| The Clash of Civilizations Disease Model |
![]() |
|
Model Description Diseases have had a profound effect upon world history. From the Black Death to AIDS, Clash will model their effect upon your world! |
Disease Model Team
|
|
Method I (Civ-based distribution)Best used for a more balanced, though less realistic, full-world game or scenario.
The Disease Pools To determine what diseases a culture starts with, disease pools will have to be established first. There will be an unlimited number of disease pools. The size and location of the disease pools will conform to the following criteria: -On each continent, all cultures with similar population densities will belong to the same disease pool (if adjacent). -Islands will belong to whichever continent it is closest to (if within the range of ancient boats, 2 spaces I presume) and whatever population density is closest. -Island chains will be grouped together as a single disease pool if all islands are within ancient boat range (again, 2 spaces I presume). Once the disease pools are established, the number of diseases in each disease pool will be established according to the following chart: -The number of diseases in each pool is: Climate zone: (band #) # of diseases Arctic/islands (1,8) 0-1 (leaning toward 0, maybe a 60% chance) Upper Temp. (2,7) 0-2 Lower Temp. (3,6) 1-2 Subtropical /tropical (4,5) 2-3 Once the number of diseases in each pool has been determined, the diseases that reside in those pools will be distributed as follows: -Tropical pools will receive only jungle and water-borne diseases. -Lower Temperate pools will receive only the “normal” and water-borne diseases. -Upper Temperate pools will receive only the “normal” diseases. -Arctic pools will receive only “normal” diseases. -Islands or island chains that count as a separate disease pool will get one disease (if any), and that disease will not belong to any other pool -Diseases can be “shared” between different, adjacent pools if they still need more to fill in their number of diseases. -Every disease that is in more than one pool will receive a strain tag (A, B, C, etc.). Then each culture would get its number of initial diseases from its disease pool.
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 at least one of the 19 diseases 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 were 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 (Band#) Modifier (+/-) Sub-arctic/Arctic (1,8) 3 Sub-arctic/Upper Temp. 2 (use this if it overlaps both zones listed) Upper Temp. (2,7) 1 Lower Temp. (3,6) 0 Low.Temp. / Subtrop. -1 (use this if it overlaps both zones listed) Subtropical/Tropical (4,5) -2
Population Density Population Density is calculated as follows: Provincial_Population / Provincial_Size (In Sq. Miles) = Population_Density (# of people per sq. mile)
Pop. Density Modifier (+/-) Up to .3 2 Up to .6 1 Up to 1.2 0 Up to 2.4 -1 Up to 4.8 -2 Up to 9.6 or greater -3 ***Once modified for climate zone and density, the number of diseases is as follows (however the number of diseases cannot exceed the number in the pool):
Modified Number Number of Diseases 1 or less 3 Diseases 2-6 2 Diseases 7-10 1 Disease More than 10 0 Diseases
Method II (Province-based distribution) Best used for scenarios with less than an entire world map.
The computer will generate a random location for each disease in the game. These locations (a single province) will be the starting points for the disease, and they will spread from there. The locations will be generated according to the following criteria:
-Tropical provinces will receive only jungle and water-borne diseases. -Lower Temperate provinces will receive only the “normal” and water-borne diseases. -Upper Temperate provinces will receive only “normal” diseases. -Arctic provinces will receive only “normal” diseases. -A province can be randomly chosen more than once (i.e. have more than one disease.)
Method III (Jungle-based distribution)Best used for a realistic world game. The computer will distribute 0-2 (random, leaning towards 1, maybe 60% chance) diseases within a single random province inside each major jungle in the tropics, except for the largest. The rest of the diseases will be placed into the provinces of the largest jungle in the tropics. FE, on earth there are 3 major jungles, Southeast Asia, Amazon Basin in South America, and the Largest being in Central Africa.
Method IV (Emerging) There are no initial diseases. All diseases will emerge as the game is played, using the emerging rules below.
