What is the best way to cure the sickness?

You can sometimes get ridiculously big late game cities with environmentalism, especially if you're expansive. And by that time you've probably converted most of your hills to windmills so the extra commerce is a nice bonus. I don't usually run it but it's sometimes the best choice.
 
UN resolution or simply eating the gold penalty for the health (not at all a bad option if you already have the techs you want to slaughter everybody with corps) are viable reasons to use environmentalism. Environmentalism windmills are instant and very powerful commerce tiles. The health bonus will easily strip away whatever bonus the 10% state property offers in most cities (including health-starved production cities), meaning that it can actually be more productive than SP if you aren't relying heavily on workshops (and railroad mines are a viable alternative tile...lumbermills WOULD have been but they come too late so everyone just chops, but possible for late-era starts again).

People here are really underestimating the benefit of +3 to +6 food/city in an era where health is a likely bottleneck. If you can swing a change using a golden age (for another civic switch too) or UN, or because you're spiritual/have cristo then environmentalism can be solid.

Environmentalism is not a good idea if:

- You are cavalry stomping the world (just get the cavalry and a head start on that)
- You are littering the landscape in workshops to convert a spec bulb setup into a late-game production powerhouse
- You're milking 20+ food sushi or hammer mining on junk makes like big & small

It can work with:

- Cottage or farm setups, with or without corps
 
It can work with:

- Cottage or farm setups, with or without corps

Just keep in mind, if switching from Free Market to Environmentalism, that you're going from -25% corp. maintenance to +25%. Your corporation maintenance costs are going to rise by (125%-75%)/75% = 67%. Corporations with Environmentalism can work, but mass corporation spread can get VERY expensive. Check your finance tab (and don't forget inflation) before switching.
 
I agree with The Me In Team. I typically have access to Windmills before I'm done improving all of my special resource squares, so all of my non-resource hills get windmill-spammed instead of mined. Environmentalism starts looking pretty good at that point.

To answer the OP, however, try Granaries + Harbors + Aqueducts + Grocers, don't build coal plants in cities that have river access (wait for Hydro), and don't build Industrial Parks at all.
 
I often get genetics quite early (well not early but you know what I mean). But yea if you use sids sushi (or even just spam coal plants with lots of farms) you won't be able to make the population 100% healthy no matter what you do (in most cases).
 
Enviro corps only costs 25% base cost more than Free Market corps. Eviro corps cost net 28.5(ect)% more than Free Market corps.

The games mathematics are less than elegant and they really get messy with corporations. The gross Civics modifier are calculated before the courthouse modifier, so their final effect of civics is only net half of what they appear to give (12.5%)


Free market doesn't give you much late game unless your tiny, and if your tiny you probably don't need cheap corps anyway (not enough resources for them to run a big deficit). Unless you own less than 20% of the world that last trade route will probably be a weak internal one in most cities, and will earn you less than 1 enviro windmill. Free market can be good when you first get it, but it gets weaker every time you get a new trade route, ironically corporation really weakens its use.

Corps have to go pretty crazy for that 30% bonus to outweigh all the environmentalism bonuses...

It's also less important in my playstyle, since I prefer to run Civ Jewlers\CreateCon\(rarely)Alumco rather than Mining Inc. Civ Jewlers will typically pay for about one other corporation, and if Cid's Sushi is really going out of hand than Alumco will pay for it and give beakers AND hammers and culture via Createcon. The corps don't sink me because I balance them out.

Plus if you ever want corps to really shine you need to enviro lock everyone via the U.N. anyway, or any AI you spread your corps too too much will just lock them down via civics. Once everyone is enviro locked your corps will sink the AI while making you rich no matter how expensive their individual maintainence is.
 
If I'm going for a military win I often don't care about late game unhealthiness, I sometimes even let my ciites shrink a pop or two, it doesn't matter that much.
OTOH, if I'm going for a space win there are many options on the path to a spaceship. First of all, if going for a space win and I'm using a specialist economy, I'll build coal plants and indusrial parks and switch to environmentalism, the extra health is definitely worth paying a higher cost for corps. When going for a space victory my usual tech path is refrigeration (supermakarkets are godly) then superconductors (for labs) and if I'm still struggling with health I can just get genetics right after that. At that point I have all the health I need.
 
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