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Topic: Disease Model |  |
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Toubabo_Koomi Clash of Civilizations Disease & Natural Disasters Models
Oct 1999
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posted January 05, 2000 15:51
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Disease ModelDisease Pools To determine what diseases a culture starts with, disease pools will have to be established first. There would be 12 disease pools. Distribution would begin at the tropics. Each tropical pool would get 2 jungle diseases and 1 water-borne disease. Each of the temperate pools would get 1 of the 2 remaining water-borne diseases and 2 other diseases. Then the arctic pools would get 2 diseases from the remaining 5 and would share the last one. Then each culture would get it's number of initial diseases from it's disease pool. If a culture is in 2 or more disease pools, it will select from the pools it was in. Here is an example of what one game's disease pools might look like: sub/arctic 1(Influenza, Bubonic Plague, Typhus) 7(Whooping Cough, Leprosy, Measles) temperate 2(Diphtheria, Hantavirus, Measles) 8(Tuberculosis, Syphilis, Influenza) sub/tropical 3(Malaria, Yellow Fever, Cholera) 9(Yellow Fever, Dengue Fever, Diphtheria) sub/tropical 4(Sleeping Sickness, Dengue Fever, Dysentery)10(Sleeping Sickness, Malaria, Cholera) temperate 5(Tuberculosis, Smallpox, Leprosy) 11(Dysentery, Bubonic Plague,Smallpox) sub/arctic 6(Syphilis, Whooping Cough, Typhus) 12(Typhus, Hantavirus, Measles) Initial Diseases Initial Diseases will represent those the people have previously been exposed to. Every province of every Civ. and barbarian "Culture" in the game will start with 1-3 diseases from the 19 modeled in the game. This assumes that each different cluster of any barbarian culture will be treated as a different province (ex. If culture #17 is divided by Roman territory, each half would be treated as a different province). By modeling every province rather than the Civ/Culture as a whole we can allow for greater diversity and realism in the system with only a few extra calculations. To calculate the number of initial diseases a civ has, we would generate a number (1-10) then modify it by population density and climate. Climate would modify the number based on the zone the Province is located in: Climate Zone{Modifier(+/-)}[#of DiseasePools] Sub-arctic/Arctic {3} [4 pools] sub-arctic/Temperate {2}(a culture would use this modifier if it overlaped both zones listed) Temperate {1} [4 pools] Temperate/subtropical {-2} (a culture would use this modifier if it overlaped both zones listed) Subtropical/Tropical {-3} [4 pools] Once modified for climate zone and density, the number of diseases is as follows: Modified Number /Number of Diseases 1 or less / 3 Diseases 2-4 / 2 Diseases 5 or more / 1 Disease Disease Table Disease / Mortality rate / Str. Increase Bubonic Plague B /15-30%/ 2 ^Cholera B /10-20%/ 3 ^Dysentery B /10-20%/ 5 $Dengue Fever V /10-20%/ 4 ^Diphtheria B /5-10%/ 5 $Ebola V /15-30%/ 2 Hantavirus V /15-30%/ 3 $HIV/AIDS V /1-5%/ 4 Influenza V /1-20%/ 4 Leprosy B /1-2%/ 5 $Malaria V /5-10%/ 3 Measles V /1-5%/ 5 $Sleeping Sickness V /5-10%/ 3 Smallpox V /5-10%/ 4 Syphilis B /1-5%/ 5 ^Tuberculosis B /5-10%/ 3 Typhus B /5-10%/ 3 Whooping Cough V /1-5%/ 4 $Yellow Fever V /5-10%/ 4 ^ = water-borne; $ = jungle; * = Ebola and HIV/AIDS are never initial diseases but come in later in the game to preserve some history to disease. V = viral B = bacterial How Disease Works For every disease a culture has it will also have a resistance number for that disease. Every disease will also have a strength(str.). It is by comparing these two numbers we will determine what effects a disease will have: -If disease str. is less than the culture's resistance there is no effect. -If disease str. is equal to or greater than the culture's resistance, a "check" is made. (A check is a random number, 1-100, that is generated