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Re: New Feature: Disease[message #334917] Sun, 10 August 2014 16:00 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Part 2: Strategic component

Diseases affect all humans... if you want, this can also happen in the game. There is the possibility that one disease can also infect and spread among the non-merc population. By default, this is the first disease, the arulcan plague:
<DISEASE>
		<uiIndex>0</uiIndex>
		<szName>Arulcan plague</szName>
		<szFatName>|A|r|u|l|c|a|n |P|l|a|g|u|e</szFatName>
		<szDescription>This rare subtype of the plague is unique to Arulco. It can be spread by insects, direct contact,
or by contaminated food. There have been several deadly outbreaks in the last decade.</szDescription>
		<sInfectionPtsInitial>40</sInfectionPtsInitial>
		<sInfectionPtsOutbreak>100</sInfectionPtsOutbreak>
		<sInfectionPtsFull>400</sInfectionPtsFull>
		<sInfectionPtsGainPerHour>5</sInfectionPtsGainPerHour>		
		<usInfectionChance_SWAMP>6</usInfectionChance_SWAMP>
		<usInfectionChance_TROPICS>3</usInfectionChance_TROPICS>
		<usInfectionChance_SEX>2</usInfectionChance_SEX>
		<usInfectionChance_CONTACT_HUMAN>10</usInfectionChance_CONTACT_HUMAN>
		<usInfectionChance_CONTACT_CORPSE>30</usInfectionChance_CONTACT_CORPSE>
		<usInfectionChance_WOUND_ANIMAL>20</usInfectionChance_WOUND_ANIMAL>
		<usInfectionChance_WOUND_OPEN>0</usInfectionChance_WOUND_OPEN>
		<usInfectionChance_WOUND_GUNSHOT>0</usInfectionChance_WOUND_GUNSHOT>
		<usInfectionChance_WOUND_AGI>0</usInfectionChance_WOUND_AGI>
		<usInfectionChance_WOUND_DEX>0</usInfectionChance_WOUND_DEX>
		<usInfectionChance_WOUND_STR>0</usInfectionChance_WOUND_STR>
		<usInfectionChance_WOUND_WIS>0</usInfectionChance_WOUND_WIS>
		<usInfectionChance_WOUND_TRAUMATIC>0</usInfectionChance_WOUND_TRAUMATIC>
		<usInfectionChance_BADFOOD>15</usInfectionChance_BADFOOD>
		<usInfectionChance_BADWATER>5</usInfectionChance_BADWATER>
		<fCanBeCured>1</fCanBeCured>
		<fReverseOnFull>0</fReverseOnFull>
		<fCanReInfect>0</fCanReInfect>
		<fHideSymbol>0</fHideSymbol>
		<fDisgusting>1</fDisgusting>
		<sEffStatAGI>0</sEffStatAGI>
		<sEffStatDEX>0</sEffStatDEX>
		<sEffStatSTR>0</sEffStatSTR>
		<sEffStatWIS>0</sEffStatWIS>
		<sEffStatEXP>0</sEffStatEXP>
		<sEffAP>0</sEffAP>
		<usMaxBreath>20</usMaxBreath>
		<sEffCarryStrength>0</sEffCarryStrength>
		<sLifeRegenHundreds>-600</sLifeRegenHundreds>
		<sNeedToSleep>1</sNeedToSleep>
		<sDrinkModifier>0</sDrinkModifier>
		<sFoodModifier>0</sFoodModifier>
	</DISEASE>
There are many ways to contract this, and it can sperad very fast. Thankfully it can be healed relatively easy. But beware, the health loss is tremendous!

To turn on this part of the feature, set
DISEASE_STRATEGIC = TRUE
in the ini. What now happens is that the civilain population can be infected just as your mercs. Primary infection will msot likely be by troops in swamps an tropical sectors. As these troops move, they take the disease with them, and thus can spread it to other patrols and even into cities... where the disease will find many new hosts... and you potentially face an epidemic.

To simulate the population, I've added an estimation of how many civilians live in a sector. This is much higher than the handful of civilians you meet in tactical though, I merely see that as a representation and not the real value. This is set in SectorNames.xml:
<SECTOR>
    <SectorGrid>A2</SectorGrid>
    <szUnexploredName>Chitzena</szUnexploredName>
    <szDetailedUnexploredName>Chitzena</szDetailedUnexploredName>
    <szExploredName>Chitzena</szExploredName>
    <szDetailedExploredName>Chitzena</szDetailedExploredName>
    <sWaterType>1</sWaterType>
    <usNaturalDirt>250</usNaturalDirt>
    <usCivilianPopulation>70</usCivilianPopulation>
  </SECTOR>
In this example, we say that in the northern half of Chitzena, there would be around 70 civilains. Note that this is a pure xml value, so this won't be lowered if you decide to commit genocide.

Once we enter a sector in tatical, the game evaluates how severe disease is in this sector. Given a high enough number of infected and a high enough progress of the disease, some civlians, soldiers and militiamen will be affected by the disease. They will suffer the effects just as your mercs would. The health loss is estimated. This means that a soldier with a very high infection can have severely lowered health from the beginning. This could potentially make combat easier... hmm...

In order not to make the game too easy this way, the health of civilians/soldiers/militiamen will never ever be lowered below a certain threshold this way. So they on't die from this, but this can make killing them a lot easier.

A sick workforce cannot work as good as a healthy one. In severe cases, this can lower your mine income!

Your mercs can infect the population and vice-versa. Keep that in mind if you want to isolate your mercs.

Your mercs can treat the civilian population of a sector via the 'treatment' assignment. This assignment only treats the population, not your mercs (that's what the normal 'doctor' assignment is for). The army will also combat any disease it notices, but might be less effective than a well-trained team of doctors.

How do you know wether there is disease in a sector? There are two methods.
First, the 'Diagnosis' assignment also has a chance to detect this.
Second, who do you call if there is rampant disease in a country?
Not batman, no. It's the World Health Organization!
http://i60.tinypic.com/1znaqn6.png
The WHO have a dedicated website for this. They offer a few helpful tips on how to treat diseases, but most important is their special offer for Arulco. For just 2000$ a day (ini value), the offer instant updates on the disease situation in Arulco. As long as your subscribed, you can get this new map mode:
http://i57.tinypic.com/o6y59i.png
Once disease in a sector has broken out (either because the mean infection is so high that the disease is obvious, or if a high enough percentage of the population is infected), it will be detected by the WHO, and they will instantly update this on their map. The colour of a sector indicates how much of the population has been infected, the number is the mean infection progress of those infected. This is very valuable if you want to find out wether there is an epidemic in your territory. Note that this does not show you all infection everywhere - just that that you and the WHO know of. There could still be an epidemic brewing in a seemingly disease-free sector.
If you subscribe, the money will be deducted at the start of the day. If you unsubscribe, you won't get the data on the next day.

[Updated on: Fri, 06 March 2015 23:12]

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