Date: August 6th, 2009 09:05 pm (UTC)From: [identity profile] leora.livejournal.com
If I'm seeing that right, congrats. :)

Date: August 8th, 2009 01:29 pm (UTC)From: [identity profile] tinyjo.livejournal.com
Sadly, not so much :) We are overcome by yellow disease within about 3 rounds! It was the biggest loss we've ever had but it was fun in a kind of train wreck way.

Date: August 7th, 2009 09:24 am (UTC)From: [personal profile] angharad (from livejournal.com)
Where's the photo of total death and annihilation?

How many rounds was it?

--
Angharadxxx

Date: August 8th, 2009 01:29 pm (UTC)From: [identity profile] tinyjo.livejournal.com
I think we managed to have about 3 goes each and that was it. And all we did in those goes was heal!

You Sooo gave me an idea

Date: August 8th, 2009 02:00 am (UTC)From: [identity profile] applez.livejournal.com
Though I'm sure others have done it ... Pandemic with a Settlers mash-up. Each stage of development of Settlements influences disease transmission, and vica-versa for settlement development (lost labor). Early advantage for infecting the Robber. ;-) Port-to-port disease outbreaks.

Re: You Sooo gave me an idea

Date: August 14th, 2009 08:38 pm (UTC)From: [identity profile] twic.myopenid.com (from livejournal.com)
Except since the robber roams the world with alacrity, if he gets infected, you rapidly have global (hexagonal?) pandemic.

Re: You Sooo gave me an idea

Date: August 15th, 2009 03:12 am (UTC)From: [identity profile] applez.livejournal.com
I think balance can be obtained through a combination of first-infection advantage reduced by neighboring similar infections and multiple infections in that territory.

Instinctively, I'd want to give a rapid mortality rate for multiple-infection squares, but equally fast(-er) recovery. Theoretically, an early game disadvantage becomes a late game advantage. (e.g. Build that port city!)

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Emptied of expectation. Relax.

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