for str. then str. is subtracted from it; the same is done for the resistance. The lower number is the winner.) An example of how the check works: ---Disease str. is 35 and Resistance is 30; a 15 is generated for str. and a 36 for Resistance; after subtracting str. from 15 you get -20 and 36-30 is 6, so the disease "wins" the check and has it's effect. -If the resistance wins the disease has no effect. -If the disease wins there is an epidemic, and a loss of population equal to the mortality rate of the disease. This loss is for one turn only! When an epidemic occurs, resistance increases by 1-5 -If it is a tie, then nothing happens and a check is made again next turn. Some other things to keep in mind: -Base resistance is 25 for all diseases, except initial diseases, which is 50. -Base disease str. is 15-25 (Regardless of what str. it is at when transmitted to a new culture, a new str. will be determined. However, the range on it will be the difference between the numbers above and actual disease str. For example, if transmitted at str. 55 the disease str. for the new culture would be 40-30, or 30-40.) -Disease str. and resistance can never exceed 100 (except if strains are used, then disease str. can reach 110, but only during flare-ups.) -Disease str. increases by 1 every number of turns listed on the chart. Spreading Disease Whenever any kind of contact is made between two civs/cultures (merchants, armies, migrations, etc.) there would be a chance, equal to the home culture's resistance, of the disease spreading. Also when a civ encounters jungle, there would be a chance (equal to the disease str. in that region) of them catching a jungle disease and possibly bringing it back home. Ebola and Aids will have a 25% chance of infecting anyone who travels in the jungle, however only after whatever turn the year 1900 occurs on. Note: When Migrations occur, add +1% per head, or fraction thereof, for the percentage chance of disease spreading. Modifiers to Resistance/Mortality Rate -improvements: temples (of religions that care for sick), hospitals, etc. will each have individual effects -famine will reduce resistance temporarily, while famine continues, by -3 per turn (cumulative). -technology- some will have individual effects on diseases, chance of spreading or Mortality rates (like vaccinations will cure some diseases). -overcrowding, -3 for every province with 1,000,000 of population, and an additional -1 for every 500,000 afterwards. Strains *This is just an idea I'd like to get some feedback on though it may be just a bit too complicated for the game* Each disease will have several strains active until sufficient contact has turned it into a single strain. An example would best explain this: The Greeks have smallpox (strain one) and the Egyptians have smallpox also (but strain two). Upon contact & transfer of both strains between the 2 civs, there would be a flare-up (+10 to disease str. for one turn) of the disease as the two disease pools collide and meet new cultures. Then these two strains would be annialated and would become strain three (a new strain) within both civs. Now if the Greeks had given the Romans strain one previously but no longer had contact with them, strain one would survive with the Romans but the Greeks and Egyptians would have strain three (strain two would be annialated). But if the Greeks again contacted the Romans and transmitted strain three, and they still had good contact with the Egyptians, all three would then have strain four, and strains one, two and three would have been annialated. Strains would never be seen by the player, they would only help simulate flare-ups of disease as disease pools collide. They would also simulate a decrease in flare-ups as sufficient contacts are made between cultures thereby increasing the size of the disease pools. Agricultural Disease [This message has been edited by Toubabo_Koomi (edited January 05, 2000).] [This message has been edited by Toubabo_Koomi (edited January 05, 2000).]
