Minor Annoyance
Deity
In civ 5 it was originally possible to have health 'profit' by which I mean build more cities and get more health than then unhealth they generate, allowing you nearly infinite health, constrained only by the amount of space on the map for cities. They created the concept of local health to counter that, so the health population generated could only be negated, and not surpassed by basic buildings. Leaving per city unhealth which you could almost negate but not quite.
In CivBE there is still local health but now per population unhealth is only 0.75 with 4 unhealth per city meaning a size 16 city with 16 local health could counter all the unhealth from its population and the city itself. In this way it is similar to civ 4 in that civ 4 cities cost money but more cities could generate more money so after building up a city for a while the city would turn a profit. It does seem to be to be a good plan as it allows vertical growth to allow horizontal growth. However some tings fudge that up real good.
Artists or Aristocrats give 1 health per city
Profiteering gives 0.5 health per trade unit which ends up being 1.5 per city
and Eudaimonia take off 25% of unhealth
Add those together 0.5 unhealth per city
EDIT: I forget to write in the prosperity synergy bonus of +1 per city. So that means you can totally eliminate unhealth per-city by getting a health + colonist, 10 prosperity and 3 industry virtues.
Eudaimonia also affects population unhealth taking it from 0.75 to 0.56.
And if that population is covered by local health then each population is 0.44 health profit.
Which means a population 2 city is already in health profit. Not that it really matters at this point but doing the math, if you get 2 levels in purity and the rest supremacy you can get local health of 23.4 per city. That leaves 10.12 of that health as profit so you could have size 33 cities before you need to dip into any other health source.
Unlimited size 33 cities. What the fun!![Pissed [pissed] [pissed]](/images/smilies/pissed.gif)
In CivBE there is still local health but now per population unhealth is only 0.75 with 4 unhealth per city meaning a size 16 city with 16 local health could counter all the unhealth from its population and the city itself. In this way it is similar to civ 4 in that civ 4 cities cost money but more cities could generate more money so after building up a city for a while the city would turn a profit. It does seem to be to be a good plan as it allows vertical growth to allow horizontal growth. However some tings fudge that up real good.
Artists or Aristocrats give 1 health per city
Profiteering gives 0.5 health per trade unit which ends up being 1.5 per city
and Eudaimonia take off 25% of unhealth
Add those together 0.5 unhealth per city
EDIT: I forget to write in the prosperity synergy bonus of +1 per city. So that means you can totally eliminate unhealth per-city by getting a health + colonist, 10 prosperity and 3 industry virtues.
Eudaimonia also affects population unhealth taking it from 0.75 to 0.56.
And if that population is covered by local health then each population is 0.44 health profit.
Which means a population 2 city is already in health profit. Not that it really matters at this point but doing the math, if you get 2 levels in purity and the rest supremacy you can get local health of 23.4 per city. That leaves 10.12 of that health as profit so you could have size 33 cities before you need to dip into any other health source.
Unlimited size 33 cities. What the fun!
![Pissed [pissed] [pissed]](/images/smilies/pissed.gif)