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  1. #1

    Default Illnesses

    Just wondering, because a few times during the Winter (Using Byg 3), I've come up with having several traits, such as Scurvy (lack of supplies?) and Pneumonia (not in a City or Castle in winter season?), and I was wondering how I get rid of them.

    Pneumonia can be got rid of easily in real life - perhaps leaving a cough behind, but very little. Scurvy is a short term effect which was solved by limes and limones.

    So, do we yet have Penicillin, or once we get these traits are we stuck with them?

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  2. #2

    Default Re: Illnesses

    This is medieval times, not the 20th century. Diseases that aren't very harmful nwo could have been fatal in that time.

    BYG does make the game more realistic so...

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    Will
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  3. #3

    Default Re: Illnesses

    I think I know how both are cured personally. If you can't get hold of limes, lemons, or other citrus fruits, then we're not playing in the medieval times or is it very realistic.

    It's not as though Scurvy is hard to stop, cure, or prevent, neither is Pneumonia.

    Not meaning this as a disrespect of course, but for sake of increasing the realism, then I suggest several new things -

    A new resource -

    Citrus Plants
    Acts like a new resource, similar to mining. You can also build Citrus Plantations in locations that have the resource. If the plantations are built, then they increase trade by a certain amount.

    Area's like Southern Italy, France, Gibraltar etc are well able to halt it, especially those on the coast.

    In addition, a new range of Buildings -

    Doctor's, Apothcaries, Physicists etc
    If you have one of these in your City, then you have a strong percentage of removing the illness. If you have certain resources (i.e Mercury (Syphilis), Citrus Plantations (Scurvy), you can remove them.

    Also increases the chances of such Ancillaries such as Apothecary and Doctor. Potentially expand the illness system, because its nice, just not to it's full potential. I hope Byg reads this - I'd love to work with him on it, and learn how it's coded.

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    My turban brings all the muslims to the yard and they're like العنصرية ش

  4. #4

    Default Re: Illnesses

    Well, it's not just citrus fruits that help curing scurvy, it's a lot of fruit and vegetables - which are pretty hard to get during sieges in wintertime.

    But I fully agree with you that the illness system is an interesting aspect to expand in the game!

    Apart from that, IIRC scurvy and pneumonia do disappear once you reside in a settlement for some time, don't they?

  5. #5
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Illnesses

    To answer the original question, no you are not stuck with the disease traits. They do disappear after a few turns...possibly by resting the inflicted character in a settlement.

    I dont think it would be realistic to include a citrus resource to help cure scurvy. The connection between vitamin C and scurvy was not made until much later.

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  6. #6

    Default Re: Illnesses

    Thanks for the help Ceasar - just got to keep my boy safe then

    Regardless, it was known that Citrus fruits helped. The western factions found out in the 1200's Century after the Crusaders began regularly suffering from it - although it was only widely recognised with the Elf n' Safety brigade in the 1600's providing it on ships, and many commanders ordering fresh oranges especially for it.

    Certain apothecaries would have known - tieing it to an area or faction could offset it. Sicilian, French and Genoese swore by it - especially considering it was they who traded it.

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    My turban brings all the muslims to the yard and they're like العنصرية ش

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