The Health Care Mod

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The Health Care Mod for BTS 3.19

Ever had a city conquest effort delayed because your units take too long to heal? Now you can heal units faster using 3 different field medics. Introducing the Health Care Mod! The download now includes both the standard and WoC formats.

Download Here: http://forums.civfanatics.com/downloads.php?do=file&id=15078

Known issues: None. The specialist stacker problem has been resolved. :)

New Units Include: :health:

1. The Healer
A. Required Tech: Priesthood
B. Strength: 3
C. Movement: 2
D. Promotions: Starts with Herbal Cures

2. The Apothecary
A. Required Tech: Education
B. Strength: 7
C. Movement: 2
D. Promotions: Starts with Herbal Cures and Medic 1

3. The Medic
A. Required Tech: Medicine
B. Strength: 10
C. Movement: 2
D. Promotions: Starts with Herbal Cures, Medic 1 and Medic 2

4. The Great Doctor
A. Can Start a Golden Age
B. Can Discover a Technology
C. Can Join city as a Great Doctor
D. Can Construct National Wonder: Universal Health Care
E. Promotions: Starts with Heal
F. Provides City with +2 Food, +3 Research

5. The Doctor city specialist
A. Provides City with +1 Food, +1 Research and +3 Birth Rate
B. Required Building: Healers Hut or Apothecary Shop or Hospital

New Buildings Include: :health:

1. The Healer's Hut
A. Provides city with +1 Health
B. Heals Units extra 5% Damage/Turn
C. Can turn 1 citizen into Doctor
D. Required to train the Healer
E. Obsolete with Education

2. The Apothecary Shop
A. Provides city with +2 Health
B. Heals Units extra 8% Damage/Turn
C. Can turn 2 citizens into Doctor
D. Required to train the Apothecary
E. Obsolete with Medicine


3. The Hospital (Not new, Just some changes)
A. Provides city with +3 Health
B. Heals Units extra 10% Damage/Turn
C. Can turn 3 citizens into Doctor
D. Required to train the Medic


New National Wonder: Universal Health Care
A. Provides city with +2 Research and +2 Birth Rate
B. Provides +2 Health in ALL cities
C. Can turn 4 citizens into Doctor
D. Can be built by the Great Doctor
E. City more likely to generate Great Doctor
F. Provides a one time +1 population growth in ALL cities.
G. Required Tech: Liberalism
H. Has a fantastic video


This mod pack takes the Great Doctor Mod to a new level and should become another popular addition to any mod.

Enjoy,

Orion Veteran :cool:
 
nice one!
hope it will be available soon to others to incorporate in their modpacks ... good addition ^^

first btw :)
 
If you're going to have a building called The Apothecary Shop, I would suggest having something else replace Persia's UB (the Apothecary).
 
Does the doctor specialist provide health?

No. I chose to leave health as a feature of the prerequisite buildings for the Medics:

1. Healer's Hut - provides city with +1 Health
2. Apothecary Shop - provides city with +2 Health
3. Hospital - provides city with +3 Health

However, the doctor specialist does provide a city with +1 Food, +1 Research and +3 Birth Rate; which allows a city to grow faster than it normally would without a doctor.

Note: The Medics and the Great Doctor all help other units to heal faster. I thought this mix would be more balanced.

Any thoughts?
 
The normal building have a major flaw: the points towards great doctor.

Unless they are national wonders or are restricted like they are (1 per civ), you will want to build them in every city (health bonus) and soon enough you wont have any great people diferent from great healers poping out.

I think you should remove those points and just add "specialist slots" for the doctor city specialist, like 1, 2, 3 and 4 respectively (in the order you put the buildings, includint the nat. won.).

Otherwise, nice idea and implementation.

Cheers
 
The normal building have a major flaw: the points towards great doctor.

Unless they are national wonders or are restricted like they are (1 per civ), you will want to build them in every city (health bonus) and soon enough you wont have any great people diferent from great healers poping out.

I think you should remove those points and just add "specialist slots" for the doctor city specialist, like 1, 2, 3 and 4 respectively (in the order you put the buildings, includint the nat. won.).

Otherwise, nice idea and implementation.

Cheers

Good idea. I will make the update.
 
The normal building have a major flaw: the points towards great doctor.

Unless they are national wonders or are restricted like they are (1 per civ), you will want to build them in every city (health bonus) and soon enough you wont have any great people diferent from great healers poping out.

I think you should remove those points and just add "specialist slots" for the doctor city specialist, like 1, 2, 3 and 4 respectively (in the order you put the buildings, includint the nat. won.).

Otherwise, nice idea and implementation.

Cheers

OK I have made all of your changes with one exception. I left the 2 points towards getting a great doctor in the city where the Universal Health Care National Wonder is built. See first post for updated building attributes. The changes appear to be working good and I will post after a few more updates are completed.
 
OK I have made all of your changes with one exception. I left the 2 points towards getting a great doctor in the city where the Universal Health Care National Wonder is built. See first post for updated building attributes. The changes appear to be working good and I will post after a few more updates are completed.

Yeah, I said "the normal buildings" cos I've intended for you to leave the Universal Health Care as it was. Nicely done.

Next weekend I'll see if I find time to try you mod.

Oh, and I think you should take away the "medic" promotions from normal units as well (if you didn't do that yet), so the only source of fast healing would be the new units.

Cheers.
 
Oh, and I think you should take away the "medic" promotions from normal units as well (if you didn't do that yet), so the only source of fast healing would be the new units.

I'm reluctant to take away the medic promotions from the normal units. I think battlefield troops can have first aid kits, which provide the capability for these units to administer their own first aid. Having medic units around provides a much greater healing capability than you would have without them.
 
Posted new update to the downloads database. The Doctor city specialist buttons now work properly with BUG. However, the plus and minus buttons are are still slightly out of place (by 3 slots). This does not affect game play. So.... The WoC version is now operational (But still a Beta) and includes the latest changes we have discussed. :)

Now I will work on the standard version, which will be released on the next update.

Note: The standard version specialist buttons show up exactly where they should be. Only the merge with BUG in the WoC version, has the slightly out of place buttons.
 
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