2. Diseases & Plagues 2.1) Cities generate disease pts. based on heat & wetness as described in TILES &
TILE IMPROVEMENTS. Hot & wet generates lots of disease while cold & dry generates
low. It reduces growth, and at a certain level plague TI's start to appear (like
pollution). The higher the total the greater chance and frequency plague TI's will
develop.
2.2) The formula is B+(A-D)/2-N=T
B= Base value of the land tiles
A= Adds to disease
D= Subtracted from disease
N= Given # that represents your people's natural resistance & efforts to reduce
disease.
T= Total amount. This amount is added to A at the beginning of next turn.
2.3) Things that increase disease levels:
Working high disease value tiles
"Adjacent" cities & trade routes
Larger cities
Warfare, conquest, riots, rebellion
Germ warfare & spy missions
Destroying buildings that reduce disease
Pollution, constructing buildings that increase pollution
Contact with new civs, re-establishing contact w/ a civ
Plague TI's
Units wandering through tiles that cause "damage" to them
A lack of food
Random events
2.3.1) Worked tiles add their total value to B. This includes tiles outside the city area
but are having its resources shipped to the city via "supply crawler". Unworked tiles
only add 50% of their value.
2.3.2) Disease can "travel" outside of its origin, with a "movement" of about 2 per
turn; roads, RR's, etc., affect this. When a disease value encounters a city it
compares it's B & A values to that of the city. If the city's combined values are higher
then nothing happens, if the city's are lower then the difference is added it's A. Trade
routes increase the "movement" speed of the disease along its route. Cities of nations
that you haven't met aren't included in the 1st case but are included if there is a
trade route going through it. Eventually all cities that are connected in some manner
will have approx. the same disease value. (should it have a decrease due to distance;
is this programmable?)
2.3.3) Cities add a # to A per pop point. Obviously, larger cities add more.
2.3.4) Each turn a city is attacked & riots reduce the city's ability to prevent disease,
as seen by a loss of D. Conquest & rebellion completely prevent D from functioning for
the turn the city is conquered or in rebellion. However, an enemy civ may spend
money during warfare or conquest to reduce disease in the Target City (see below).
2.3.5) Germ warfare & spy missions simply add a given # to A. Tech can create even
higher sums for germ warfare, missions. Siege equipment (catapults, etc.) have an
option to use germ warfare when attacking.
2.3.6) Self-explanatory
2.3.7) Polluted tiles add a set # of pts. to A per turn they are in existence. Also, 1
pollution pt. adds 1(?) pt. to A.
2.3.8) Contact new civs: Units have the disease total of their city if the SE choice is
uncentralized, or of the nearest home/allied city in it's supply path if centralized. This
amount would be listed in the City View & with the unit as well (not available to
enemy view unless allied or modern medicine available). When a unit encounters a new
civ, it adds it's city's combined B & A to the A of the city it encountered. This usually
results in a outbreak of some kind. The unit will transmit it's new total back to it's
home city or the nearest one, depending on the above, as long as it is in it's civ's
supply grid. If not, it doesn't transmit until re-connected and the unit "holds onto" the
B & A values of the new civ. If contact is lost and later re-established, the cities are
only considered to be "adjacent".
2.3.9) See Effects (below)
2.3.10) I've suggested elsewhere that units take damage when moving through
certain terrain (chariots in mountains, swamp). This damage is different than the
above but is partially due to disease so I mention it here.
2.3.11) A lack of food =1(?) disease pt. per "bushel" shortfall. However, these disease
pts. don't apply towards reduced growth, as this should be already accounted for in
the growth rate.
2.3.12) Random plagues add to A. They can add a few to many pts., and can include
instantly generated plague TI's.
2.4) Things that decrease disease levels:
Preventing the above
Working low disease tiles
Change tiles to less disease-bearing ones
Increasing N
Spend cash
Diplomatic missions
Constructing certain buildings-granary, aqueduct, sewers, city walls, water treatment
plant?, mass transit, etc.
Wonders
Population reduction
Quarantine
Certain tech
Random events
2.4.1) N normally = the value of 1a. above. N also increases naturally: each turn that
there's a positive amount in T, N increases by 1 point. In the event T is a negative
number, N decreases by 1 point. The max number N can increase should have a cap;
based on the city size?
2.4.2) Cash is paid to increase D. Some tech-medicine, sanitation, public health,
etc.-decrease the cost of buying off a disease point. You could set up a given amount
to be paid each turn in high disease cities in the city screen. This should not be
cheap.
