_Lurker.
 
Health, to me, would be a lot of quality of life factors... mainly nutrition, medicine, and mental well being.

Nutrition would be determined not just by an adequate food supply, but a new series of "food luxuries". You would not need a lot of food luxuries to survive. Quite the contrary. Every civilization bases their existence around a specific grain unique to a region (wheat, corn, barley, oats, rice...). For all considerations the grains are basically equal, but collecting a greater variety of grains will give your civilization a health bonus more than just relying on one. There would also be various food luxuries, from beef to pork to chicken, from bananas to cabbage to milk. These would not provide the abundance of food that is provided by grain. (In fact, they would not even count as food that would prevent starvation. They would count as luxuries.) But these excesses will improve the health of an already well-fed nation. Once they've satisfied their basic hungers (grain), it's now a question of how lavish their lifestyle is (with fancy oils, exotic fruits, and succulent meats). While the variety would be great, the interface and goal would be simple -- diversify. You do this more by trading than expanding, with a few civilizations being lucky enough to have their own unique food luxury. (This would also have huge implications for the value of trade and cooperation.)

Medicine would be largely determined by technology. This is your aqueduct and hospital stuff. Rather than acting as "growth bonuses" like food luxuries, these are more "growth penalties" where if you lack them you cannot grow period. Pollution would be a tie-in here, with certain percentages tied into each city, leading to more and more severe growth penalties. Pollution is naturally cleaned up if you stop polluting. But I'd still like to play with other variables like plagues in mismanaged empires, or empires that choose to subsidize health care for all their citizens, making it a right instead of a privelege.

And mental well being, of course, is related mainly to stress. If you constantly overwork your citizens, that would be an imposition on health. War, aside from its physical casualties, would also lead to mental casualties -- people frightened of a draft or constantly upset because of the loss of their brothers and fathers and mothers and sisters.

It may sound like a lot, but much of it is automated and is an extension of how you behave (are you a tyrant or a philanthropist?), what you acquire (do you rely on a few basics, or are you depsperately trying to get pineapples to complete your assortment of fruit?), and what you build (do you pump out barracks or aqueducts?). These would determine whether your civilization is basically healthy, suffering, or booming. Its main impact would be on population, but small amounts on happiness and productivity.

A healthy society is a productive society! How productive is it to take advantage of your people and let them suffer?
 
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