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Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted January 05, 2000 16:47
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This is a very good model!Here's what i have to say sofar (this is before anything on agricultural disease is mentioned): First artic zones would have fewer diseases and tropical more because baterica thrives in the warmer climates. Also any culture coming from an artic area would carry few diseases (Native Americans) since most who surived the journey wouldn't have been very sick. Also later on we should include genetically engineered diseases. Although never used outside labs, if they did so the results could be deadly. Also the invention of medicine will temporarily raise the resitance rate, however it will create strains of super-diseases in the long run. I think strains are a good idea. One thing though, is over time, when new powerful medicines are created and through genetic engineering should also create new strains. Also a new strain is almost always more powerful than the previous one. Another thing is using your example of the Greeks, Romans and egyptians that if the greeks transmitted strain one to the romans after X turns the disease would mutate to strain four at the same time the strain 1 and 2 are combining to form strain 3. This would solve the problem IMO of the continuous creation of new strains for most of history. In later periods new strains could radomly occur do to the constant mixing of cultures. I guess we need to decide then if we impliment my suggestion which diseases are baterical and which are viral since baterical can't adapt as quickly and are therefore easier to treat. |
Toubabo_Koomi Clash of Civilizations Disease & Natural Disasters Models
Oct 1999
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posted January 05, 2000 17:18
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LGJ, I tried to make it so artic civs get less disease with the climate modifier for the initial diseases (because those civs would tend to have higher numbers). As for the native Americans they would have to just get lucky here or have a low population density.Genetically engineered diseases I thought about, I was just thinking we leave some "extra" disease slots and let the player have the option of engineering one or not. These would start with a higher base str. than the "normal" diseases. Super-diseases could be created with the evolving disease str. Maybe we could have a tech called innoculation for bacteria diseases and vaccination for viral. After it is discovered then either double the evolution of the disease rate or add a de-evoulution rate to the Resistance number--I had forgotten to include that. And for the strains Idea, I couldn't come up with anything to stop the continuous creation from getting out of control but your idea is great. As far as new strains appearing after using powerful Medicines, maybe a random culture's strain would mutate. For example let's say the English had smallpox strain 7, a few turns after the discovery of vaccination it mutates to strain 8(which noone else has). I'll update the Disease chart to show which are bacterial and which are viral as soon as I know for sure. |
roquijad Clash of Civilizations Government Model Santiago Nov 1999
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posted January 05, 2000 17:30
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Hi KoomiI think your model is very good! My questions are: 1) Isn't it too expensive to check all cultures for all diseases every turn? Any chance of making it cheaper in computational terms? 2) Why disease str is lowered if resistence wins? That culture may have won, but if a new culture enters the scene, the disease should be as mortal as always, so I think disease str should never change really IMO Rodrigo |
Toubabo_Koomi Clash of Civilizations Disease & Natural Disasters Models
Oct 1999
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posted January 05, 2000 17:35
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Roquijad, 1.) The computations aren't made every turn, only when the disease str. increases above the resistance. 2.) Oops!, I forgot to take that out!--thanx |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted January 05, 2000 21:29
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T. K.:Great Job! I agree with you that on a provincial basis is probably the best way to handle diseases. I'm really crushed for time tonight, so I will just raise the usual difficult comments! I didn't see population density in there in terms of allocating the number (and also strength) of diseases. Did I miss it? If it's not there, I think it Really needs to be there. Your method for figuring out if there is an epidemic seems flawed to me. Here's my difficulty: When the resistance is sufficient to keep the disease in check, there is a 0% chance of epidemic. As soon as the Disease Is A Single Point above the resistance, then there is a 50% chance of an epidemic (well, actually like 51%) Boy that's a rapid turn on in the likelihood of disease! I think you instead need to use something like a percentage chance that is twice the advantage of the disease over resistance. In terms of diseases spreading, all contacts should not be equal. A huge army tromping around is much more likely to infect local inhabitants than a few lousy merchants. Finally, I think there needs to be some possibility of geographic separation preventing a disease from showing up, say in the New World. In other words, the temperate zone of the New World would not necessarily have the same diseases in it as the temperate zone of the old world. For the real world we could use the historically correct ones, and for artificial worlds just make some arbitrary choice to segregate as appropriate. Good Work! Mark |
