I felt that with only a handful of widely spaced health breakpoints, health just didn't have much incentive to manage carefully. So, I created: Beyond Health. Negative effects are more immediate and more severe. Positive effects are more gradual and never higher than the core effects.
It's on steam workshop HERE
From the description (and included civilopedia entry, in-game):
The following are the new unhealth levels:
1 - 5 : Shaky
6 - 10 : Troubled
11 - 15 : Distressed
16 - 20 : Dire
21 - 29 : Panicked
30+ : Epidemic
At -1 Health, 10% more intrigue is generated in your cities per unhealth, up to 100%. Culture and Science yields immediately drop by 10%. Your Culture, Science, and Production yields all cumulatively drop 1% for every level of unhealth.
At -5, your combat begins to be modified by -1% per unhealth point.
At -10, your city and outpost growth rates at a -5% every unhealth level, up to -100%
At -16 your Energy yield will begin dropping by 1% per unhealth
At -21 your food yield will begin dropping by 1% per unhealth.
If your health rate reaches -31, in addition to all of the above effects, you will suffer an additional -10% yeild to Culture, Science, Production, Energy, and Food. Plus an additional -10% to your combat effectiveness.
There are also now new health levels:
0 - 9 : Stable
10 - 19 : Improved
20 - 29 : Prosperous
30 - 39 : Flourishing
40 - 49 : Booming
50+ : Utopian
At Stable levels, Outpost growth speed gains 2% per Health point, to a maximum of 20%.
At Improved, 5% less intrigue is generated in your cities per health point, to a maximum of 50%.
When Prosperous, your Production yield gains 1% per health level, to a maximum of 10%
When Flourishing, your Culture and Technology yields gain +1% per health point, to a maximum of 10%
When Booming, your Cities growth rate increases by 2% per health level, to a maximum of 20%
To view the full description of the new health levels and effects while in game, just search the Civilopedia for Beyond Health.
It's on steam workshop HERE
From the description (and included civilopedia entry, in-game):
The following are the new unhealth levels:
1 - 5 : Shaky
6 - 10 : Troubled
11 - 15 : Distressed
16 - 20 : Dire
21 - 29 : Panicked
30+ : Epidemic
At -1 Health, 10% more intrigue is generated in your cities per unhealth, up to 100%. Culture and Science yields immediately drop by 10%. Your Culture, Science, and Production yields all cumulatively drop 1% for every level of unhealth.
At -5, your combat begins to be modified by -1% per unhealth point.
At -10, your city and outpost growth rates at a -5% every unhealth level, up to -100%
At -16 your Energy yield will begin dropping by 1% per unhealth
At -21 your food yield will begin dropping by 1% per unhealth.
If your health rate reaches -31, in addition to all of the above effects, you will suffer an additional -10% yeild to Culture, Science, Production, Energy, and Food. Plus an additional -10% to your combat effectiveness.
There are also now new health levels:
0 - 9 : Stable
10 - 19 : Improved
20 - 29 : Prosperous
30 - 39 : Flourishing
40 - 49 : Booming
50+ : Utopian
At Stable levels, Outpost growth speed gains 2% per Health point, to a maximum of 20%.
At Improved, 5% less intrigue is generated in your cities per health point, to a maximum of 50%.
When Prosperous, your Production yield gains 1% per health level, to a maximum of 10%
When Flourishing, your Culture and Technology yields gain +1% per health point, to a maximum of 10%
When Booming, your Cities growth rate increases by 2% per health level, to a maximum of 20%
To view the full description of the new health levels and effects while in game, just search the Civilopedia for Beyond Health.