View Full Version : Health summary
DaviddesJ Dec 02, 2005, 01:52 AM I wanted a single list of everything that affects health. I couldn't find one, so I compiled it myself. If I have some details wrong, please post corrections and I will edit.
HEALTH
+X difficulty level (Setter/Chieftan X=4; Warlord/Noble X=3; Prince/Monarch X=2; Emperor/Immortal/Diety X=1)
+2 if city square has fresh water
+0.50 per forest (round down) [was 0.40 in original Civ4]
+1 per banana, clam, corn, cow, crab, deer, fish, pig, rice, sheep, wheat
+1 Granary per corn, rice, wheat
+1 Harbor per clam, crab, fish
+1 Grocer per banana, spices, sugar, wine
+1 Supermarket per cow, deer, pig, sheep
+2 Expansive leader
+2 Aquaduct
+3 Hospital
+1 Hanging Gardens in any city
+3 Genetics
+6 Environmentalism
+1 per future tech
UNHEALTHINESS
-1 per citizen
-0.25 per jungle
-0.50 per fallout
-0.40 per flood plains
(round down terrain total)
-1 Airport
-2 Coal Plant
-1 Drydock
-1 Factory
-1 Forge
-1 Laboratory
-2 Ironworks
(Recycling Center negates all buildings)
eg577 Dec 02, 2005, 04:49 PM +2 adjacent to at least one source of fresh water
slothman Dec 05, 2005, 12:05 AM +X difficulty level
Does that mean you begin with more health with harder levels?
I would guess you are more unhealthy at higher difficulties.
DaviddesJ Dec 05, 2005, 01:34 AM +X difficulty level
Does that mean you begin with more health with harder levels?
I would guess you are more unhealthy at higher difficulties.
Each city has a base level of health, depending on the difficuly, that generally decreases with increasing difficulty (but some difficulty levels may have the same base health, I think). E.g., Emperor is +1. If someone wants to compile a table of base health for each difficulty level, I'll insert it into the summary.
Stuporstar Dec 05, 2005, 06:14 AM Very useful list DaviddesJ, thanks! :goodjob:
For the sake of completeness, I've looked up the health bonus numbers for difficulty levels in the xml (because it takes less time than reloading the game over and over on each difficulty level).
This is how it breaks down:
Settler 4
Chieftain 4
Warlord 3
Noble 3
Prince 2
Monarch 2
Emperor 1
Immortal 1
Diety 1
wakwak Dec 05, 2005, 10:58 PM +2 adjacent to at least one source of fresh water
so you get a +2 bonus for city being placed on fresh water and another +2 for it being adjacent to a source?
DaviddesJ Dec 05, 2005, 11:44 PM so you get a +2 bonus for city being placed on fresh water and another +2 for it being adjacent to a source?
No, these are the same thing. The square has to have fresh water (as seen in the mouseover description of the tile), which happens if it's adjacent to some source of fresh water (river, lake, or oasis).
Requies Dec 06, 2005, 12:03 AM Very useful list DaviddesJ, thanks! :goodjob:
For the sake of completeness, I've looked up the health bonus numbers for difficulty levels in the xml (because it takes less time than reloading the game over and over on each difficulty level).
This is how it breaks down:
Settler 4
Chieftain 4
Warlord 3
Noble 3
Prince 2
Monarch 2
Emperor 1
Immortal 1
Diety 1
Heh, Darn it. Knew there was an easier way :p. I calculated it on my own for the spreadsheets I'm making, but I did it the hard way :p.
Req
Zombie69 Dec 06, 2005, 06:44 AM Doesn't the granary give a +1 regardless of resources?
Krikkitone Dec 06, 2005, 12:27 PM Neat any possibility of the same thing with happiness?
Requies Dec 06, 2005, 01:03 PM Doesn't the granary give a +1 regardless of resources?
Nope. At least not according to the Civilopedia, the help text of the granary, AND the help text of the health summary of the city.
Neat any possibility of the same thing with happiness?
Check out this (http://forums.civfanatics.com/showthread.php?t=145247) by the same author.
Req
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