Beyond Earth game mechanisms : Health

I think manufactory unhealth is calculated globally and not on a per city basis. If you check your unhealth in the topbar, I think they have a seperate category for unhealth from improvements.
Here's the information I can get on this.
Spoiler :



My colony has no Biowell improvements, and three Manufactories.
Of course, I also have some bonuses there for playing on an easy difficulty. I'm a Civ casual.
 
There's no such thing as local unhealth anyway. Local health is limited by population, not the unhealth the city generates. If you modded the game so each population gave 2 unhealth or 0 you would still be limited to 1 heath per population.
 
There's no such thing as local unhealth anyway. Local health is limited by population, not the unhealth the city generates. If you modded the game so each population gave 2 unhealth or 0 you would still be limited to 1 heath per population.

Well, since population gives you 0.75 unhealth per unit, this is actually quite an important point.

If you have a pop 12 city, the population will produce 9 unhealth and the city itself will produce 4. Are you saying that you can increase health by 12 using buildings?
 
Yes, that's how it works.
At size 16 a city will become "neutral" in terms of health cost (if you can get +16 health from buildings/improvements). At even higher pop numbers, cities start to generate extra health.

As for local unhealth, I think it does exist (if you build Manufcatories the game will list their unhealth under the "from cities" bullet point). The way to test if that assumtion is correct would be to build the new Promethean, since it should be able to remove all unhealth from manufactories of the city where it is located.
 
Yes, that's how it works.
At size 16 a city will become "neutral" in terms of health cost (if you can get +16 health from buildings/improvements). At even higher pop numbers, cities start to generate extra health.

As for local unhealth, I think it does exist (if you build Manufcatories the game will list their unhealth under the "from cities" bullet point). The way to test if that assumtion is correct would be to build the new Promethean, since it should be able to remove all unhealth from manufactories of the city where it is located.

So how do biowells fit into this discussion?
 
So how do biowells fit into this discussion?
You increase local health by +1 for each Biowell worked, meaning you can push the positive health limit further up. It's just an additive number to all existing buildings and local perks.

For example: A city with a Clinic, a Pharmalab, a worked Biowell tile and an unworked Biowell tile will have 2 + 3 + 1 + 0 = 6 local health.
 
Addendum:
After some testing I can confirm that factories are indeed causing city scope unhealth. The Promethean does indeed remove any negative health penalties from factories from the city where it is build.
 
Addendum:
After some testing I can confirm that factories are indeed causing city scope unhealth. The Promethean does indeed remove any negative health penalties from factories from the city where it is build.

manufactories? So you could have a super specialist productive city that way.... could make for an even quicker science victory maybe
 
Not really. You are not limited by production when rushing affinity techs, so all you could do would be converting. Maybe the ripple effect with Trade Routes is big enough to make Manufactories produce more science than Academies, but I doubt it.

But at the very least you can start to build the manufactories for the final wonder a bit earlier, so that's a bit of a plus. Not sure if it is worth sacrificing the production cost for the wonder, though.
 
Well, you'd also not get the production penalty that you usually get from dropping into negative production once all of these Manufactories are done. That would probably save 1-2 turns or so, but well... you lose these 1-2 turns producing the wonder when you could as well be using science focus - and the wonder is not on a tech that I'd really want to get at that point.

It seems really underwhelming, but I think there's not too much missing to actually make it a good choice in some situations.
 



It is not fair, since -40 is very easy to go but penalty is a lot comparing with tough +40 healthy civilization. staying healthy may not be profitable.
 
Uhm. What does "fair" even mean in that situation? It's not equal, yeah. Because both systems have different goals, it's nonsensical to directly compare them.

Negative health is there to limit you from expanding endlessly, so the negative effects must be rather harsh.

Positive health is there to further "reward" an already running, already very productive Civilization. Giving "huge" bonuses on top of that would just cause an extreme snowball-effect. Getting into high positive health may not be that rewarding, but at the same time.. getting into high positive health isn't that difficult either. If you don't care about winning as fast as possible and instead just work on your empire it pretty much happens all by itself.
 
I don't think the high health bonuses are really something you aspire for. I think there more for when you can't expand more they give you something to gain from your health improvement efforts.
 
Did the missing pictures make much difference?

I see stuff like:

... and I have concerns.
 
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