Aurora 4x

VB6 Aurora => VB6 Mechanics => Topic started by: Steve Walmsley on November 04, 2007, 08:20:14 AM

Title: Update to Commander Health
Post by: Steve Walmsley on November 04, 2007, 08:20:14 AM
At things stand now, each commander is generated with a Health Risk based on the following table:

80% Chance of Health Risk 1%
15% Chance of Health Risk 2%
4% Chance of Health Risk 3%
1% Chance of Health Risk 5%

The Health Risk is the annual chance that he or she will suffer medical problems, ranging from an increase in Health Risk to death from natural causes.

In v2.5 that health risk will be increased for officers over 61 by (Age-60)/2. So an officer of age 66 will suffer an increased health risk of (66 - 60)/2 = 3%. This is on top of any base health risk. So a 70 year old officer with a 2% base health risk will have an actual health risk of (70-60)/2 = 5 + 2 (base) = 7%.

This is not so good for Star Marshal Alexeyev in my current game, who is 84. His health risk just jumped from 2% to 14%

Steve
Title: Re: Update to Commander Health
Post by: sloanjh on November 04, 2007, 09:20:28 AM
Quote from: "Steve Walmsley"
At things stand now, each commander is generated with a Health Risk based on the following table:

80% Chance of Health Risk 1%
15% Chance of Health Risk 2%
4% Chance of Health Risk 3%
1% Chance of Health Risk 5%

The Health Risk is the annual chance that he or she will suffer medical problems, ranging from an increase in Health Risk to death from natural causes.

In v2.5 that health risk will be increased for officers over 61 by (Age-60)/2. So an officer of age 66 will suffer an increased health risk of (66 - 60)/2 = 3%. This is on top of any base health risk. So a 70 year old officer with a 2% base health risk will have an actual health risk of (70-60)/2 = 5 + 2 (base) = 7%.

This is not so good for Star Marshal Alexeyev in my current game, who is 84. His health risk just jumped from 2% to 14%

Steve


Sounds like we need a "medical" tech that will push back the age the health risk kicks in :-)

John
Title: Re: Update to Commander Health
Post by: Steve Walmsley on November 08, 2007, 05:00:43 AM
Quote from: "sloanjh"
Sounds like we need a "medical" tech that will push back the age the health risk kicks in :-)

I am considering having a longevity for species, which will determine the age at which commanders become 'old'. Some type of medical tech could boost that age for the members of that species within a particular empire. Long-lived races would build up a number of very experienced commanders, although I wonder if short-lived species would learn things more quickly?

Steve
Title:
Post by: Randy on November 08, 2007, 12:29:42 PM
Long lived species would have more of a political problem - in that politics would play an increased role in promotions vs short lived ones. If you got less time, you want less crap in the hopper... :-)