Anthropoid
Grognard fantome
@ The J: as it works now, health merely modifies food accumulation when it is below a minimum threshold; it has no effect (correct me if I'm wrong) when it exceeds that minimum threshold. As long as the health level of a city is greater than the unhealth level, the city will accumulate food. This I think is too simple and does not fully represent the role that health played in history. Past civs have used things like "plague" random events, and that was not particularly fun.
There is no difference in game play between a size 10 city with 10 health and 10 unhealth, than a size 10 city with 20 health and 10 unhealth. There should be a difference, arguably a sizeable one; the city with a larger variety of health should show better performance over history. People enjoy healthy food, and they thrive. Excess health could have impacts on all aspects of a cities functioning: hammers, happiness, food accumulation (positive not just negative modifier), great people production, effects of great people.
A simple application of this could be something like:
20% excess health = +1 hammer, +1 happiness, +1 food, +25% GP production rate, +25% GP effects
50% = +2 hammer, +2 happiness, +2 food, +45% GP production rate, +35% GP effects
75% = +3 hammer, +3 happiness, +3 food, +60% GP production rate, +45% GP effects
100% = +4 hammer, +3 happiness, +3 food, +70% GP production rate, +50% GP effects
In sum, nonlinear positive effects of excess health on other aspects of city functioning. This would make having more of a variety of health sources a strategic advantage, which it should be, but is not really in game at present (at least beyond a minimum threshold).
Not knowing the maths nor the code behind the scenes, I'm not sure how this sort of stuff could or could not be done.
BTW, anybody reading this: feel free to run with it and try and make it work! I mostly enjoy playing and my real interest in modding is just to play the changes!
If anyone does use any idea like this, please integrate it into HiTM so I can play it too
There is no difference in game play between a size 10 city with 10 health and 10 unhealth, than a size 10 city with 20 health and 10 unhealth. There should be a difference, arguably a sizeable one; the city with a larger variety of health should show better performance over history. People enjoy healthy food, and they thrive. Excess health could have impacts on all aspects of a cities functioning: hammers, happiness, food accumulation (positive not just negative modifier), great people production, effects of great people.
A simple application of this could be something like:
20% excess health = +1 hammer, +1 happiness, +1 food, +25% GP production rate, +25% GP effects
50% = +2 hammer, +2 happiness, +2 food, +45% GP production rate, +35% GP effects
75% = +3 hammer, +3 happiness, +3 food, +60% GP production rate, +45% GP effects
100% = +4 hammer, +3 happiness, +3 food, +70% GP production rate, +50% GP effects
In sum, nonlinear positive effects of excess health on other aspects of city functioning. This would make having more of a variety of health sources a strategic advantage, which it should be, but is not really in game at present (at least beyond a minimum threshold).
Not knowing the maths nor the code behind the scenes, I'm not sure how this sort of stuff could or could not be done.
BTW, anybody reading this: feel free to run with it and try and make it work! I mostly enjoy playing and my real interest in modding is just to play the changes!
If anyone does use any idea like this, please integrate it into HiTM so I can play it too