Toubabo_Koomi Clash of Civilizations Disease & Natural Disasters Models
Oct 1999
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posted January 06, 2000 16:21
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No Mark, you didn't miss the pop. density stuff. I made a reference to it but I wasn't sure what we would consider the density threshold or how we would handle it elsewhere, so I wanted to get that info first.As for the 50% thing, I'm not too sure of any other way to handle it (that's why I finally brought it online, I was running out of ideas). The thing about using twice the advantage of disease over resistance would seem, to me, too low. Most of the time the disease will only get a few points above resistance anyway, so I don't think we should use such a low number or disease would just be a nuissance, not the real threat it is. With the geographical separation, I agree, but I'm not sure there's enough diseases to go around. A disease pool needs 3 diseases (just in case one of the civs within needs 3 initial diseases). I think one way to handle this would be not to use random distribution, but rather a set of seeds. Seed 1 could be the historical one and all the others could just be made up. Then on a random game the comp would just randomly pick a seed. |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted January 06, 2000 17:38
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Some new thoughts i just had this morning:The various levels of disease str vs. resistance. FE Europe was highly resistant to smallpox and although people died from it when it was epidemic, a lot didn't. However when it was brought to the americas because no one had ever had smallpox before very few survived. The strain wasn't any more powerful, it was just the resistance level that was. Also there are several levels for how easily trasmittable a disease is. Here's the ones i remember. Higher the number, the more easily transmitable Class 1 Long Term Relationship (FE Tuberculosis) Class 2 Ijestion of Previous Host Class 3 Sexually Transmitted Class 4 Contact Water Borne Class 5 Air Borne |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted January 06, 2000 22:06
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T. K.:I'm with LGJ on the smallpox point. In fact, I think I've come up with a way to simplify your strains idea, make me happier on the chance of an epidemic happening, and tying in population density. Here it is... First of all, let's say we don't cap the value of the disease or strain at 100,but let it go arbitrarily high. The disease grows in strength when it has an ideal breeding ground. Usually that will mean high population densities and unsanitary conditions, etc.. So an existing disease will never give a province that has developed adequate resistance problems, unless the population, or level of sanitation changes dramatically for the worst. However, when those things do happen (or other things that generate new strains of disease) and then disease grows in strength by a TBD amount. So I think this takes care of the need to have strains, all you need to do is keep track of the strength of the disease in each province. Secondly, your case where just a smidgen more of disease can result in a 50% chance of an epidemic really bothers me still. How about if, we double my previous suggestion, so that the chance of an epidemic occurs is now four times the difference between the disease strength, and the local resistance. I think this will still make epidemics clearly likely to happen, and almost certain for the classic case when local resistance is low to a new disease. Also, because we're using the difference, we are now free to let disease is have strengths up to an arbitrary level, because resistance (augmented by sanitation and medicine) can also get very large. So we can in principle model things like antibiotic resistance, although I suspect we should never get quite that detailed! I really think this model would generate enough disease to keep most of the purists happy. Perhaps too much, but we can always tone down things that cast too big a shadow on the game. What you think? |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted January 07, 2000 00:11
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Mark here the thing: I think strains are ness, however, not for baterical diseases. FE You can be resitant to one strain of influensa but weak against another. Plus viral diseases continue to develope so rapidly that we really do need to use strains for them. |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted January 07, 2000 07:38
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LGJ:Its a Game A refined description of reality is IMO not necessary, especially if it complicates things with relatively little added fun for the player. No player is going to care if his flu outbreak is Sydney A Influenza, or the Michigan strain! |
Kanzid Stonebreath Chieftain Macclesfield, Cheshire, England. Apr 99
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posted January 07, 2000 18:51