Disease Table
|
| Years per turn | 1st Turn | 2nd Turn | 3rd Turn | 4th Turn | 5th Turn |
| 10 | 75% | 25% | --- | --- | --- |
| 5 (3 turn spread) | 60% | 25% | 15% | --- | --- |
| 5 (4 turn spread) | 50% | 20% | 20% | 10% | --- |
| 1 | 40% | 20% | 20% | 10% | 10% |
Spreading Disease
Whenever any kind of contact is made between two Civs/cultures (merchants, armies, migrations, etc.) there would be a chance of the disease spreading. Also when a unit encounters jungle, there will be a chance of it catching a jungle disease (that the province contains) and possibly bringing it back to its homeland.
When contact occurs, including jungle travel, the percentage chance of catching the disease is the square root of [.001 multiplied by the number of people making contact (only the people in the square count, not the entire province)]. The level of resistance modifies this percentage —for every 10 levels add 1% (may need tweaking) to the final number. Only one disease can spread per contact. So for example, if a Greek army of 10,000 men landed in Egypt, at a square that had a population of 70,000, there would be an 8% chance (modified by the Egyptian’s resistance to whatever disease is trying to spread) of an Egyptian disease spreading to the Greeks. There would be a 3% chance (modified by Greek resistance to whatever disease is trying to spread) of one of the Greek diseases going to the Egyptians. Since only one disease can spread per contact, there is a 50/50 chance of who gets to “try to spread their disease” first (this, of course, should be determined before the exact chance of spreading percentage is worked out).
So this means you would need a population of 10,000,000 people in a single square to have a 100% chance of spreading a disease (without any modifiers for resistance), which should prevent disease from spreading too fast.
Other Modifiers
-Infrastructure could help reduce casualties of disease (Hospitals and such will reduce Mortality rates).
-Famine will reduce resistance temporarily by 2 on the first turn, while famine continues, by 1 per turn thereafter (these negative modifiers are cumulative).
-Technology- some will have individual effects on diseases, chance of spreading or Mortality rates (like vaccinations will effectively cure viral diseases).
-Some techs will increase the rate of disease str. increases (for example: vaccinations will cause viral diseases to “evolve” at a faster rate, creating super diseases).
Disease resistance decreases by the amount listed for a disease’s disease code whenever pop. density increases and/or sanitation levels decrease.
The Health/Water Infrastructure from the economic model defines “Sanitation levels”. If they drop by less than 1/4 of the level needed by the population, then the disease code is applied once. If it drops by less than 1/2 needed but more than a quarter, then the code is applied twice, if it drops more than half it is applied 3 times. As the levels reach what is needed the code is removed (even if this means that the resistance is lower than it was before the sanitation levels dropped). – For Example, let’s say you have the disease Cholera, resistance 30. Let’s also assume you have Heath/Water level of 100, and that is exactly what the populace needs. Now something causes those levels to drop to 80, but you still need 100, since that is less than 1/4 needed, the disease code for Cholera (Code C- a random 1-3) is subtracted from your resistance only once, let’s assume a 3 was determined and now your resistance is 27. Ignoring the possibility of an epidemic, once the Health/Water levels are back to what is needed, the code will be generated again and this time added to your resistance, assume a 1 was “rolled”, your resistance is now 28-, 2 less than before…
* Not sure if we should add the code back to resistance if levels return to “normal”; then it would almost be a good thing: bonus of 1-5 for epidemic and code bonus...is that too much? Even 1-5 may be too much*
Population Density is calculated as follows:
Provincial_Population / Provincial_Size (In Sq. Miles) = Population_Density (# of people per sq. mile)
Each square can comfortably hold, without any problems, x people per square mile. As tech levels, such as architecture (for skyscrapers and such) and sanitation, increase this number will also. Each 50% increase of x, beyond x, will cause a +1 to disease str. So for example, if x were 1000, then a population of 1500 would cause a +1, pop of 2000 would cause a +2, pop of 2500 would cause a +3, etc. The “x” still needs to be determined.
Emerging Diseases are those that have either evolved from an animal disease to a form that can affect humans or a human disease that has changed into a new strain (usually more powerful, but not always).
