Disasters
Posted: Thu Jan 29, 2015 8:19 am
Implementing disasters to the game would be good.
Some ideas are controversial, these are to discuss.
1. Infectious disease.
Info: "there's a disease in ... (city)!"
Regular virus diseases like Plague or Ebola.
=> occurrence area: everywhere (but most likely can first occur around wet & warm areas, like jungles),
=> disaster size: limited (city); actually, limited by roads connection (disease spreads between cities connected with roads),
=> population loss: some direct pop loss in affected cities (Sewer System reduces probability of affection),
=> buildings loss: none,
=> infrastructure loss: none,
=> units loss: none,
=> occurring frequency: sometimes,
=> disease length: few turns (if turn set to year; fewer if set to month).
=> notes: when medicine is developed, this threat is lowered.
2. Domesticated plants/animals pestilence.
Info: "there's a pestilence in ... (city)!"
Famine disasters (like XIXth century's Potato Blight in Ireland or African Swine Fever) can cause food shortages.
=> occurrence area: everywhere,
=> disaster size: limited (city),
=> population loss: indirect (food production is halved),
=> buildings loss: none,
=> infrastructure loss: none,
=> units loss: none (but food shortages may cause stop supporting settlers),
=> occurring frequency: rarely,
=> disease length: few turns (if turn set to year; fewer if set to month),
=> notes: when refrigeration is developed, this threat is no more.
3. Earthquake.
Info: "there's an earthquake near ... (city)!"
Earthquakes occurs in seismic hazard areas (like Japan) and causes massive devastation around the affected area.
=> occurrence area: strictly limited (seismic hazard areas are affected and others doesn't),
=> disaster size: few tiles near the occurrence area,
=> population loss: some direct pop loss in affected city; none if happened outside cities,
=> buildings loss: some random building loss in affected city; none if happened outside cities,
=> infrastructure loss: some random infrastructure (irrigation, mines, roads etc.) loss inside the occurrence area,
=> units loss: Earthquake destroys all ground units in the occurrence area,
=> occurring frequency: sometimes,
=> disease length: one-turn only.
4. Tsunami.
Info: "there's a tsunami near ... (city)!"
Tsunami occurs at oceans and causes massive devastation around the coastline.
=> occurrence area: strictly limited (coastline tiles only), can appear everywhere,
=> disaster size: few tiles,
=> population loss: some direct pop loss in affected (coastline) city, none if happened outside (coastline) cities,
=> buildings loss: some random building loss in affected (coastline) city; none if happened outside (coastline) cities,
=> infrastructure loss: some random infrastructure (irrigation, mines, roads etc.) loss inside the occurrence area (in affected coastline tiles),
=> units loss: tsunami destroys all sea units in the occurrence area,
=> occurring frequency: sometimes,
=> disease length: one-turn only.
5. Fires.
Info: "fire broke out in ... (city)!"
In medieval ages, fires often broke out in cities and caused losses of buildings.
=> occurrence area: everywhere,
=> disaster size: one tile (city only),
=> population loss: none,
=> buildings loss: some random building loss in affected city,
=> infrastructure loss: none,
=> units loss: none,
=> occurring frequency: often,
=> disease length: few turns (if turns set to month).
6. Meteorite fall.
Info: "meteorite fallen down near ... (city)!" or "meteorite destroyed ... (city)!"
Meteorite can generally fall anywhere anytime (the occurrence is absolutely random) and cause massive devastation, compared to the nuclear bomb; but, luckily, it doesn't happen very often, and - by the fact, that huge parts of earth are sparsely populated or inhabitated, there's not a big chance that it will fall right onto the city (if "Tunguska" asteroid or comet in 1908 had fallen just few hours later than it actually did, it would probably completely perish St. Petersburg - thankfully it fallen down onto unhabitated parts of Siberia; the energy was compared to the great nuclear bomb explosion, the equivalent of 10-15 megatones).
