Doctors, Hospitals, and Psych

Duneflower

Warlord
Joined
Aug 6, 2006
Messages
290
Location
deep in the CA desert
I was reminded the other day while working on my tech-tree proposal (still in the works) that not only Doctor specialists but also all Hospital facilities generate Psych multipliers (in addition to Lab multipliers, in the case of Hospitals), and thought to myself: Why?

The justification is probably something like "being healthier makes us happier", but I suspect the real reason is that before the advent of :health:/:yuck:, :) and :food: were the only limiters on city/base-size once you popped the HabDome/Hospital limit. This being the case, what would people say to trading the Hospital Psych for Health, and either making Doctors +1:health:/+1:) (this may already be in place; I don't have Planetfall up right now) or making them +2:health: and adding a new specialist who gives +2:)?
 
In the current setup, a unit of population that produces +2:food:, +1:health:, and +1:) would pay for itself with no additional cost or output. It might help make huge bases with which Yang could hurry production, but that's about it.

A unit of population that gives +1:health: and +1:) would only be useful for someone who can sacrifice population for something else, and only in bases with more than enough :food:.

In a city with more than enough food but not enough happiness, a specialist that gives +2:) could support the :) requirement of both itself and another unit of population. It would be a way of saying that after a certain limit it would take 4:food:+2:health: to support each new population unit that does something other than make people happy. I think a model like that could work.

A specialist that gives +2:health: wouldn't be able to support itself. In bases with low :health:, this specialist would grant +2:food:, then consume 3:food:, one of which would be through its own :health: cost. for a +:health: specialist to be worthwhile, it would need to either give at least +4:health: (or maybe even +1:food: and +3:health: ) or do something else in addition to granting :health:.
 
Doctors give +3 Health (thus paying back their own nutrient/health requirements) and giving +3 Great Doctor GPP.

So the deal with Doctors is basically: -1 happy, +3 GPP
 
Okay, that makes sense. What about the Hospital facilities, tho?

Clinic and Research Hospital also give Health currently, and no happiness bonus. Haven't really thought about the cost and effects of the Research Hospital though.

Maybe you could add events that simulate alien diseases, and make assigning doctors reduce the chance of these.

I'm not sure it's possible to relate events to doctors being present. Could I think definitely be linked to certain base facilities though.
 
I'm not sure it's possible to relate events to doctors being present. Could I think definitely be linked to certain base facilities though.

It'd better be, what with the Hospitals and HGP negating the Prometheus Virus (iirc) and Biolabs mitigating Planetblight! :lol:
 
I have an idea how this could work:

Code allows for a +1 happy in all cities with the state religion, right? Maybe that code could allow for a bonus of +5 health. Then the virus is a factionwide thing of -5 health?

Or less, just a random idea in the pond.

Or, have a quest which tell you that in some turns, there'll be a virus outbreak.

The options would be to build X hospitals for one of the quest endings, and another option of the HGP.

These two are greyed out if you have neither, and the only other option is to have -2 pop in so and so city/cities.
 
That is a possibility. There should be virus outbreaks in there somehow, and if events are the only way to stick them in, then I'm all for it.
 
I've heard it's possible for events to give a temporary health reduction. Something like poisoned water supply. Haven't ever looked into the event files yet though. :mischief:
 
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