Health and Plague

v.10 Adds health yield tooltips for both buildings and map tiles, which should make it easier to understand how city health yields are calculated. For modders, this version will be much easier to change as most of the yields have been moved into the standard Firaxis tables (see Plague.sql). This version allows you to add health yields to specific improvements, to change building health via policies, and to add specialists that yield health.
 
Very nice :goodjob:

Thanks for the update, i think we will update it for CCTP soon.
 
I hate to offer another version so soon, but v.11 does fix one problem and offers a solution to another.

First, it fixes the way the trade route malus is calculated. Previously, all trade routes would count against empire health, which was never intended nor described as such in game. Now only international trade routes garner a health malus.

Second, v.11 changes the way resources impact a city's health. Previous versions added health from resources only once, even if there were multiple copies of a health resource near a city. So, for example, if a city had four nearby cattle resources, it only got +1 health. In addition, whichever city first claimed ownership of a health resource received the health bonus, even if the resource were technically closer to another city (something like the problem with the Mint). At any rate, none of this was clear in the tooltips.

With v.11, each copy of a local health resource can contribute to a city's health. Essentially, resource health yields are now like any other map yields: if a city works a health resource, it gets the health bonus. Now, as cities grow they can potentially work more health resources to offset the growth penalty. Cities can also swap out the use of health resources in overlapping tiles, allowing for better fine-tuning of city growth. Of course, each worked malus resource, like coal, iron, and oil, is additive, so productive cities will probably pay a much higher health cost.

v.11 is backwards compatible with v.10 saved games.
 
Lost a city due to plague in playtesting my mod. Shocked but pleased to see it in there ;). Obviously, it's normally switched off, but I turned it on. It really does make you take notice of the health buildings!

Hah! I always turn on that option in my games; sadly the AI loses a lot more than I do.

Would it be useful for your mod if I included a Health Yield in the Unit Panel when a worker is attempting to build an improvement?
 
The new updates look nice!

@Crixler: Thanks for your hard work! I had forgotten I requested this.:D

Well, since the mod (and EUI) has been updated, I imagine a lot of that might not work anymore (I haven't looked into it yet, so I don't know).
 
v.12 available for download in the top post.

This version changes the way buildings are loaded into the database in order to account for modded buildings. Now, adding a building to an existing buildingclass that grants health will automatically grant it the predefined health yields, (see Plague.sql).

You can always override the default values by manually adding modded buildings into Building_YieldChanges. Buildings added to a newly created BuildingClass must also be manually added either to Building_YieldChanges or the new table BuildingClass_HealthYields.

Added an option in the Advanced Setup screen to disable plagues.

This version is not compatible with previous version saved games.
 
Hi there, Framed Architect. I have come back to Civ5 after a long hiatus (Doom3 & Frontier had me hooked for *ages* ;-) ), & decided to give your mod another whirl. Have to say, it is far, far more stable this time out.....so well done on bringing back this much missed aspect of Civ4 back to the game.

Just a few minor things:

1) It isn't clear, but does diversity of food sources have any positive effects on health, as it did in Civ4? If not, is this something you might consider adding to the game?

2) I personally feel the food emphasis of hospitals should now be reduced. I would be tempted to lift the health bonus for a hospital by +2, & reduce the food bonus by a similar amount.

3) I was wondering if you might consider fixing the incredibly lame "Universal Health" Tenets for the 3 ideologies? I definitely think that, given the name, it should be tied to hospitals in some way, shape or form. Perhaps in Freedom, it can grant hospitals a bonus to gold or Tourism. For Order, it could grant hospitals a bonus to Health or Culture. For Autocracy, it could grant a bonus to Food (population) or maybe a bonus to how quickly cities with hospitals-& the units within them-can heal.

Anyway, well done again on a fantastic mod, & I'd like to hear what your thoughts are on my suggestions :).

Yours,

Aussie_Lurker.
 
1) It isn't clear, but does diversity of food sources have any positive effects on health, as it did in Civ4? If not, is this something you might consider adding to the game?

2) I personally feel the food emphasis of hospitals should now be reduced. I would be tempted to lift the health bonus for a hospital by +2, & reduce the food bonus by a similar amount.

3) I was wondering if you might consider fixing the incredibly lame "Universal Health" Tenets for the 3 ideologies?

Hi.

1. No diversity doesn't provide a health bonus. In fact, the mod now allows health to increase for each local instance of a health resource. So three cattle = three health. Given the way most of the map scripts tend to stack resources, this seemed fair. Also, there is currently no bonus for traded health resources, only worked health resources. If there were to be a diversity bonus, I think this would have to apply at the civilizational level rather than the city level.
2. Possibly, though I am reluctant to make changes to base game assets for compatibility reasons.
3. My answer to #2 holds here, too. My aim is to make as few database changes as possible to allow space for other mods to do their work.

best,
FA
 
Great thx for the update!
How difficult is to add another "property" like Health, Crime, just like c2c civ4 mod.
Military and law buildings will decrease crime and trading buildings will increase it... for example.
 
Great thx for the update!
How difficult is to add another "property" like Health, Crime, just like c2c civ4 mod.
Military and law buildings will decrease crime and trading buildings will increase it... for example.
Hi,

Well it's easy to add another yield type into the database, but not easy to integrate, which requires changes to a lot of the UI elements.

If you want the AI to evaluate a new yield and change its actions based on this yield, then you really have a lot of work to do. I have side-stepped this issue because health yield is a kind of a "passive" bonus that the AI is very likely to use correctly just by playing its normal game.
 
is there a doctor specialist in your mod?


and one further notice...
i have (as egypt) a city in the flood plains...so health is at -3...BUT if i take out every citizen and let them unemployed (producing minus food) the city will not starve.


is that duee to the minus health thingy?
 
is there a doctor specialist in your mod?
Yes.

i have (as egypt) a city in the flood plains...so health is at -3...BUT if i take out every citizen and let them unemployed (producing minus food) the city will not starve.


is that duee to the minus health thingy?
No. This mod has no effect on city food if the city is plagued or has negative food production ("starving"). So if your city won't starve to death, it's not this mod.
 
Hey once again.

Could you please be so kind and explain in short the impact of halth on food increase and decreas?

As i am a bit confused :crazyeye:

Example from my game with Pius IX:
Started with +2 Food and +3 Health so my Food depot grow for +5 each turn (therefore my city grow at turn 5 to lvl 2)

From that point i have +1 Food and +2 Health so i am getting +3 Food...right?

Though my city will not grow at turn x with 34/36 (Food depot) because of the +1 Food?(health bonus does not count yet?)

Nor will my Food depot grow (from + health) with +0 Food growth (stagnation)?

:crazyeye:
 
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