=> occurrence area: everywhere,
=> disaster size: one tile (any),
=> population loss: great direct pop loss in affected city (city pop is halved like it was nuked); none if happened outside cities,
=> buildings loss: all building loss in affected city; none if happened outside cities,
=> infrastructure loss: all infrastructure (irrigation, mines, roads etc.) loss in affected tile,
=> units loss: Meteorite fall destroys all units (military and non-military) in occurrence area,
=> occurring frequency: rarely,
=> disease length: one-turn only.
=> notes: after discovering lasers and computers, this threat is no more (suspicious objects in Solar System are now watched by scientists and will be eventually neutralized).
7. Flooding.
Info: "the river near ... (city) flood out!"
Rivers often floods and cause harms (Poland, Germany, Pakistan...). The bigger the river, the greater the chance.
=> occurrence area: strictly limited (river tiles only),
=> disaster size: few tiles (or the whole river),
=> population loss: some pop loss if city is affected; none if happened outside cities,
=> buildings loss: none
=> infrastructure loss: some random infrastructure (irrigation, mines, roads etc.) loss in affected tiles inside the occurrence area,
=> units loss: none,
=> occurring frequency: often,
=> disease length: few turns (if turn set to month).
8. Tornado.
Info: "there's a tornado near ... (city)!"
Tornadoes often happens; islands are more exposed to this than other areas. But, in this game, it's better that it might appear everywhere in the world and shouldn't be restricted just to some regions (it wouldn't be "fair" for island-based civilizations).
=> occurrence area: everywhere,
=> disaster size: few tiles,
=> population loss: some pop loss if city is affected; none if happened outside cities,
=> buildings loss: some random building loss if city is affected; none if happened outside cities,
=> infrastructure loss: some random infrastructure (irrigation, mines, roads etc.) loss in affected tiles inside the occurrence area,
=> units loss: Tornado destroys all air units in the occurrence area,
=> occurring frequency: sometimes,
=> disease length: one-turn only.
9. Volcano.
Info: "a volcano erupted near ... (city)!"
Well... volcanoes erupts. Thankfully it happens rarely. It's not wise to establish the city near volcano. If the volcanoes are added to the game, it should obviously erupt.
=> occurrence area: strictly limited (near volcanoes),
=> disaster size: one tile around the volcano,
=> population loss: some pop loss if city is affected; none if happened outside cities,
=> buildings loss: some random building loss if city is affected; none if happened outside cities,
=> infrastructure loss: all infrastructure (irrigation, mines, roads etc.) loss near the volcano eruption inside the occurrence area,
=> units loss: none,
=> occurring frequency: rarely,
=> disease length: one-turn only.
=> notes: great volcanoes eruptions can cause temporary global climate cooling. In this game, volcanoes could work just like a nuke explosion and cause a nuclear winter. This would be good addition to the gameplay.
10. Drought.
Info: "there's a drought in ... (city)!"
Several regions of the earth are often affected by droughts. Let's limit it to the cities and its surroundings (nearby city tiles).
=> occurrence area: unlimited (restricted to one affected city); restricted to warm lands (most likely desert, etc.),
=> disaster size: every tile of affected city,
=> population loss: indirect (food production is halved; aqueduct and irrigations reduces losses),
=> buildings loss: none,
=> infrastructure loss: none, but all irrigations inside the occurrence area (affected city tiles) are inactive (doesn't "work" during the disaster),
=> units loss: none,
=> occurring frequency: often,
=> disease length: few turns (if turn set to year; fewer if set to month).
11. Blizzards.
Info: "there are blizzards in ... (city)!"
Several regions of the earth are often affected by snow blizzards. Let's limit it to the cities and its surroundings (nearby city tiles).
=> occurrence area: unlimited (restricted to one affected city); restricted to cold lands (most likely tundra, etc.),
=> disaster size: every tile of affected city,
=> population loss: indirect (food production is halved),
=> buildings loss: none,
=> infrastructure loss: none, but all roads inside the occurrence area (affected city tiles) are inactive (doesn't "work" during the disaster),
=> units loss: none,
=> occurring frequency: often,
=> disease length: few turns (if turn set to year; fewer if set to month).
