Well, we wanted to do Physicians and Architects after Geologists, so it's not that unrealistic. How good are you at modding? ![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
I'm actually so-so ish, but this kinda stuff is n't what I did. I did a complete map replacement for a WIP total conversion for CK3 that I work on every once in a while, and surprisingly, it actually loads and works fine (other than all the titles having no history and the like) plus the custom meshes I've imported appear in the game with the correct textures, etc.Well, we wanted to do Physicians and Architects after Geologists, so it's not that unrealistic. How good are you at modding?![]()
Writing would help, yes! Especially the flavor texts take time.I'm actually so-so ish, but this kinda stuff is n't what I did. I did a complete map replacement for a WIP total conversion for CK3 that I work on every once in a while, and surprisingly, it actually loads and works fine (other than all the titles having no history and the like) plus the custom meshes I've imported appear in the game with the correct textures, etc.
Modding like this is, alas, beyond my know howI am a qualified writer, though (I'm very soon to be a member of the Society of Authors, the UK's own Writing Guild), so if you needed localization sorted out, I could toss my hat into the ring and help there
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I actually had a similar thought! My idea was to fold it under the Civil Engineer as I didn't know about the upcoming Architect. This might be an interesting possibility where this could actually be one of those projects that allows extra people to be brought aboard, sort of like how the various expeditions can get extra events and the like - sending the Civil Engineer on his own will get it done eventually, but having the architect along for the ride could bring additional talent plus prestige (beautifying surface components and nice to haves, like fountains!) and maybe other benefits (in this case, maybe the Vaccinologist could examine the existing system and find clues as to the health impacts of poor quality sewer systems and its impact on their drinking water).Now to go into your very detailed and very good post in more detail: I also imagined some concepts that way. Especially because diseases, especially tuberculosis and cholera, have so far played a minor role in V3. There is exactly one cholera event that John Snow mentions, and that was it. One of my basic ideas was that an architect, together with an engineer, could modernize the sewage system of a capital city, and a doctor should also play a role in this (which is why I think of the doctor and the architect together).
I definitely think Psychology should be a part of some system in the future, even if the regular physician line gets cut and this one sits as Vaccinologists only. There's just too much of a gold mine for psychology to not have a system: Søren Kierkegaard wrote "the Concept of Anxiety", which was one of the first real writings on the topic, Phineas Gage (the man who had a railway spike go straight through his head) inadvertently proved that different parts of the brain had different functions, Gustav Theodore Fechner (whose photo was actually used in Victoria 2, if I remember right) fathered the science of psychophysics (which basically means how stimulus leads to sensation, and how this is understood by the mind), and all this starts the slow evolution away from things like insane asylums and straitjackets to the idea of mental illness being something that can be treated through things like medication, therapy, so forth and so on.In this respect, many of your ideas fit perfectly into the basic concept. I'm not yet sure whether we can manage it with three different physicians. Maybe in the end there will only be one physician who has one of the traits (we'll have to see that during the implementation), but in principle I think the Ideas and the specializations are very exciting, and also the very immersive idea of a doctor examining an illness on site. Everything you wrote under the “Vaccinations & Disease Treatment” paragraph is extremely inspiring and I wish we could do it 1 to 1! Thank you so much for this, you answered a lot of questions before I could think of them.![]()
That could be doable, but I'd need a list of some of the events that you might want. If the good doctor is heading off to a region, it'd probably make sense that each disease type has its own special intro event, so that just means a list of the kind of diseases that can be investigated. I'd suggest, broadly speaking, a list like this:Maybe you would like to prepare texts for the events? You're lucky in that I think I should be able to finish geology in 1-2 weeks, so it won't be long before I can start medicine!![]()
I actually had a similar thought! My idea was to fold it under the Civil Engineer as I didn't know about the upcoming Architect. This might be an interesting possibility where this could actually be one of those projects that allows extra people to be brought aboard, sort of like how the various expeditions can get extra events and the like - sending the Civil Engineer on his own will get it done eventually, but having the architect along for the ride could bring additional talent plus prestige (beautifying surface components and nice to haves, like fountains!) and maybe other benefits (in this case, maybe the Vaccinologist could examine the existing system and find clues as to the health impacts of poor quality sewer systems and its impact on their drinking water).
