tinyjo: (Default)
Emptied of expectation. Relax. ([personal profile] tinyjo) wrote2009-08-06 10:01 pm

[identity profile] leora.livejournal.com 2009-08-06 09:05 pm (UTC)(link)
If I'm seeing that right, congrats. :)

[identity profile] tinyjo.livejournal.com 2009-08-08 01:29 pm (UTC)(link)
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.

[personal profile] angharad (from livejournal.com) 2009-08-07 09:24 am (UTC)(link)
Where's the photo of total death and annihilation?

How many rounds was it?

--
Angharadxxx

[identity profile] tinyjo.livejournal.com 2009-08-08 01:29 pm (UTC)(link)
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

[identity profile] applez.livejournal.com 2009-08-08 02:00 am (UTC)(link)
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

[identity profile] twic.myopenid.com (from livejournal.com) 2009-08-14 08:38 pm (UTC)(link)
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

[identity profile] applez.livejournal.com 2009-08-15 03:12 am (UTC)(link)
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!)