Some ideas are controversial, these are to discuss.
1. Infectious disease.
Info: "there's a disease in ... (city)!"
Regular virus diseases like Plague or Ebola.
=> occurrence area: everywhere (but most likely can first occur around wet & warm areas, like jungles),
=> disaster size: limited (city); actually, limited by roads connection (disease spreads between cities connected with roads),
=> population loss: some direct pop loss in affected cities (Sewer System reduces probability of affection),
=> buildings loss: none,
=> infrastructure loss: none,
=> units loss: none,
=> occurring frequency: sometimes,
=> disease length: few turns (if turn set to year; fewer if set to month).
=> notes: when medicine is developed, this threat is lowered.
2. Domesticated plants/animals pestilence.
Info: "there's a pestilence in ... (city)!"
Famine disasters (like XIXth century's Potato Blight in Ireland or African Swine Fever) can cause food shortages.
=> occurrence area: everywhere,
=> disaster size: limited (city),
=> population loss: indirect (food production is halved),
=> buildings loss: none,
=> infrastructure loss: none,
=> units loss: none (but food shortages may cause stop supporting settlers),
=> occurring frequency: rarely,
=> disease length: few turns (if turn set to year; fewer if set to month),
=> notes: when refrigeration is developed, this threat is no more.
3. Earthquake.
Info: "there's an earthquake near ... (city)!"
Earthquakes occurs in seismic hazard areas (like Japan) and causes massive devastation around the affected area.
=> occurrence area: strictly limited (seismic hazard areas are affected and others doesn't),
=> disaster size: few tiles near the occurrence area,
=> population loss: some direct pop loss in affected city; none if happened outside cities,
=> buildings loss: some random building loss in affected city; none if happened outside cities,
=> infrastructure loss: some random infrastructure (irrigation, mines, roads etc.) loss inside the occurrence area,
=> units loss: Earthquake destroys all ground units in the occurrence area,
=> occurring frequency: sometimes,
=> disease length: one-turn only.
4. Tsunami.
Info: "there's a tsunami near ... (city)!"
Tsunami occurs at oceans and causes massive devastation around the coastline.
=> occurrence area: strictly limited (coastline tiles only), can appear everywhere,
=> disaster size: few tiles,
=> population loss: some direct pop loss in affected (coastline) city, none if happened outside (coastline) cities,
=> buildings loss: some random building loss in affected (coastline) city; none if happened outside (coastline) cities,
=> infrastructure loss: some random infrastructure (irrigation, mines, roads etc.) loss inside the occurrence area (in affected coastline tiles),
=> units loss: tsunami destroys all sea units in the occurrence area,
=> occurring frequency: sometimes,
=> disease length: one-turn only.
5. Fires.
Info: "fire broke out in ... (city)!"
In medieval ages, fires often broke out in cities and caused losses of buildings.
=> occurrence area: everywhere,
=> disaster size: one tile (city only),
=> population loss: none,
=> buildings loss: some random building loss in affected city,
=> infrastructure loss: none,
=> units loss: none,
=> occurring frequency: often,
=> disease length: few turns (if turns set to month).
6. Meteorite fall.
Info: "meteorite fallen down near ... (city)!" or "meteorite destroyed ... (city)!"
Meteorite can generally fall anywhere anytime (the occurrence is absolutely random) and cause massive devastation, compared to the nuclear bomb; but, luckily, it doesn't happen very often, and - by the fact, that huge parts of earth are sparsely populated or inhabitated, there's not a big chance that it will fall right onto the city (if "Tunguska" asteroid or comet in 1908 had fallen just few hours later than it actually did, it would probably completely perish St. Petersburg - thankfully it fallen down onto unhabitated parts of Siberia; the energy was compared to the great nuclear bomb explosion, the equivalent of 10-15 megatones).