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Shouldn't there be a chance that even if the resistance is higher than the strenght that some people are not resistant, and people can still be affected, I agree it wouldn't nessercairily be major but it could happen.Also will it be possible for diseases such as small pox to be eradicated as in real life. |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted January 07, 2000 19:29
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I really think it will enhance the game much more, however if theres too much computation time well like TK said we won't use it. BTW the people won't see the strain info remember? |
Toubabo_Koomi Clash of Civilizations Disease & Natural Disasters Models
Oct 1999
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posted January 08, 2000 04:25
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The questions first: What will be the threshold of a square as far as population is concerned, before causing a problem? And what about just using random seeds to distrubute disease pools? Should we consider this?Mark, I agree that the way I handled disease str. vs. resistance isn't that good, and capping off at 100 doesn't really need to be there, and that yours is much better, I'll change it. But I'm with LGJ that the strains should still be included. And to answer Kanzid's question, yes diseases can be eradicated, with the discovery of vaccines. Within their civ and with any other that they share it with, just like the U.S. did for smallpox. I just haven't written it yet. |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted January 08, 2000 10:22
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The population threshold for disease will involve a lot of factors. Gross population, sanitation, water supply, nutrition level, medical technology, and medical infrastructure. Unfortunately, we haven't put numbers to all this stuff yet. I think the safest assumption for the disease model is to assume that there is some threshold below which things are okay, and above which things get increasingly more problematic. Above the threshold there should be two effects. First, the resistance of the population should be suppressed due to the unfavorable environment. Second, the disease should have a chance to increase in strength because of the favorable breeding ground.Well, if you guys really think the strains are needed, go for it! Just please take a look one more time, and make sure the strains are necessary. It seems to me that a new strain can be simulated by just bumping up the strength of the disease a little bit. Clearly this isn't true technically, but in terms of game play it should be close to the same. |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted January 08, 2000 14:17
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Here's the thing (my assumption from the way it was explained).Ok you start out with X strains. Each with differnt strengths. Well just because a culture is resistant to 1 strain doesn't ness make it resistant to another. Influensa in a good example because every year people have to get new shots for all the new strains that developed because they may not be resistant to the new ones, but still be so for the older ones. Another thing is that although strains are usually more powerful, they sometimes aren't. |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted January 09, 2000 13:48
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One thing I didn't see (I admit to skimming over it) is separating "crowd" diseases (the epidemic-causing ones) from other diseases. These generally need a minimum population to maintain the disease (FE, measles requires 500,000 people in a locale in order to establish itself and not die out of that pop) and come from domesticated animals. Native Americans didn't have too many crowd diseases because of their dearth of domestic animals. I also didn't see anything about a total lack of immunity when new contact between civs is made (as in old world meets new world diseases). Mortality rates in these cases have been known to be as high as 98%. This might ruin the game from a player's standpoint, though. Epidemics that occur in pops with descent medicine, etc. may still run rampant. The influenza epidemic at the end of WWI in the U.S. killed 21 million people (although I don't think all the resources of the nation went to help these people, generally poor immigrants). Wiil you have random events in Clash, that this could fall under? Or would this also be too much for the average player? Diseases are also subject to natural selection. One that is too weak will not establish itself in a host body, while one that is too powerful will kill its host too quickly for it to pass to another host, and not become established in a pop. Eventually any given disease tends to move towards the middle, allowing us to live long enough to pass our infection along to another human. I feel that this is what you're trying to accomplish with the "strains", but IMHO there should be an easier way to model diseases establishing themselves permanently in a popualtion w/o excess details. Lastly, I have a disease model in the civ3 forums (under Miscellaneous/other in the "List")that you can feel free to look at. It needs updating, though. And read "Guns, Germs, and Steel" by Jared Diamond if you haven't yet (where I got most of my info)!  ------------------ Theben Co-Moderator of the Civ3 Forums
[This message has been edited by Theben (edited January 10, 2000).]
