The latest patch brought health a big step forward, and now you have to actually pay attention to it. But it's also clear that getting to neutral health is very difficult, and as a result expansion is penalized far too harshly. Where before TRs and low health penalties encouraged ICS, now we are pretty much forced into playing tall.
The core problem, in my mind, is the way local health is structured and/or the lack of global health modifiers. Because local health is capped at population, the only way to counter the -4 base unhealth from new cities is with global health. The only sources of global health are virtues -- all other sources, including biowells and wonders, are limited by the local cap.
Not only does this make getting to health neutrality extremely difficult, it strongly favours Industry and Prosperity virtue trees for Magnasanti and Eudaimonia respectively. Without these it is nearly impossible to get to or above 0 health. That means Knowledge is basically never worth opening and Might is only worth opening if you plan to go for domination and ignore health.
So all that said, here are my suggestions for fixing the health system:
Fixes to the local/global health problem:
1. Increase the local health cap to city population + 2 OR decrease base city unhealth to -2. Both these options make cities able to reach neutrality by pop 8, rather than pop 16. (I like the former better, since it still requires an investment in structures or biowells to keep expansion going.)
2. Make health from tile improvements global, but still require a citizen to work the tile. This will enable some cities to specialize in health, and generate excess health that can be used for expansion; but it still won't be possible to spam biowells in new cities to recover health.
3. Make wonder health global, so health wonders are actually worth building.
Balance virtue trees:
4. Add a mid-tier virtue to Might that gives -30% unhealth from puppeted cities.
5. Add a late-tier virtue to Might that gives +1h on arrays, nodes or domes (any of them would work since they all give military advantages. I lean towards arrays because they need some love; but nodes could be good since puppets' energy focus will favour them).
6. Add a late-tier virtue to Knowledge that gives -50% unhealth per pop acting as specialist. (similar to Freedom tenet in Civ5 -- there is even a table in the game code for this, but it was not implemented)
7. Buff Community Medicine to 1h per 5 pop.
Make it easier to manage health:
8. Add an avoid growth option in cities.
9. Add a health focus to the city screen. (This would effectively prioritize biowells and specialists after the Knowledge virtue, and de-prioritize manufactories and petrol wells. You can do this manually but it's a pain since it's not obvious what gives health/unhealth.)
10. Clarify in descriptions that Public Security, Profiteering and Magnasanti do not actually give fractional health. Magnasanti is 1 health per 5 buildings in a city, not 0.2 health per building.
Building and bug fixes:
11. Buff the Progenitor Garden to +40% local health OR +3h +20%h. (If you're paying 4 xenomass you really ought to be getting more than you would from a Clinic/Gene Smelter. Note that if Biowells are switched to global health, this buff will be significantly weaker.)
12. Switch the Bionics Lab to +2P and +1h on Resilin. (Same issue as 12)
13. Fix the issue with Profiteering where an unlimited number of trade units can be bought to boost health.
Anyone else have suggestions for fixing health?
The core problem, in my mind, is the way local health is structured and/or the lack of global health modifiers. Because local health is capped at population, the only way to counter the -4 base unhealth from new cities is with global health. The only sources of global health are virtues -- all other sources, including biowells and wonders, are limited by the local cap.
Not only does this make getting to health neutrality extremely difficult, it strongly favours Industry and Prosperity virtue trees for Magnasanti and Eudaimonia respectively. Without these it is nearly impossible to get to or above 0 health. That means Knowledge is basically never worth opening and Might is only worth opening if you plan to go for domination and ignore health.
So all that said, here are my suggestions for fixing the health system:
Fixes to the local/global health problem:
1. Increase the local health cap to city population + 2 OR decrease base city unhealth to -2. Both these options make cities able to reach neutrality by pop 8, rather than pop 16. (I like the former better, since it still requires an investment in structures or biowells to keep expansion going.)
2. Make health from tile improvements global, but still require a citizen to work the tile. This will enable some cities to specialize in health, and generate excess health that can be used for expansion; but it still won't be possible to spam biowells in new cities to recover health.
3. Make wonder health global, so health wonders are actually worth building.
Balance virtue trees:
4. Add a mid-tier virtue to Might that gives -30% unhealth from puppeted cities.
5. Add a late-tier virtue to Might that gives +1h on arrays, nodes or domes (any of them would work since they all give military advantages. I lean towards arrays because they need some love; but nodes could be good since puppets' energy focus will favour them).
6. Add a late-tier virtue to Knowledge that gives -50% unhealth per pop acting as specialist. (similar to Freedom tenet in Civ5 -- there is even a table in the game code for this, but it was not implemented)
7. Buff Community Medicine to 1h per 5 pop.
Make it easier to manage health:
8. Add an avoid growth option in cities.
9. Add a health focus to the city screen. (This would effectively prioritize biowells and specialists after the Knowledge virtue, and de-prioritize manufactories and petrol wells. You can do this manually but it's a pain since it's not obvious what gives health/unhealth.)
10. Clarify in descriptions that Public Security, Profiteering and Magnasanti do not actually give fractional health. Magnasanti is 1 health per 5 buildings in a city, not 0.2 health per building.
Building and bug fixes:
11. Buff the Progenitor Garden to +40% local health OR +3h +20%h. (If you're paying 4 xenomass you really ought to be getting more than you would from a Clinic/Gene Smelter. Note that if Biowells are switched to global health, this buff will be significantly weaker.)
12. Switch the Bionics Lab to +2P and +1h on Resilin. (Same issue as 12)
13. Fix the issue with Profiteering where an unlimited number of trade units can be bought to boost health.
Anyone else have suggestions for fixing health?