Health and Plague in vox populi like in civ 4

Lumpyacidfish

Warlord
Joined
Jan 23, 2021
Messages
151
https://steamcommunity.com/sharedfiles/filedetails/?id=198143945 how come something like this was never incorporated into vox populi
clean water and medicinal practices have altered the course of history as much as agriculture has I think it should be in the game in the way civ 4 had it
1 because vox populi already incorporates many civ 4 mechanics such as events and corporations
2 because buildings like pharmacies or sewers that increase food/population growth to represent the health of the people is a boring way show off in game
3 farm plots that increase food yield that steadily grows your people makes sense, a pharmacy, sewer, or hospital showing off that does not make sense when you get into the nitty gritty
with a hospital you can explain less people die from birth complications I guess but other buildings like that don't just lead to the generation of people so I think there needs to be a distinction of what leads to more births vs causing less deaths
 
in Civ IV iirc the pop of a city is soft-capped by health. So health increasing buildings basically raise the pop cap.
In VP the equivalent is the Granary/Aqueduct/etc. effect that retains food after growing. The soft cap is the exponential scaling of food cost for next pop, and this bonus serves lowers that scaling.

Why this was never added to VP I don't know. Unnecessary complication and, as usual for new mechanics, it would require a large amount of AI work for the computer enemy to take it into account in a meaningful way (even now, they struggle to balance growth and happiness which is why we have avoid growth and public works).
 
The plague became an event instead that drains a lot of food and leads to starvation and pop loss, unless you deal with it by relocating pops, or have a lot of food production or just cheat the event by starting work on a settler right before starvation.
 
in Civ IV iirc the pop of a city is soft-capped by health. So health increasing buildings basically raise the pop cap.
In VP the equivalent is the Granary/Aqueduct/etc. effect that retains food after growing. The soft cap is the exponential scaling of food cost for next pop, and this bonus serves lowers that scaling.

Why this was never added to VP I don't know. Unnecessary complication and, as usual for new mechanics, it would require a large amount of AI work for the computer enemy to take it into account in a meaningful way (even now, they struggle to balance growth and happiness which is why we have avoid growth and public works).
I see
sounds like a lot of work but you can see how it could be fun
I know you make the extra victory type mods would you like to hear me out on how an economic victory can be achieved?
 
iirc the effort to integrate with VP was abandoned for balance reasons: 1) AI could not plan around these systems without major recode, and 2) adds a very-visible RNG element to the game, and large portion of this community despises unnecessary RNG in their civ game

I think some of the mechanisms from civ 4, or in the mod that was made for vanilla civ 5, just don't play well in civ 5 -- imo would need a significant redesign to work well. That said i'd be interested if someone ever took the time to adapt it properly
 
Back
Top Bottom