As often is the case I'm doing None Of The Above.
I believe my safest comment here is: No Comment.
I think that increasing planet rage a ton would indeed be frustrating for a variety of reasons, because it would just make it feel like you are being penalized all the time. That's not to say that we don't need more monsters and so forth, though -- that's not at all to say that. But it is to basically say that the Planet Rage concept as a whole is dodgy at best and something I intend to rework a lot so that monsters are more of a factor.
I really like the idea behind Planet Rage. It's just that the Planet isn't doing anything about it really yet. And Yes, I do think that the planet should "strike back" when you do things that annoy it. Although, it would be cool if you could have positive Planet Rage, and get presents instead of monsters. That would take a ton of revisioning though.
1. My goal is designing complex systems with emergent behavior, and to do that I have to set up multiple quasi-related math systems that will interact with one another in hopefully funky ways, and then make other rules to stop the "bad funky" stuff that happens from that.
2. Thus looking at a specific part of it and going "that's needlessly complex" is missing the point, because the idea is to introduce chaos, but then to prevent that chaos from spilling over into Armageddon accidentally.
3. So from that standpoint, looking at part of the math is not a very informative bit of information. Even knowing all the math, it's extremely hard to predict emergent behavior in systems like this. Because you aren't dealing with one formula, you're dealing with a bunch of them interacting in randomized ways with unknown inputs, etc. It becomes like predicting the weather, or worse.
4. On the other hand, if we're talking about a single formula for linearly calculating something, obviously we're on the same page. But disease specifically is meant to be a realistically chaotic system that acts within certain constrained bounds, and hence my comment.
So sometimes, complexity is added to try to force emergent behavior. However, the emergent behavior is already present, and the extra complexity doesn't add anything. It akin to adding a sin(x) function random to some code. Sure it adds randomness, but it is just disguising noise. It is artificial and shallow complexity. In the worse case it just means you add a random() value to your prediction model and move on. It isn't very satisfying.
Go Team Barbarian!
Yeah!