Tsathoggua
Warlord
- Joined
- Sep 28, 2009
- Messages
- 127
Great Physicians are worth having Healers.
What *could* be done is give the Healer +1 research, maybe +2 from the Great Phy... Or simply +1 happy from the Great Phy.
However, I really don't see what's wrong. I've been playing with such a change for weeks now and I never found it unplayable![]()
To be fair, I think Valk mentioned these were your changes.

Having Great People whose sole purpose is to offset the malus from the new system is not "worth" having to cope with the new system. Once you've placed those Physicians, in the long view yes, you've accomplished slower city growth but you've also severely hampered expansion (maybe you wanted to) and forced every civ to cripple their GP generation, having had to use the first few spawns on Physicians which, ironically, pollute the future GPP pool in favor of... more Physicians.
I see two potential fixes:
one, reduce the food upkeep of Healers (and maybe all specialists) by some fixed amount. Unless it's late-game it seems silly to be running more than say 1 specialist / 5 pop. Of course once you make it to late-game this might be unbalancing the other way.
Two, unless you make them appealing in some other way, consider making Great Physicians generate no GPP at all. Make top-tier health buildings (like Infirmary) give a buff to GPP generation to offset the fact that having to generate more GPs than you normally would in early game is going to impact the late-game hugely, due to the drastically non-linear increase in points needed. Especially with the dependence of the Guild and Master Craftsmen systems on having Great Engineers, this is going to impact end game play a lot more than just by restricting city numbers and sizes.

. at least the physicians could need some food bonus but they arent weak. i like the new system but i still hate ugly barbarians (6/4 chariots and 5/7 hill giants before i have something else than a bunch of warriors are too strong(turn20-40))
for engineers
per pop is opening a huge can of worms. See the dicussions we had in the Orbis forum section, you would need to rebalance EVERY improvement yield. And that's just the beginning. The game mechanics based on 2
, but giving the palace a generous health bonus is probably the way to go for softening the impact of a non river start. And while I agree with the goal of reigning in runaway city growth, I think the team overshot in the opposite direction. The necessity of connecting lots of health resources fast in combination with snail-like worker speed is really slowing down the early game. I would appreciate if researching worker techs would lead to a significant reduction of improvement build time.
and +4 