a multiplayer game of parenting and civilization building
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Yellow Fever and Clothing
It adds 8 heat to your tile, so your clothing traps it in. Yellow fever is survivable (without assistance) so long as you don't have much clothing and you go to a neutral biome (or ice is even better) quickly enough. The fever lasts 35 seconds, so if you start with all 6 pips you can survive at an average of 5.84 sec/pip.
Based on the survival threshold at 40% insulation, I added a bit of extra analysis to the temperature efficiency graph to show how clothing and village structures can affect players (click for larger version):
Generally, it looks like any safe level of clothing is universally beneficial for villages with most of their tiles in Meadows, Wetlands, or Jungle. However, if a village is primarily Desert you really need a significant exploration profession (like hunting, iron mining, resource hauling, etc.) to justify wearing any clothing at all. The break-even point happens at ~40% of your time away from Desert tiles.
It's also interesting that the extreme food swing for Desert biomes lands pretty far outside normal player conditions. There are only a few special cases where inattentive players might trigger it:
Wearing unsafe amounts of clothing, then venturing into a Desert (if Yellow Fever doesn't kill you first)
Building a Bear Fur Floor on a Desert tile (+50% insulation)
Warming yourself at a Large Fire while standing in Desert
Of those, going over the safe limit on clothing is surprisingly easy (almost anything with 3 or more pieces!). However, experienced players tend to learn pretty quickly that full outfits are dangerous after a few lethal encounters with Mosquitoes bumbling around biomes where they don't belong.
This at least demonstrates that wearing 1-2 pieces of clothing is typically beneficial, since the food loss on Deserts is nowhere near severe at safe insulation levels. Wooden and stone flooring on Deserts is also relatively harmless, as long as you don't let newbies place Bear Fur Rugs down inappropriately.
Sorry, can someone explain this in simple words what exactly the changes mean?
For village design, this patch makes it very appealing to plan most (or all) of your village's activities in deep desert regions. A wider gap between desert and meadow temperatures means settling along the boundaries of a desert for ideal temperatures is not very attractive anymore, since the natural sprawl of players into cold areas is likely to cancel out any long-term benefit from the village location.
One way to think about the impact of village design is how it encourages newbies to be efficient (without knowing it). Experienced players often do this by neutralizing dangers, picking where to build village work areas, and expanding farms/wells around tiles that are better for temperature efficiency. When players need to exit the village area, ensuring they have roads, backpacks, and handcarts can also reduce how much necessary time is spent in cold biomes.
If you want to visualize this in terms of food efficiency, here's how much each player effectively "donates" for the village in v195 if you can nudge them toward spending more time in each biome:
(all values are rounded to keep it simple, assuming no or light clothes)
As a last way to frame it: for each newbie you can encourage to move from meadow to deep desert tiles while living in the village, they now save enough food to feed another newbie for an entire life! That makes Desert biomes incredibly useful in v195.
Could you also generate a chart showing the food consumption in each biome while suffering from Yellow Fever?
Since there are certain insulation levels where Yellow Fever transitions from non-lethal to lethal without outside assistance, keeping clothing levels under that survival threshold is a critical factor that experienced players generally prioritize before optimizing their temperature efficiency for food consumption.
If we can pinpoint that threshold numerically, there should be an "ideal" insulation level or set of clothes for hunters, miners, etc. to wear when venturing across colder biomes ( + food) which balances against the penalties of returning to a desert village periodically ( - food) without adding risk for accidental deaths. That would be a good enough basis for experienced players to teach it to newbies, then!