=> occurrence area: everywhere,
=> disaster size: one tile (any),
=> population loss: great direct pop loss in affected city (city pop is halved like it was nuked); none if happened outside cities,
=> buildings loss: all building loss in affected city; none if happened outside cities,
=> infrastructure loss: all infrastructure (irrigation, mines, roads etc.) loss in affected tile,
=> units loss: Meteorite fall destroys all units (military and non-military) in occurrence area,
=> occurring frequency: rarely,
=> disease length: one-turn only.
=> notes: after discovering lasers and computers, this threat is no more (suspicious objects in Solar System are now watched by scientists and will be eventually neutralized).
7. Flooding.
Info: "the river near ... (city) flood out!"
Rivers often floods and cause harms (Poland, Germany, Pakistan...). The bigger the river, the greater the chance.
=> occurrence area: strictly limited (river tiles only),
=> disaster size: few tiles (or the whole river),
=> population loss: some pop loss if city is affected; none if happened outside cities,
=> buildings loss: none
=> infrastructure loss: some random infrastructure (irrigation, mines, roads etc.) loss in affected tiles inside the occurrence area,
=> units loss: none,
=> occurring frequency: often,
=> disease length: few turns (if turn set to month).
8. Tornado.
Info: "there's a tornado near ... (city)!"
Tornadoes often happens; islands are more exposed to this than other areas. But, in this game, it's better that it might appear everywhere in the world and shouldn't be restricted just to some regions (it wouldn't be "fair" for island-based civilizations).
=> occurrence area: everywhere,
=> disaster size: few tiles,
=> population loss: some pop loss if city is affected; none if happened outside cities,
=> buildings loss: some random building loss if city is affected; none if happened outside cities,
=> infrastructure loss: some random infrastructure (irrigation, mines, roads etc.) loss in affected tiles inside the occurrence area,
=> units loss: Tornado destroys all air units in the occurrence area,
=> occurring frequency: sometimes,
=> disease length: one-turn only.
9. Volcano.
Info: "a volcano erupted near ... (city)!"
Well... volcanoes erupts. Thankfully it happens rarely. It's not wise to establish the city near volcano. If the volcanoes are added to the game, it should obviously erupt.
=> occurrence area: strictly limited (near volcanoes),
=> disaster size: one tile around the volcano,
=> population loss: some pop loss if city is affected; none if happened outside cities,
=> buildings loss: some random building loss if city is affected; none if happened outside cities,
=> infrastructure loss: all infrastructure (irrigation, mines, roads etc.) loss near the volcano eruption inside the occurrence area,
=> units loss: none,
=> occurring frequency: rarely,
=> disease length: one-turn only.
=> notes: great volcanoes eruptions can cause temporary global climate cooling. In this game, volcanoes could work just like a nuke explosion and cause a nuclear winter. This would be good addition to the gameplay.
10. Drought.
Info: "there's a drought in ... (city)!"
Several regions of the earth are often affected by droughts. Let's limit it to the cities and its surroundings (nearby city tiles).
=> occurrence area: unlimited (restricted to one affected city); restricted to warm lands (most likely desert, etc.),
=> disaster size: every tile of affected city,
=> population loss: indirect (food production is halved; aqueduct and irrigations reduces losses),
=> buildings loss: none,
=> infrastructure loss: none, but all irrigations inside the occurrence area (affected city tiles) are inactive (doesn't "work" during the disaster),
=> units loss: none,
=> occurring frequency: often,
=> disease length: few turns (if turn set to year; fewer if set to month).
11. Blizzards.
Info: "there are blizzards in ... (city)!"
Several regions of the earth are often affected by snow blizzards. Let's limit it to the cities and its surroundings (nearby city tiles).
=> occurrence area: unlimited (restricted to one affected city); restricted to cold lands (most likely tundra, etc.),
=> disaster size: every tile of affected city,
=> population loss: indirect (food production is halved),
=> buildings loss: none,
=> infrastructure loss: none, but all roads inside the occurrence area (affected city tiles) are inactive (doesn't "work" during the disaster),
=> units loss: none,
=> occurring frequency: often,
=> disease length: few turns (if turn set to year; fewer if set to month).