In game terms there are two ways in which a new disease may emerge, either based on certain tech levels (domestication, vaccination, etc.) or disease str. vs. resistance levels.
Technology-forced Evolution
*This is where totally new diseases emerge.
The tech stuff will have to wait until the tech model is further along. In general, the chance of a disease emerging based on domestication will decrease as the tech increases, due to less contact between farmers and animals as it is automated. In general, Vaccination and Inoculation will almost certainly cause new strains; it’s just a question of when. I can’t think of any other techs except sanitation that would be involved in this right now.
Disease str. vs. Resistance
The short version of a long, technical story is that when a culture develops sufficient resistance, to the point where little to no people are dying of the disease, the disease organism has effectively lost it’s host species so must either adapt or die out. While the disease is not trying to kill it’s host, and is actually trying to co-exist, it’s the weak hosts who die out – though occasionally a disease is so “powerful” that it must adapt or effectively destroy it’s own host species. So in game terms this means, that for every point resistance is greater than disease str. by, there is a 1% chance that a new disease strain emerges. This check *should not* be performed every turn; every 10 or more should suffice (but will be decided during playtesting).
When str. gets too strong
Like stated above, occasionally a disease is so “powerful” that it must adapt or effectively destroy it’s own host species. If this should occur, for every point str. is above resistance, there is a 1% chance that the str. will be reduced by 1-5. Again, this *should not* be performed every turn; 10, or maybe more should be enough. ** This is nearly impossible with the current model, but should be included as a “fail-safe”, incase it should occur. **
Very little was known about disease and how they worked early in history, so combating disease was more or less a matter of luck. Though some cultures did develop taboos that helped keep them from harm’s way, such as most Eastern cultures with rats, which helped them, avoid the plague in the middle ages. But these taboos probably came about due to a previous exposure to the disease, so in game terms this is already covered with the bonus to resistance after an epidemic. However, with higher tech levels, you can truly prevent an epidemic.
To keep players from the tedious details of preventing epidemics, the process will be totally automatic, with the player receiving messages about the outcome. A certain level of medical infrastructure and medical tech (summed average of several techs) is needed for prevention to be possible. Then we can either force the player to build a CDC (center for disease control), or assume it is built when these levels are reached.
The prevention can occur either before the epidemic strikes or while it is occurring (when death is spread over turns). When an epidemic strikes a check is made based off of these levels (from paragraph above), and the epidemic is either prevented or not. When death is spread over turns, a check is made each turn before the deaths occur, and if the check is passed, no further loss of life occurs and the epidemic is over.
If the epidemic is prevented before it strikes, the 1-5 bonus is still applied to resistance as though the epidemic had occurred, but no loss of life occurs. If the epidemic is already occurring and the check is made, then no further loss of life occurs, and the 1-5 bonus is still applied. So from the example under “Disease when years per turn changes”:
You have 10,000,000 people in the province when an epidemic of Ebola hits. The mortality rate for Ebola (15 to 30% range) is determined and let's assume a 30% mortality rate was generated. Now that's 3,000,000 people who will die from the disease. But because there are 10 years per turn now, these deaths will be divided between 2 turns. 75% (2,250,000) of these 3 million will die the first turn and the other 25% (750,000) the second. ---- If the check is made when the epidemic first hits, all 3 million people will live, but if it was failed, then passed the second turn, 750,000 people will be saved.
Eradicating Disease
A treaty only allowed under the United Nations or possibly a treaty where one nation would “foot the bill” for the entire undertaking, simply because most countries, I think, would not allow the large amount of people necessary to complete the task into their country for whatever reason. So with the U.N. backing the treaty a disease could be eradicated throughout the world, as smallpox was in real life.
To accomplish this at least one nation would have to have a medical tech level of a certain level (TBD), and the project would also cost lots of money for supplies, etc., along with a number of turns based on the population of the planet at that time. There are still a few details to add to this but I think everyone should get the idea. What do you think?
Strains
Strains are variations of an existing disease that come about either
through genetic engineering or disease evolution. They will usually
appear later in the game, but there will always be a chance of new strains
appearing. See Disease Evolution section.
|
|