Health System and Medicine (Diseases, Illness)
• Add a Health feature to beavers:
- Statuses: Healthy, Unwell, Sick, Injured, Dying
- Beavers need sleep, food, and water to remain healthy.
~ Beavers need clean water, fresh food, and proper shelter (not a sleeping mat).
- Lumberjacks, builders, and factory workers have a very small chance of being injured while
working.
~ Injured beavers cannot work. They will either recover or go to Dying status within 3-5 days.
- Beavers who are within 1 tile of an explosive will die, beavers within 2 tiles may be injured.
- Beavers who do not get fresh food and/or clean water will go to Unwell status, then to Sick status.
- Every day, Unwell beavers have a small chance to become Sick, and Sick beavers have a small
chance to become Dying. Dying beavers have a chance to die.
- Sick and Unwell beavers may recover to the next level if their needs are met for 2 days.
Comments: 34
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31 Aug, '21
Gin FuyouI think it's a bit over-complicated for this game, meaning that sometimes simpler things work better and more interesting than complex and detailed ones. But I think healthcare generally would be a really good addition to the game. I also suggest healthy varied diet and water contact for it.
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19 Sep, '21
Вися MergedЗаболевание бобриков, лечение, травы для лечения и т.п.
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21 Sep, '21
Gin Fuyou Admin"Медицина" (suggested by Вися on 2021-09-19), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Sep, '21
Gin Fuyou Admin@Вися, все темы, кроме переводов должны быть на английском. Перенёс в похужую ветку.
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25 Sep, '21
Average Timberborn enjoyerSome clinic type building also would be neat. Sick and injured beaver could go there to get treatment.
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26 Sep, '21
Alfred MergedIf Beavers go too long without food/water, instead of dying instantly, they can get ill. This will stop them from being able to work and will require a certain amount of time to "recover" (1 day, 2 days, etc). They will go to their living quarters and rest. If the Beaver is homeless, then they may be sick for longer or even die.
During this phase, they will still eat + drink as normal, although if they are still not getting any, they will die.
This gives you a chance to quickly get food/water before they die, instead of them instantly dying, and also punishes you slightly if you do not have enough food/water by taking Beavers out of action. -
27 Sep, '21
Gin Fuyou Admin"Beaver Illness" (suggested by Alfred on 2021-09-26), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Oct, '21
Lytch MergedMaybe we could make them sick like influenza(swimming or sleeping outside too many times) .
Doctor (or Shaman?) can use herb(plantable) to make medicine and heal the sick one.
AND,I wanna magic ,Please ! -
01 Oct, '21
Gin Fuyou Admin"some illness or weakness" (suggested by Lytch on 2021-10-01), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Oct, '21
Thelightcosine MergedIf beavers could get sick or injured, it would then require you to produce things like medicine and bandages and have beaver doctors who care for the sick and injured. Becoming a doctor could also require knowledge to be satisfied for that beaver first!
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05 Oct, '21
Gin Fuyou Admin"Medicine, doctors, sickness, and injury" (suggested by Thelightcosine on 2021-10-05), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Oct, '21
Gin Fuyou AdminI've edited title for better search
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08 Nov, '21
EjrGaming MergedHigher the difficulty, higher see the chances of a wave of sickness hitting your beavers.
Sick beavers not being able to work and taking up more food and water, and a small chance of death that augments depending on the difficulty -
09 Nov, '21
Gin Fuyou Admin"What do you think about the possibility of sickness?" (suggested by EjrGaming on 2021-11-08), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Dec, '21
Rémy Bretin MergedWhen I saw your new resources you introduced, I was thinking what their purpose would be, then I had the idea of introducing a disease system.
Beavers could get sick for X reasons (getting l flooded, random factor?) which would make them to stop working and possibly die.
They could contaminate anyone close to them for a certain time with a certain probability.
If not cured the beavers would die with a certain probability.
Therefore, there would be two solutions: isolation or cure them with drug made using the new resource introduced.
Also, the disease could start to resist to drugs after couple days which would require to spend R&D points to improve cure and making R&D more useful. -
04 Dec, '21
Gin Fuyou Admin"Disease" (suggested by Rémy Bretin on 2021-12-03), including upvotes (1) and comments (0), was merged into this suggestion.
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26 Dec, '21
antonI like the suggestion. All except the statement
"Beavers who are within 1 tile of an explosive will die, beavers within 2 tiles may be injured." adds nothing but pain and suffering. I mean it's just a UI complication. If the beavers are smart enough to produce dynamite, they should be smart enough to get clear before it detonates. -
26 Dec, '21
Gin Fuyou Adminanton, well beaver will die if it stays on dynamite when you explode it. We recommend detonating during the night, beavers sleep like logs anyway.
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06 Jan, '22
AlixHoney (a great natural antibiotic) could be used to create medicine in a new "lab" building. The medicine would improve life expectancy or something like that. Also the lab could be used to create other things.
