Ok, some comments to the last posts.
1. City Health will affect (positively or negative) Productivity considering all Yields.
It will also affect growth, but that is the second aspect.
2. I will change DLL and XML to have upper positive limited and lower negative limit of city health configurable separatly.
-> This will allow to deactivate either one (and its effects)
3. Since Health is a normal Yield, it is already possible to give Buildings all the effects, they can have with other Yields already.
-> e.g. there will be a Building "Village Well" which will give +10% Health
-> There also already is a Founding Father affecting Health (so such things are possible as well)
-> There are a lot of other things possible, which I am currently not sure yet. I will see ...
4. When I am talking about "Positive City Health" than that is a relative aspects.
Doctors can simply keep citizens healthier than in average compared to cities without doctors.
In those days people were suffering from a lot of small issues like injuries and small diseases.
Doctors could help to cure those issues a lot faster. So I do see a "positive City Health".
-> I will configure both aspects for RaR. (People can do whatever they want in their private versions.)
Now I am tired from an exhausting week and will go to sleep.
