Half unhealth from specialists.

Joined
Jun 27, 2007
Messages
2,248
Location
Hamilton, Ontario
Better Health Through Specialists

It's the effect from Universal Suffrage value from Brave New World.

It shifts Applied Aesthetics and Learning Centers up and makes Creative Class the unhealth reducer and moved it down.

Also gives one more food to growers, because if they aren't as good as an unupgraded farm on a grassland then what are they for?

Issues: The tooltip for Creative class says nothing but it does function. Also the tooltip for your health seems to round to the highest multiple of 0.75 so if you have an odd number of specialists it wouldn't read correct, but you still have reduced unhealth from one specialist.

Alternate download: http://forums.civfanatics.com/downloads.php?do=file&id=23689
 
Now I've increased specialists yields:

Grower 4 food
Artist 3 cultue
Trader 5 energy
Engineer 3 production

I tried to make specialists with both their upgrades about equal to tile improvements with all their upgrades. Not super farms though, those are too good, and engineers were fine for competing with mines and manufactories due to their low output and high cost. But I balanced engineers against the changed mines and manufactories from my titanium mine mod.
 
Sry, it's probably me that's slow here, but I can't find "Applied Aesthetics". Is it a virtue?

And what does this mean:
It shifts Applied Aesthetics and Learning Centers up and makes Creative Class the unhealth reducer and moved it down.

I get that I need to adopt Creative Class to get the reduced negative health and that the specialist are improved, but what else does the mod do?
 
Sry, it's probably me that's slow here, but I can't find "Applied Aesthetics". Is it a virtue?

And what does this mean:


I get that I need to adopt Creative Class to get the reduced negative health and that the specialist are improved, but what else does the mod do?
Since the last patch which changed the virtues and removed Applied Aesthetics, this mod no longer operates correctly and I haven't bothered to fix it because no one was using it anyway and it wasn't likely anyone was going to before the expansion is released.
 
Hello Again and thx for replying

Since the last patch which changed the virtues and removed Applied Aesthetics, this mod no longer operates correctly and I haven't bothered to fix it because no one was using it anyway and it wasn't likely anyone was going to before the expansion is released.

IC. Good to know, now I can stop slapping myself :crazyeye: for not being able to find out what the heck AppAea is... (Just bougth the game 3 weeks ago)

I would be gratefull if you could find the time to update the mod into one of the following (I prefer A)

A) The mod as it is, with all relations/changes to virtues removed. So just the improved specialist yield and reduced negative health from start of the game. :p

B) Only the specialist yield improvements, without relation to virtues and without any health change.

C) Figure out a new meaningfull relation to a virtue, as a criteria for the Health bonus to kick in.

Best,
 
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