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07 Jan, '22
Dr.BeaverBeavers need medic to treat parasites, tuberculosis, intestinal infection.
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09 Jan, '22
palidine40 MergedThere's not a suggestion for plagues against the beavers themselves. I know this isn't something people want to talk about in real life, but plagues are real, and they can provide a challenge to the game. Perhaps add them to types of events that could happen in higher difficulties.
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09 Jan, '22
Gin Fuyou Admin"Plagues for the beavers" (suggested by palidine40 on 2022-01-09), including upvotes (1) and comments (0), was merged into this suggestion.
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17 Jan, '22
IrrehaareI like that idea, it could already connect with existing mechanics and with many added in the future. As of now, it would be nice if working too many hours increased injury risk, while active recreation (lido, maybe mud bath) decreased it. Eating too few types of food for a long time or sleeping outside could increase disease risk. You could argue, that working in mine should be bad for beavers too, but that would need to come woth ways too mitigate it (or maybe not?).
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30 Jan, '22
Fluddy MergedI would like it if enemies and internal fights wouldn't happen. Not every game has to have that to be a good game. Sickness could give extra depth and could be switched off while setting the difficulty of the current game (in the easiest setting it's off/more unlikely to happen?). You could have medicine huts where they take leaves from the berry bushes (so they have a use throuout the game) into medicine. Maybe you can later combine them with other plants/food items to cure beavers faster or cure more severe sicknesses so beavers don't die in more advanced buildings e.g. a hospital. Maybe in big houses and dense population areas sickness would spread faster. Not enough food/different food and drinking water, overflooding and homelessness could start the breakout of a sickness and the sick beavers could look sick and be slower until they die or get healthier. And of course different sicknesses, three or so, that are more and more severe with a higher death rate.
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30 Jan, '22
Gin Fuyou Admin"Enemies, beaver fights, sickness and similar occurences" (suggested by Fluddy on 2022-01-30), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Feb, '22
Eric MergedI think that our beavers have it too easy, it would be cool to add a few "sanitary" hurdles:
* Dead beavers on street spread sickness, you need some kind of cementery
* Without medics pandemics can emerge
* If you are amidst a pandemic you can do multiple things, like quarentine but no food or work gets done or just... ignore it and let it run its course hopping that the sickness its not too deadly...
* Heartless as the beavers can be not all of them are ok with their brothers just dying, thus add "sadness" penalties if you don't have their spiritual needs covered
* Sickness spread through commerce, if the beavers of your district are isolated they won't infect other districts... probably
* Some jobs are risky, beavers can naturally get injured, specially the older they get, if injured they cannot work but still consume resources, to help them get healthier faster you need a "hospital".
And so on, I think we could extract a ton of gameplay from something like this -
07 Feb, '22
Gin Fuyou Admin"Pain, Sickness and Suffering!" (suggested by Eric on 2022-02-05), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Feb, '22
Uncle HalI would add a physician building to this., With physicians (doctors) going around tending to the sick. Also, herbal plants that can be grown that the physician needs to heal sick beavers.
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06 Jun, '22
Dan Townsend MergedAfter a dry season or if there's a flood what about adding a disease period.
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06 Jun, '22
Gin Fuyou Admin"Adding disease" (suggested by Dan Townsend on 2022-06-06), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Sep, '22
MozzarellaI was wondering. With the addition of golems, it seems clear that beavers can make a full replica of themselves.
What if there was a random chance to sustain a severe injury that required prosthetics?
Or beavers born with disabilities that might prevent them from doing certain jobs, but not others?
- If beaver is disabled, they will require special care and cannot work.
- If the beaver receives their prosthetic, they could return to their job.
- Head and Neck injuries might not be curable
- Born disability: "Soft teeth", "Webless feet", etc.
All of the beaver inhabitants are born absolutely flawlessly, and can do any job, which feels a little too idealistic.
I think having some variations in stats, like strength, intelligence, dexterity, etc., along with a random "the beaver's dream job when they grow up", would be interesting to add.
- Stats will change the work speed of certain jobs
- If the beaver is working at their dream job, they get a bonus -
26 Sep, '22
LachlanWere-beavers!
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19 Mar, '23
Brett MergedIt would be cool if disease could spread, and you had to immediately deal with it. There could maybe be different diseases that vary in death, and how fast it spreads to other beavers. If a sick beaver is close to a group of beavers, then it should have a chance to infect those beavers after a while. This is just an idea, maybe the rust from the old structure can give the beavers a disease if they work near it for too long, but having it spread would add another challenge that could be fun if done right.
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20 Mar, '23
Gin Fuyou Admin"Disease can spread" (suggested by Brett on 2023-03-19), including upvotes (1) and comments (0), was merged into this suggestion.