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Toubabo_Koomi Clash of Civilizations Disease & Natural Disasters Models
Oct 1999
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posted January 18, 2000 16:45
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I've been thinking about the strains... and Mark may be right, we don't need them. For instance LGJ's example of the Influenza, Look at the Mortality rate, it's 1-20%, which simulates the varying strength of disease strain. With the new write-up on how disease works and this I think we can do without strains.Also I think I solved the geographical distribution of diseases problem. First there is the random seed method. But the next version I post will include something similar to the previous but include geographic separation too. I'll be working on a new version of this and the Disaster model for the next few days. So expect it soon. Also I'd like to say we should wait to impliment disease and disasters until all the other models are working good. Simply because of the randomness of such things, I just thought it would be best to save them for last. |
Krenske Chieftain Toowoomba Qld Australia Oct 1999
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posted January 18, 2000 18:16
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I would just like to make a slightly off topic suggestion. A multinational wonder called disease irradication. When a tech for international medical cooperation is learnt there should be a general health improvement, but a new wonder should become available. The option should exist for starting a "world wonder" that will eliminate a disease. As an example I give Smallpox. (According to the US Surgeon General and WHO we came very close to wiping out malaria as well but the program was terminated because it ran over budget. There were some initial murmurings about the DDT in use as well but this was before any real ECO backlash. Talk about administrative insanity!!)The benefits would obviously be the elimination of the disease but would also include a diplomatic improvement for the major contributors. A happiness improvement for a period of time should also be considered. Hows that? [This message has been edited by Krenske (edited January 18, 2000).] |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted January 18, 2000 18:38
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TK:Not that i'm saying u have to use strains but how will u model the following situation (i will be using strains for the example so u can tell how to do it without): Influenza Strain 1 in egypt Influenza Strain 2 in greece The egyptians are resitant to strain 1 but not strain 2 and vise versa. They meet and combine to form strain 3, which is more powerful (this part has been explained well enough). Strain 3 then exists alongside 1 and two. The Persains didn't start out with influenza (kinda unrealistic considering the geographic relationship but its only an example). Instead the egyptian strain was brought to them. Since the persians never had influenza they'd have a low resistance (again this part has been adequetly figured out). Now because the persians are slightly differnt from the egyptians aftern X turns they strain mutates into strain 4. Quick Recap: Strain 1: Greece Strain 2: Egypt Strain 3: Greece & Egypt (Hybrid) Strain 4: Persia (Mutated Egypt Strain). Now in order the resistance comparison of all the cultures, from most resistant to least: Egypt: 2, 4, 1, 3 Greece: 1, 2, 3, 4 Perisa: 2, 3, 4, 1 Finnaly sveral years have gone by and after much mixing of blood and such. The earlier strain will almost always be weaker than earlier strains so strain 3, after it once again evolves to suit the egyptian population and becomes strain 5. If strain 5 goes to persia at the same tome the little that's left of strain 2 does, strain 5 will have a much better chance of floursishing than strain 2, which probably wouldn't at all. Eventually strain 1 and 2 may become extinct (as well as the others) but the thing is although the diseases continue to increase in potency, the increase in potency only to that culture and a strain from another culture vastly differnt would usually have much more drastic effects, even if its the same disease. If u can come up with a model that does that without strains i'm all for it. Krenske: First off it should be put in the wonders formum, imo since thats where all talk of wonders is. Anyway there was talk about that type of wonder (check it out urself) but i really don't it should be a "wonder" because then everyone would try to eliminate all diseases and then what would happen to poor TK's model (sarcastic) [This message has been edited by Lord God Jinnai (edited January 18, 2000).] |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted January 18, 2000 22:03
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TK:I'm with you on all three points. If you get to the point where you've done all you think you can on diseases and natural disasters until the other models are further along, just let me know! I'm sure we can find additional productive work for you to do  Krenske: That's a Very Cool idea! It would especially give the Builder types who don't much like to fight something more to shoot for at the end of the game. |
Toubabo_Koomi Clash of Civilizations Disease & Natural Disasters Models
Oct 1999
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posted January 19, 2000 16:24
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I like Krenske's idea about the "wonder" although I wouldn't call it a wonder either. However it should still be a monumental undertaking (in addition to alot of $$$!).Strains: LGJ brings up a few points I hadn't even considered about them and also seems to understand what I wrote about them alot better than I do! So until we get more opinions on it other than just LGJ, Mark and myself I'll leave them in. OFF TOPIC: I think we should include more polls, maybe a vote could put the strain debate (and alot of others) to rest, allowing the designers to do more work on the models. |