A neat part of this is that it actually slots in with some available monuments that could exist in the game. It's a bit funny to think of sewers of all things as a monument, but the sheer scale of them as construction projects made them very serious affairs with a lot of manpower, and that's without mentioning how they had to deal with it with a whole city atop of them. There's a superb documentary out there about the London Sewers (called Wonders of the Industrial World - Sewer King) which can be found on the net if you're up for something to watch; it even gets into a bit about cholera and the miasma theory and the like. It'd be gated behind the Society tree's Modern Sewerage tech for sure, and would probably work to remove an SoL penalty that should exist on London from game start (it was an infamously filthy city even by the standards of the era) and replace it with a positive version.
Another major one would be in Rome, and actually exist at game start and for many, many years before: the Cloaca Maxima, one of the world's earliest sewer systems and a superb demonstration of Roman engineering...and still in use today! It went through a bit of a refurbishment and got some much needed love and care during the 19th century, and would present a neat little thing for an Italian player to deal with; renovating the sewer system of the capital (which was itself a tourist attraction) and doing some of the little archaeological digs and explorations that went tumbling through its core, looking for Roman era goodies. This probably works best as a journal entry, gaining progress when you have a Civil Engineer or an Archaeologist available, providing a trickle of artifacts and other niceties like that.
I definitely think Psychology should be a part of some system in the future, even if the regular physician line gets cut and this one sits as Vaccinologists only. There's just too much of a gold mine for psychology to not have a system: Søren Kierkegaard wrote "the Concept of Anxiety", which was one of the first real writings on the topic, Phineas Gage (the man who had a railway spike go straight through his head) inadvertently proved that different parts of the brain had different functions, Gustav Theodore Fechner (whose photo was actually used in Victoria 2, if I remember right) fathered the science of psychophysics (which basically means how stimulus leads to sensation, and how this is understood by the mind), and all this starts the slow evolution away from things like insane asylums and straitjackets to the idea of mental illness being something that can be treated through things like medication, therapy, so forth and so on.
If it can't be part of the main Medical Science system, it could at least be related to it - sort of like how there's a bit of a cross between the paleontologists and naturalists in game with them both being able to go on expeditions and the like to find goodies. Interestingly enough, that's something that still applies here: you'd be able to send Psychologists and Vaccinologists off on these kind of expeditions, too - the latter would be gathering samples of exotic diseases and documenting the effects on the health of the crew, whilst the former would be examining the crew themselves to see how they respond to the pressure of the voyage. If the Physician makes it through and doesn't get cut, they'd be richly welcomed on just about every trip possible as a proper medical expert; the exact sort of person you need to deal with your mountaineers if something goes wrong, and much better qualified to treat the strange ailments you can encounter whilst exploring the deserts of Egypt for ancient artifacts than anyone else, but coming at the cost of picking others who might have more useful direct science. The Vaccinologist and Psychologist bring scientific goodies, but the Physician would be protecting the characters themselves, basically.
I'm happy my dream-ramblings are useful
Polio (beyond the science of the day to cure, but at least treatments started to be developed)
Cholera
Smallpox (this is the vaccine, and it exists at game start - it just needs to be spread nationwide, which isn't cheap)
Influenza (the regular version)
The %NATIONNAME% Flu (the big one)
Tuberculosis (vaccinated in 1921)
The Third Bubonic Plague (there was a major pandemic in the era)
Scarlet Fever
Measles (cure was in 1963, beyond the best tech of the game, but treatment is possible)
Typhoid
Diphtheria (vaccine in 1923)
Rickets (the odd man out on purpose - this was thought for a time to be a disease, but is actually a nutritional deficiency! The Vaccinologist would basically discover that this has more in common with, say, scurvy, than it does with other diseases; the "cure" in game would be a policy of free school meals or something and to push for better welfare in general = something better than poor laws?)
Firstly, you need a disease; you can study any disease that exists in the world, but you are best off actually studying one in the country itself, which provides an abundance of patients to examine and access to local medical resources (and avoids the risk of an incautious doctor dropping a sample and accidentally releasing it into the region), which is found on regions as a series of temporary modifiers. In my dream, there was a bout of Cholera ravaging Crimea, leading to a drop in standard of living, a rise of turmoil, decreased factory throughput and, last but not least, a sharp surge of mortalities. That's bad enough, but there's the risk of it spreading to neighbouring regions - it can't overwhelm Russia, but the damage done in the region could seriously impact the Tsar's realm for the near future. The process of fighting a disease isn't necessarily something that can be completed in just one outbreak, except perhaps for the very best vaccinologists, but whatever the results, the start begins by Change Disease Program button to select the disease in question, then Starting Disease Research.
