Thanks for the positive feedback re: diversified religion.
Right off the bat, let me say that diseases are an awesome idea.
To be honest, there is some potential to do major renovations of the healthy/unhealthy system. For example, a lot of people don't realize it but most diseases are not created as "human" diseases. In reality, diseases evolve, adapt, and jump from species to species. An excellent example of this is smallpox. Before it killed humans, smallpox was a disease among livestock that evolved to infect humans as a direct correlation to humanity's close daily proximity to their livestock in the ancient age. Simultaneously, this allowed humans to develop antibodies and resistance to the disease, a disease that the native americans were never exposed to because they did not have the domesticated livestock that the Europeans had.
Soooooo, here are some ideas for how to better represent the effects of disease on society:
1) a random event with similar frequency to the "collapsed mine" or "surplus game" events that causes an "outbreak" and creates X
in abc city + .5X
in surrounding cities.
2) think of diseases spreading along the same lines as religions except that they would be like "temporary" religions. A disease spreads to a city, stays for a random number of turns creating
while there and then leaves.
3) Add
penalties to livestock resources that gradually decreases over time, being negated by opposing
bonuses built into later techs. For example, pig gives +1
(in addition to it's existing bonuses) and as you progress and discover new techs, certain techs gradually reduce the unhealthy effect by fractional amounts until by the industrial/modern era the penalty is all but gone.
4) Using the same mechanic that the new civic system uses to increase or decrease rebelliousness based on civic choices, make a mechanic that incorporates my suggestion in #2 to increase or decrease the chance of a disease spreading based on buildings or lack of buildings within a city.
Example, City A is infected, City B is 8 spaces away to the east, City C is 6 spaces away to the west. City C is geographically closer, but has an aqueduct and doctor's office which B does not. This makes it less likely that the disease will jump to C and more likely it will go to B. There are several buildings and techs that this effect could be added to.
5) Keeping in line with #4, things like population and infected cities connected via trade route could also modify the "infection spread" mechanic.
6) From here, given that we already have things like ammunition and steel resources, we could have a pharmaceutical resource created by a pharmaceutical building or perhaps even a new corp.
7) I've always wondered what it was about my flood plains that made people so unhealthy. Now there is a reason. Instead of a generic vague
penalty, flood plains (along with jungle & marsh) can add to the disease penalty when a disease is present in the city but not otherwise. Also, those terrains could increase the likelihood of the nearest city contracting one. After all, it's not really the terrain that makes the people unhealthy, just the byproducts of that terrain.
While we're making suggestions, I've always thought it would be cool to be able to have the option to manually change a city's trade routes. It should be automatic for the most part, but I've always felt that at least the option to select new trade routes should be there.
Also, plz plz plz plz, I would love to see some mechanic for transferring food to a new city. Perhaps like a trade caravan except the unit would give a temp +
bonus to a city. Honestly, Las Vegas and Phoenix are not surrounded by lush farmland and yet plenty of people live there!! Why? Because someone had the bright idea to put food on a truck and send it there. Ancient Rome could not grow enough food in Italy alone but they did not starve!! They had the bright idea to put crops on ships from other places and send it back to Italy. Why this mechanic does not exist in Civ has always baffled me.
Right off the bat, let me say that diseases are an awesome idea.
To be honest, there is some potential to do major renovations of the healthy/unhealthy system. For example, a lot of people don't realize it but most diseases are not created as "human" diseases. In reality, diseases evolve, adapt, and jump from species to species. An excellent example of this is smallpox. Before it killed humans, smallpox was a disease among livestock that evolved to infect humans as a direct correlation to humanity's close daily proximity to their livestock in the ancient age. Simultaneously, this allowed humans to develop antibodies and resistance to the disease, a disease that the native americans were never exposed to because they did not have the domesticated livestock that the Europeans had.
Soooooo, here are some ideas for how to better represent the effects of disease on society:
1) a random event with similar frequency to the "collapsed mine" or "surplus game" events that causes an "outbreak" and creates X


2) think of diseases spreading along the same lines as religions except that they would be like "temporary" religions. A disease spreads to a city, stays for a random number of turns creating

3) Add



4) Using the same mechanic that the new civic system uses to increase or decrease rebelliousness based on civic choices, make a mechanic that incorporates my suggestion in #2 to increase or decrease the chance of a disease spreading based on buildings or lack of buildings within a city.
Example, City A is infected, City B is 8 spaces away to the east, City C is 6 spaces away to the west. City C is geographically closer, but has an aqueduct and doctor's office which B does not. This makes it less likely that the disease will jump to C and more likely it will go to B. There are several buildings and techs that this effect could be added to.
5) Keeping in line with #4, things like population and infected cities connected via trade route could also modify the "infection spread" mechanic.
6) From here, given that we already have things like ammunition and steel resources, we could have a pharmaceutical resource created by a pharmaceutical building or perhaps even a new corp.
7) I've always wondered what it was about my flood plains that made people so unhealthy. Now there is a reason. Instead of a generic vague

While we're making suggestions, I've always thought it would be cool to be able to have the option to manually change a city's trade routes. It should be automatic for the most part, but I've always felt that at least the option to select new trade routes should be there.
Also, plz plz plz plz, I would love to see some mechanic for transferring food to a new city. Perhaps like a trade caravan except the unit would give a temp +