Henrique Duarte Chieftain Portugal Jan 2000
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posted January 19, 2000 17:45
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There is an important aspect in civilization evolution that has not been considered. The agricultural "knowledge" trade. I believe the traditional tech approach is inappropriate and the reason I think so lead me to this disease model thread(Which I think is quite important to do a good simulation of civs.)The reason is: croop diversity and diffusion is quite similar to the disease spreading being modelled in with this strain approach. When Cultures of different geographic origins (here the geography and not etnography is important) achieve contact one of the first things to switch hands are desieses and croop knowledge (Potatoe :-). The efficiency of this trade will depend on the ability to produce the crop in the homeland (if you have favourable climate you use the crop and produce more, if not you drop it) Large geographically diversified regions with plenty of internal culture contacts achieved higher agricultural productivity indexes (Europe+Asia) than regions with either climateric barriers (Africa with several climateric regions from north to south) or geological and geographical limitations (North and South America have limited East-West dimensions which limit the crop development) Now how to make this use of this in gameplay. Get something like the strain model into croop exchange; there would be great agricultural bonus in the first croop exchanges and they would decrease with further exchanges (this would be both realistic and fun to play because you would get civilizations like the Meso-Americans to develop despite somewhat limited crop diversity, encourage isolated cultures to establish contact with other groups, no hiding and achieving space tech for small island civs; this would also give a little bonus to the cultures that are allways banging heads with someone else because they are in the geographical center of global politics. There is a book that gets deep into this subject called something like "germs, guns and butter" (don´t remember the author) if you want to get a better idea of what I am trying to say |
Toubabo_Koomi Clash of Civilizations Disease & Natural Disasters Models
Oct 1999
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posted January 24, 2000 16:22
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Henrique Duarte, I would say that you've got a pretty good idea of how you would like it to be done. I personally would like to include it just because I want this game to be a realistic as possible. So why don't you write up a model and we can discuss it from there.
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Henrique Duarte Chieftain Portugal Jan 2000
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posted January 25, 2000 05:32
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ToubaboI´ll take a shot at modeling this idea. will send it to you so that you may do lots of "constructive criticism" :-)) Henrique |
Toubabo_Koomi Clash of Civilizations Disease & Natural Disasters Models
Oct 1999
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posted February 02, 2000 22:24
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Disease Table Mortality Real World Disease / rate / Location Bubonic Plague / B / 15-30% / plains near India ^Cholera / B / 10-20% / Arabia ^Dysentery / B / 10-20% / Most likely Africa $Dengue Fever / V / 10-20% / Most likely Africa ^Diphtheria / B / 5-10% / Most likely Africa $Ebola / V / 15-30% / African jungles Hantavirus / V / 15-30% / plains near India $HIV/AIDS / V / 1-5% / African jungles Influenza / V / 1-20% / Europe Leprosy / B / 1-2% / Arabia $Malaria / V / 5-10% / African jungles Measles / V / 1-5% / Arabia/Egypt $Sleeping Sickness / V / 5-10% / African jungles Smallpox / V / 5-10% / Arabia/Egypt Syphilis / B / 1-5% / Americas (from Caribbean believed) ^Tuberculosis / B / 5-10% / Europe ^Typhus / B / 5-10% / Europe Whooping Cough / V / 1-5% / Europe $Yellow Fever / V / 5-10% / Most likely Africa*Clearly most disease came from central Africa, Egypt, Arabia or India. The only exceptions are those few diseases from Europe (The first “official” cases of the disease I could find, most of which were well beyond 1A.D., but they most likely also came from Africa and just went by a different name earlier in history.), and Syphilis which some believe came from America but this is highly disputed. This basically suggests one disease pool containing all diseases in central Africa, and they simply spread from there. So basically what I’m suggesting is rather than random distribution of disease we use a single large disease pool. Diseases would then simply spread along with migrations, armies, explorers and trade routes, as they seem to have in the past. This I believe would simulate real world history best. I'd like to hear what others think about this idea?
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Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted February 03, 2000 00:41
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Smallpox was bacterial (this is a common misprint/myth). This is prob the only reason we destroyed it because bacterial diseases can't adapt as quickly as viruses.As far as the single disease pool that could be okay for human diseases since that also is supported by one of the major theories of the evolution of man. There may be a few exceptions. The only thing i can think of that might contradict that idea would be that many of these diseases came from animals and adapted for human hosts. This is true with most viral diseases such as AIDS/HIV. Also some diseases in the american and asian jungles are local also. Many of these diseases only started to appear with the tearing up of these places. So what I say is that the diseases might not originate from 1 location, but should originate from tropical regions. There is also genetically engineered diseases which don't fall under this category at all.  BTW have u anything on non-human dieseases yet? | |