Sid Meier's Civilization V

Sid Meier's Civilization V

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Health & Plague for BNW
 
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0.109 MB
Nov 25, 2013 @ 11:12am
Mar 26, 2015 @ 12:18pm
14 Change Notes ( view )
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Health & Plague for BNW

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In 1 collection by framedarchitecture
Components by FramedArchitecture
11 items
Description
Adds a new Health yield that can boost city growth, and Plagues that can spread through the world, devastating cities and units in their wake. Cities convert Health it into food (postive health increases city food stores, negative health reduces city food stores). Cities with negative Health are also more likely to spawn and spread Plagues.

New Features for Brave New World version:
* A new summary Health Screen available through the Diplo Corner dropdown.
* If a civilization has ever been plagued, their spies (not Diplomats) have a small chance to initiate a plague when placed in foreign cities.
* A civilization can cure all its plagued cities by constructing an Academy with a Great Scientist.
* Several health-focused religious beliefs
* International Trade routes are very likely to propagate plagues
* Large Tourism can reduce a city’s health.
* Stagnant cities can no longer grow from surplus health food conversion.


Mod Mechanics
* City Health is based on access to fresh water, local resources, population, tourism, local features and buildings.
* Overall Empire Health magnifies local City Health, and is based on acquired Technologies and Policies, Happiness, International Trade Routes and Difficulty.
* Plagues always begin in cities with the lowest Health, and can quickly spread to nearby cities.
* Plagues can spread faster along roads and sea routes, but slower across international borders.
* Plagued cities are very likely to lose citizens to the disease, and heal much more slowly if attacked.
* Units near plagued cities will take damage each turn, and may get the Diseased Promotion.
* World size, game speed, difficulty, and era all effect how fast and how far plagues will spread.
* Plagues tend to peak in the Medieval Era and get less severe in modern eras.

In-Game Help Civilopedia … Game Concepts … Cities

Compatibility
* Requires Brave New World Expansion
* Gods and Kings Expansion optional
* Will conflict with mods that change: City Banner, City View, or Top Panel.
* Should be compatible with mods that only change or add Civs, Units, or Buildings.

Troubleshooting
* If you have trouble downloading or installing this mod (i.e. not in your Mods list), see this guide.
* Delete the cache here: C:\Users\UserName\Documents\My Games\Sid Meier's Civilization 5\cache

Discussion Thread here[forums.civfanatics.com].
Popular Discussions View All (3)
4
Aug 20, 2016 @ 11:18am
Cities won't grow
EmperorMelden
4
Dec 8, 2013 @ 12:32pm
Is this compatible only for BNW?
the Portaller
2
Dec 8, 2013 @ 8:47am
Can adding a Mod be undone?
mdb10
< >
332 Comments
Era Dec 15, 2018 @ 3:33am 
Is there some way to disable the mechanic where plagues suddenly stop? I've had a plague spread from a neighbouring civ to my own with 2 cities plauqed for more then 10 turns, and then i get a popup that the plague has ended, this is kind of annoying
Grog Hongo Oct 18, 2018 @ 9:26am 
I think it's kind of stupid that having a WORKSHOP decreases the health of your cities, kinda makes it hard to survive early game.
Creepy_Creeper05 Oct 7, 2018 @ 4:04am 
is there a sewer system? If there is none then you could triple the sickness from population and reduce the sickness by 90% with sewer, more realistic. you could unlock it in the industrial era.
Agent Bird Sep 24, 2018 @ 12:48pm 
Wow what a wonderful mod! great job to the lad who made this, it should really have been in the bass game
Madmaxizor Aug 21, 2018 @ 7:25am 
Hey, great work, I'm "enjoying" lots of plagues since I subsribed :P May I ask wether or not there is a there chance to get the UI change (depicted in the last screenshot above), the one where all resources are summarized beneath the "city connection" symbol in a "mod-friendly" way? I don't want to play without anymore, but some other mods I'd like to use "break" it.
Either way, thanks a lot for your work!
ZOMG LOAF Aug 6, 2018 @ 3:33pm 
@dukenukkem The worst plagues had (have) carriers other than humans. The black death was spread by fleas on rats from central asia all the way to Europe and the mediterranean. No one had any clue that was the case at the time, so their methods of isolation, burning bodies and shunning plague victims, didn't do much to help.
dukenukkem Aug 5, 2018 @ 8:19pm 
Only bad part about this is the proximity effect during the early game, where a sickly city-state eight hexes away with which I have no contact still manages to infect my first cities instantaneously, despite having a decent health output. Historically, I understand that a patient zero could easily migrate through borders unhindered; geographically, there's no way a person sick with a debilitating plague could reasonably travel such a vast distance without dying on the way.

The earliest method of sanitation was isolation, after all. If your cities are quarantined far away from the plagued parts of the world, how does the microbe actually over land?
borussia1979 May 23, 2018 @ 1:14am 
MINUS - JUVVA AND DISEASES ALMOST NOT DISTRIBUTED, NO VALUES WITH STRATEGIC RESOURCES, WITH THE CITY OF THE CITY DO NOT WRITE THE PENALTY FOR MILITARISM
PLUS - MINIMUM VARIARDS REDUCED, RELIGIOUS RELIGION DISTRIBUTES SLOWLY
Mazzini Mar 11, 2018 @ 12:27am 
ehm, community patch I mean..
Mazzini Mar 6, 2018 @ 8:43am 
greetings, is there a compatible version to go together with "vox populi" ?