When Disease Research is underway, the Vaccinologist heads out to the regions in question to start studying - examining patients both recovered, ailing and dead, meeting with local physicians, collecting samples, and just going through the basic work of constructing a proper vaccine. This overtime generates points towards unlocking critical facts about the disease: there can be a number of these, but each one can have different values and those values correspond roughly to the chance of developing a suitable treatment. In the case of this Cholera outbreak, my Vaccinologist already knew a lot of how the disease worked, but managed to uncover the critical part of the disease - they discovered that it was a waterborne illness, worth four points towards the disease's total score of 10 points, meaning that they raised success chance from 30% for already having other information to a promising 70% chance of developing a suitable treatment. I could've left him for longer to try and discover the final pieces of the puzzle, but this kinda time sensitive; the longer we take to find a cure, the more people can be infected, and the more people look to their government for answers only to get the words of the Surgeon-General in response.
I'm not entirely sure about splitting them that way; I personally think it'd be better to keep some of these features under one roof, mostly so that it can give plenty to do for the characters in-between outbreaks and the like. Doing research and developing vaccines versus rolling them out, forcing the player to do a sort of cost-risk analysis on what to do with them - do I keep my medical staff back just in case that outbreak in Europe makes its way across the Atlantic, or do I spend time working on deploying the cure to the diseases that I've already got and save lives by shutting down the risk of future outbreaks, albeit at the risk of being caught unprepared if that disease does come to my shores? It's a harsh kind of choice, but that's part of what makes the mechanic for it work, I thinkAs I said, I would take on as much as possible, but of course I have to adapt it. I think maybe we could use the engineering system instead, meaning you have an academic, but you can specialize it. Since the vaccine search is the job of the microbiologist, I would give what you call a vaccinologist the name epidemiologist so that the player knows that he is primarily responsible for the “on-site work” but that the vaccine is not developed by him.
That's pretty much how I described the system in my dream - scientist shows up gathering samples nd doing research, gathering clues which gives the "score" needed to take a crack at developing a vaccine or treatment plan for something that isn't "vaccinable" yet.The epidemiologist would then do exactly what you describe on site: he is the one who describes and analyzes the disease and takes measures. I thought we could do it similarly to what chemists do with the elements: before vaccine is found, the disease must be described and the cause found. Only then can a microbiologist find the pathogen and (hopefully) develop a vaccine. So the job of the epidemiologist is exactly what Snow and Panum did.
You kinda sniped me on those events up there, haha. I do have some ideas for others, though. Some of these are general purpose, others more specific, but all of them would be the flavor part, written from an in-universe perspective for maximum flavor and immersion. I'm going with the idea that the four you've got above are the first batch for the update. Here's a general list of what I've come up with:You talked about a JE and Clues. I'm guessing you have ideas for local events too. Do you have ideas for events? You also offered to write some texts? Please let me know your detailed ideas!
Hah!Haha, completely independent of you, I added exactly these two events yesterday:
View attachment 1172328
View attachment 1172329
Here you go:Introduction of the Ambulance
Finished this one:Spread of Disinfection Practices
And done this, too.The Air Ambulance
Done here:Public Panic
And done with this one, too:Common Purpose
I can do that. Got any info like about how many clues it takes for each disease, so I know roughly how many events I might need? Some events would probably be more powerful than others so it doesn't need to be a one to one match, but just having a rough ball park of the difficulty for each one = a rough idea of how many I need to makeThanks a lot! I would welcome any help you can provide. Maybe you can think about some events which would trigger for the epidemiologist/vaccinologist when doing research in an infected city? Like, getting a water probe, doing cartography of infected houses ... just think of everything what John Snow did to uncover the secret of the Cholera epidemic in London. Also think of failures; what could happen that not everything succeeds perfectly?![]()
I can do that. Got any info like about how many clues it takes for each disease, so I know roughly how many events I might need? Some events would probably be more powerful than others so it doesn't need to be a one to one match, but just having a rough ball park of the difficulty for each one = a rough idea of how many I need to make
Also, I noticed I accidentally left a typo in on the Common Purpose event that you used - "yu see a man" and "poeple" are in there. They just need a small correction to the both.
No problem, Panum will be a big and long project, I think we won't see it finished in August, maybe mid September or even the last weeks of September ...Great to see another update, but I can't write those events fast enough, alas. I'm down for the count (I did some work repairing an old chair, but must have got a bit too eager with a mallet and done something in my dominant arm) for a little bit, so I can't use my computer that much. Hopefully I'll bounce back soon enough to be able to write new events again, but it should (hopefully) be after just a few days rest![]()