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IDProjectCategoryLast Update
0016230Stars Beyond ReachSuggestionApr 21, 2015 4:11 am
ReporterTheVampire100 Assigned Tokeith.lamothe  
Severitymajor 
Status resolvedResolutionfixed 
Fixed in Version0.800 (New HUD) 
Summary0016230: Diseases should fightable much earlier into the game
DescriptionAs soon as diseases appear the game is as good as over because they raise crime, kill peoples which means huge amunt of building will shut down.
The only way of dealing with them appears very late in the mid game and should appear much earlier. Small hospitals should already be able to heal a small amount of sick citizns or Epidemiology should appear earlier in the Tech tree.
TagsNo tags attached.

Relationships

parent of 0016221 resolvedkeith.lamothe Dreadnought disease is killing me 

Activities

Chris_McElligottPark

Apr 16, 2015 9:07 am

administrator   ~0040049

I've been meaning to have quarantine options and similar. Thanks for reminding me! That completely fell off my radar.

City Management: Quarantine Option
This should be a new checkbox that lets you enable a city-wide quarantine, if you feel the need. During the period that quarantine is on, the “most important message” line at the top should show that you are in quarantine. Effects of the quarantine:
Births are quartered, rounded up.
For any diseases that are not toxic or genetic: Infection spread, plus new births that come with that disease are reduced by 10% for each turn that the quarantine has been in effect. So by 10 turns in, there is absolutely no more spread of the disease and it will burn itself out as your population with the disease dies.
During the quarantine, for each turn that passes, x number of citizens will be cured on that turn. So on turn 1 of the quarantine it is 1 citizen, turn 2 it is 2 citizens, turn 3 it is 3 citizens, etc.
These “how many turns have I been in quarantine” should be based on individual diseases, even though there is only one quarantine checkbox.
After quarantine is disabled, the “number of turns we’ve been in quarantine” falls by 2 each turn until it gets back to 0. So if you turn off the quarantine just for a turn or two for some reason, it doesn’t just immediately completely reset you.

City Management: Genetic Screening Option
This should be a new checkbox that lets you enable a city-wide genetic screening program, if you feel the need. Effects of the screening:
Only matters for diseases that are genetic.
This causes your birth rate to be halved, but no new births come with genetic diseases while this is on.
Under the births tooltip, it should say that genetic screening is on.
IIRC hospitals will be able to cure the existing people with genetic diseases, is that correct?

City Management: Toxin Screening Option
This should be a new checkbox that lets you enable a city-wide toxin checking program, if you feel the need. Effects of the checking:
Only matters for diseases that are toxic.
During each turn with this on, any citizens who would be infected by a toxic disease will instead cost the city 500 energy and your civilization 200 crowns. If don’t have enough of either, then instead the citizen who would be infected is killed.
Under the tooltips for energy, crowns, and deaths it should show the relevant numbers for power costs the last turn, crown costs the last turn, and deaths last turn relating from the toxin screening.
IIRC hospitals will be able to cure the existing people with toxic diseases, is that correct?

ptarth

Apr 16, 2015 11:08 am

reporter   ~0040051

I can't actually tell if the CDC building is working or not. Here is a save where I fought the same? disease for 200+ turns.s

ptarth

Apr 16, 2015 11:08 am

reporter  

misery pollution 4.save (814,585 bytes)

Chris_McElligottPark

Apr 16, 2015 11:16 am

administrator   ~0040053

I'll investigate that when I'm doing the other things that explain about diseases. Thanks!

I wish I could get to all these sort of things instantly, but it's going to be a rough couple of weeks while I'm pulled in too many directions at once. Should be much smoother after that, though!

ptarth

Apr 17, 2015 4:07 pm

reporter   ~0040071

CDC does work. However, the impact is not very big and suffers from a priority issue.

My understanding is as follows:
Each disease has a Severity from 1 to 100 (100 is the worst).
Each CDC contributes 1 vaccine point.
Each CDC requires 400? people to run it.
When a disease hits, you will suffer 5% or so deaths each turn it seems (per disease?).
To "cure" a disease you need to accumulative (what seems to be) a number of vaccine points equal to the disease Severity.
However, your CDC will become unmanned very quickly, and due to deaths and the points don't accumulate. The average disease has a 50 severity, so if I'm correct it would take 50 turns to cure with a single CDC. The death rate from disease is currently too high to manage it. However Chris is changing it all, so it doesn't matter.

I have a save where I get AlveolarDecay on turn 165 every time. I am able to fight it off by turn 167 using 11 CDCs. The Severity of AlveolarDecay is 22. I probably could test this by building 22 CDCs and seeing if I get over it in one turn, but Chris has direct access so not much point. I provide this so others can have an idea of how to deal with it.

keith.lamothe

Apr 21, 2015 4:11 am

administrator   ~0040114

For 0.773:

* Added Quarantine toggle to city management window
** Quarters birth rate.
** Reduces infection rate and new-births-with-disease by 10% per turn the quarantine has been running against that disease.
** Each turn, cures 1 person of each disease per turn the quarantine has been running against that disease.
** If the quarantine is turned off, the internal counter for each disease's quarantine drops by 2 per turn until back to zero.

* Added Genetic Screening toggle to city management window
** Halves birth rate.
** No new births will have genetic diseases.

* Added Toxin Screening toggle to city management window
** Each population unit that would be infected with a toxic disease instead costs the city 500 power and the race 200 crowns.
** If the resources are not available, the population unit is killed.

Issue History

Date Modified Username Field Change
Apr 16, 2015 12:56 am TheVampire100 New Issue
Apr 16, 2015 9:06 am Chris_McElligottPark Assigned To => keith.lamothe
Apr 16, 2015 9:06 am Chris_McElligottPark Status new => assigned
Apr 16, 2015 9:07 am Chris_McElligottPark Note Added: 0040049
Apr 16, 2015 11:08 am ptarth Note Added: 0040051
Apr 16, 2015 11:08 am ptarth File Added: misery pollution 4.save
Apr 16, 2015 11:09 am ptarth Relationship added parent of 0016221
Apr 16, 2015 11:16 am Chris_McElligottPark Note Added: 0040053
Apr 17, 2015 4:07 pm ptarth Note Added: 0040071
Apr 21, 2015 4:11 am keith.lamothe Note Added: 0040114
Apr 21, 2015 4:11 am keith.lamothe Status assigned => resolved
Apr 21, 2015 4:11 am keith.lamothe Fixed in Version => 0.800 (New HUD)
Apr 21, 2015 4:11 am keith.lamothe Resolution open => fixed