I kind of like how they changed negative health to be less punishkng, and gave bonuses to positive health, as compared to happiness in CiV, but they really need to make the positive health bonuses better, to incentivize people to stay in positive health. I don't think the problem is that the negative health penalies are too soft on their own, I think it is just that when compared to the bonuses for being healthy the penalties have a sort of why worry anout them when staying in positive health gives such small bonuses.
1. For the love of Pete (Murray?
) can people on these forums STOP saying there is no positive benefit to happiness in CiV? GOLDEN AGES PEOPLE
! All that extra
and
(and subsequent
) apparently counts for nothing?
2. While I certainly admit that players who know what they're doing can still effectively operate in negative
, as others have pointed out, there are plenty of bonuses for positive health.
a. +10%
(if you have the Knowledge opener that is)
b. 10%
(which is a pretty nice incentive)
c. Reduced intrigue (nice, it has its uses)
d. Quicker outpost growing speed (again, file under decent I suppose)
So while these bonuses might not seem very huge (I think 10%
is sweet) in some ways you can also count the fact that you're NOT getting a hit on your
and growth (and intrigue). I saw one recent playthrough where someone had negative health so early on that they were making 0
per turn. (Granted, it was because they didn't have their relic out yet
) Overall, I agree that changes need to be made: particularly on the positive side, there should be a difficult-to-attain 20+
bonus for people who really want to keep it up. (And yes, I mean other than the virtue of positive
converting to
)