Ahriman
Tyrant
Health system redesign
Problems with the current system:
Health is rarely binds after the early game. This makes health buildings and resources uninteresting. This happens largely because the significant number of health bonus resources are massively augmented by key buildings that also have valuable other purposes.
These bonuses also don't necessarily make logical sense; they are remnants of the vanilla granary and grocer, and the greenhouse building.
The "fresh water" health bonus from vanilla (bonus for being adjacent to river, lake or oasis) still applies.
Design goals:
Make large cities require infrastructure investments in order to grow to large size without having health penalties.
Make the existing buildings less of a no brainer build, and have more of competing strategic options (invest in more water first, or more health?).
Make "infirmary" building relatively more important.
Make Wet Planet Conservatory and other health bonuses (golden path) more valuable.
Proposal:
1. Remove the health bonuses with resources from the water cache, moisture seals, and qanat buildings. [Reduces health bonuses by 4,3,4, total of 11 in late-game if all 7 resources are present]
The core effects are all still very powerful.
2. Remove +1 health from nitrates resource.
3. Add a "clinic" building which gives +2 health, at Arrakis habitation tech. 40? hammers.
4. Add a "nursery" or "greenhouse" building at Way of Liet tech (currently useless to non-Paradise users), which gives +1 health from nitrates, spice honey, dates and cereal. 80? hammers.
[Alternative idea: make it give +1 health, +1 health from nitrates, spice honey, dates and cereal, -1 water.]
5. Add a "dew extractor" building at refining techniques that gives +1 health from sword grass, barrel cactus, spiked paintbrush, creosote bush. 120 hammers?
[Alternative: make it give +1 health, +1 health from sword grass, barrel cactus, spiked paintbrush, creosote bush, -1 water.]
6. Rename "infirmary" to MedLab or something similar.
7. Not required, but another possibility; make salt pan terrain give +0.25 unhealth in nearby cities.
8. Remove the fresh water/"moisture" bonus health. It doesn't make sense for cities to get a health bonus from being adjacent to a well (but not if the well is 2 tiles way).
Problems with the current system:
Health is rarely binds after the early game. This makes health buildings and resources uninteresting. This happens largely because the significant number of health bonus resources are massively augmented by key buildings that also have valuable other purposes.
These bonuses also don't necessarily make logical sense; they are remnants of the vanilla granary and grocer, and the greenhouse building.
The "fresh water" health bonus from vanilla (bonus for being adjacent to river, lake or oasis) still applies.
Design goals:
Make large cities require infrastructure investments in order to grow to large size without having health penalties.
Make the existing buildings less of a no brainer build, and have more of competing strategic options (invest in more water first, or more health?).
Make "infirmary" building relatively more important.
Make Wet Planet Conservatory and other health bonuses (golden path) more valuable.
Proposal:
1. Remove the health bonuses with resources from the water cache, moisture seals, and qanat buildings. [Reduces health bonuses by 4,3,4, total of 11 in late-game if all 7 resources are present]
The core effects are all still very powerful.
2. Remove +1 health from nitrates resource.
3. Add a "clinic" building which gives +2 health, at Arrakis habitation tech. 40? hammers.
4. Add a "nursery" or "greenhouse" building at Way of Liet tech (currently useless to non-Paradise users), which gives +1 health from nitrates, spice honey, dates and cereal. 80? hammers.
[Alternative idea: make it give +1 health, +1 health from nitrates, spice honey, dates and cereal, -1 water.]
5. Add a "dew extractor" building at refining techniques that gives +1 health from sword grass, barrel cactus, spiked paintbrush, creosote bush. 120 hammers?
[Alternative: make it give +1 health, +1 health from sword grass, barrel cactus, spiked paintbrush, creosote bush, -1 water.]
6. Rename "infirmary" to MedLab or something similar.
7. Not required, but another possibility; make salt pan terrain give +0.25 unhealth in nearby cities.
8. Remove the fresh water/"moisture" bonus health. It doesn't make sense for cities to get a health bonus from being adjacent to a well (but not if the well is 2 tiles way).