Medical Overhaul for Civ VI
Content for All Leaders
Healthcare Center
Requires Medicine (Medieval Era Technology), Allows Pharmacy (Tier 1), Hospital (Tier 2) and Medical Laboratory (Tier 3), Allows Remedy Research Project (25% extra Food on City when is ongoing, Great People Points towards Great Scientist upon completing), +1 Food per adjacent Woods and Rainforest, +1 Food per 2 adjacent Floodplains and Marsh, Increase Housing by 0.5
Pharmacy
Requires Medicine (Medieval Era Technology), Allows Herbalist (Support Healing Unit Tier 1), produces +1 Science when worked, Increase Housing by 0.5, Increase the Healing of Stationary Adjacent Units by 10, requires Medicinal Plants per Turn to Keep Working
Hospital
Requires Sanitation (Industrial Era Technology), Allows Medic (Support Healing Unit Tier 2), produces +2 Science when worked, Increase Housing by 0.5, Increase the Healing of Stationary Adjacent Units by 10, requires Medicinal Plants per Turn to Keep Working, stacks with Pharmacy for 20 Bonus Healing
Medical Laboratory
Requires Antibiotics (Atomic Era Technology), Allows Supply Convoy (Support Healing Unit Tier 3), produces +3 Science when worked, Increase Housing by 0.5, Increase the Healing of Stationary Adjacent Units by 10, requires Medicinal Plants per Turn to Keep Working, stacks with Pharmacy and Hospital for 30 Bonus Healing
Herbalist
Unlocked with Medicine (Medieval Technology) and Pharmacy (Medieval Era Building), Increase the Healing of Stationary Adjacent Units by 10, Upgrades into Medic, requires 20 Medicinal Plants to be Trained, Purchased or Upgraded
Medic
Now Unlocked with Sanitation (Industrial Era Technology) and Hospital (Industrial Era Building), requires 20 Medicinal Plants to be Trained, Purchased or Upgraded
Supply Convoy
Now Unlocked with Antibiotics (Atomic Era Technology) and Medical Laboratory (Atomic Era Building), Increase the Healing of Stationary Adjacent units by 30 instead of 20, requires 20 Medicinal Plants to be Trained, Purchased or Upgraded
Medicinal Plants
Strategic Resource Unlocked with Irrigation (Ancient Era), Requires Plantation to be Connected for your Civilization, Required to Train, Purchase or Upgrade Herbalist, Medic and Supply Convoy Units, Required to keep Pharmacy, Hospital and Medical Laboratory Working, Terrain Bias is Rainforest, Woods, Floodplains and Marsh, Resource Yields +1 Gold and +1 Science when Worked
Epidemy
Disaster that spreads through trade routes, doing mayhem on unfortunate civilizations hit by it.
This Disaster kill some Citizens and Damage some Units, however once those Units and Cities Survive they gain bonus Combat Strength, unless if this feacture is Disabled by Climate Change Level 4+.
Then they gain reduced Combat Strength instead if this feacture is Reversed by Climate Change Level 5+.
Epidemics have Higher Reach on Large Empires with Multiple Trade Routes, and More Persistance on Tall Empires with Huge Population on Cities.
Epidemy has spawn bias into tiles with negative appeal.