2.4.3) This is done in the diplomacy screen. You send another civ aid, by 'buying'
some pts. in their city's D (as in 2.4.2), or give/lend a disease-preventing tech. This
can also be done in a city you're attacking or to any city under attack. You may also
suggest to an ally how to set up it’s city to lower disease (see DIPLOMACY).
2.4.4.) Buildings add to D, but only affect certain types of disease modifiers. Granaries
reduce disease due to lack of food & famine random events; aqueducts greatly reduce
disease in large cities; city walls allow the city to "refuse contact" (below) prior to
Medicine (keeps out the diseased), mass transit by reducing pollution, etc. Again,
tech may increase the reduction.
2.4.5) Cure for Cancer & Human Genome Project come to mind. They could affect D
&/or act as tech (below).
2.4.6) See Effects
2.4.7) Cities under quarantine have all routes to or through them shut down. No units
may enter or leave the city area. Units under quarantine outside their home city area
are disbanded. This takes the city off the "adjacent city" lists & trade routes. Other
cities can "refuse contact" with them; no units from that city or receiving support
from that city may enter the city radius, trade to/through it is shut down. This has a
% chance of avoiding contact with the diseased city. Quarantining isn't available until
the discovery of Medicine.
2.4.8) Tech are subtracted directly from T, after the formula is calculated. This allows
N to balance the formula to=0, and then tech can give a negative result. If a civ's
technology or a declining N makes B+(A-D)/2-N= a negative number, then that number
is added to the growth rate next turn.
2.4.9) Random events can add to D, cause plague TI's to vanish, etc.
2.5) Effects:
2.5.1) Cities: Each city has the same amount of "free" disease resistance (again,
similar to the amount of pollution pts. cities can absorb). Once cities go beyond this
point, each disease point lowers city growth, and creates a % chance of a plague TI
appearing on the landscape. These cause unhappiness in the city, as well as reducing
pop growth even more by adding additional pts. to A. Each disease point beyond the
"free" level increases the chance of the TI appearing, up to 50%. Once disease pts.
go beyond this stage, there is a 50% chance of a plague TI appearing and a smaller %
chance of another plague TI appearing! There is no limit to the # of chances of a
plague TI generating in the city radius in one turn. These can only be removed by
settlers/engineers &/or public works, military units (depending on SE choices), or by a
loss of a pop unit. Settlers/engineers must be funded and also cost extra food &
support. The loss of a pop point causes one plague TI to disappear. Military units can
remove a TI by killing a population point. The unit must be in the city or plague TI.
This act is frowned upon by certain societies.
2.5.2) Units: Units have the same disease value as their supply point (as above).
They make checks for outbreaks as cities; the difference being that a successful
plague TI generation causes the unit to take 1 point of damage*it's "reactor level"
(i.e., the 1,2,3, or 4 hp's of units found in civ2 and SMAC) instead. In the event that
a unit encounters another civ (1h. above), unit, or populated TI- anything that
increases its disease value above its supply point, it will transfer the value to the
supplying city, based on distance. If unsupplied, it will "hold" onto the new disease
level until reconnecting to its supply route (as above). Any unit in a plagued tile
automatically takes 1* reactor damage, except for settlers/engineers that are
receiving the extra support to cleanse the tile (they are still subject to normal disease
damage). Units that receive support from a city that has plague TI's cannot switch
support to other cities. Units receiving support from a plagued city also have their
morale reduced.
2.5.3) Populated TI's: Military bases, naval bases, supply depots, farms, garrisoned
forts, etc. have a disease pt. level = to the nearest city or the city they receive
support from. For game purposes they are immune to disease and all it's effects, with
the exception of village TI's. Villages are the only squares that can get a 'disease'
icon. Villages with disease icons on them have reduced production and % chance of
being destroyed per turn.
2.6) 4 options (for Firaxis, not players) for multiple workers on same tile:
A given tile ,FE, creates 10 disease pts. for the city each turn one worker is on it. If
two workers are on it, the city will receive:
1.10 disease points (as if only one person was on the tile)
2.15 disease points (150% of the norm, which would be diminishing returns on the
disease points given to the city)
3.20 disease points (additive, each worker contributes his 10 disease points)
4.25 disease points (the villagers are packed together tighter, and as a result
they're going to get sicker)
2.7) Disease cannot be transmitted by diplomats or by diplomatic wonders (United
Nations).