Sid Meier's Civilization V

Sid Meier's Civilization V

Health & Plague for BNW
346 Comments
Justin Jun 17, 2024 @ 11:26am 
could probably use an update but thanks for uploading
NETLIGH7 Apr 7, 2024 @ 3:27pm 
@Mr. Monday - I got into the future age, and I did not see any bonuses for the buildings. I did however look at one of the modfiles and it should be pretty straightforward more or less, to add the future worlds buildings etc. with bonuses to health to the mod, I think.
Sir JJ Buffalo V Mar 1, 2024 @ 2:26am 
Seeing as historical plagues were spread via trade routes, such as the Black Death which was carried along the Silk Road, it would have made sense that trade routes could carry plagues
tschhh Mar 3, 2023 @ 9:15am 
When I use this mod with a huge map, it causes my city growth to stall at 3 no matter what I build. It will go from say 27 turns to population growth, it will go 27, then 26, then 27, then 26, ad infinitum, the city is not plagued. It stopped when I disabled this mod. This mod worked fine with large map, but huge map it does as I said. Quite upset as I like this mod, but PC upgrade meant I could play huge maps, and when I do the behaviour I have described happened, so I had to disable it. A shame.
aaaaa142 Jan 27, 2023 @ 6:56pm 
is it compatible with vox populi?
Mr. Monday Dec 22, 2022 @ 4:42am 
How well does this work with the Future Worlds mod? I got both, and the current game's working fine at this point. I'm just curious about what'll happen once I start getting the futuristic buildings made. Will they provide (or take away) health or is that something that would require patching to get it to work right?
Krb Jun 4, 2021 @ 6:29am 
@DTPhonenom C:\Users\ACER NITRO 5\Documents\My Games\Sid Meier's Civilization 5\MODS\(6b) Community Balance Overhaul - Compatibility Files (No-EUI)\LUA

delete ProductionPopup.lua and ProductionPopup.xml
Tamaskan ن Nov 12, 2020 @ 2:08pm 
Thank you for this mod, it seems quite good ^^
Any links with Paradroid's Sewers mod ?
It could be fine !
Tharnic Sep 7, 2020 @ 9:11am 
while the plagues do not have too much impact on my empire overall, I see no way to keep the empire healthy. I am atomic age right now and have -28% health overall and all my major cities have about -20 health. Needs some serious balancing imho.
I think the impact of hospitals and medic labs should be greatly increased. Also some possibilities to get health during the medieval times would be nice. Not everywhere hygiene and medicine was as bad as in central Europe. And even there some religious groups like the knights of St John were able to keep even the black death at bay in the regions they controlled by better hygiene. Maybe put in a hospiz that can also be bought with faith?
Cringe Isekai Enjoyer Aug 11, 2020 @ 3:51am 
Hi there! I have a question that you probably know the answer: How to change the plague behavior so a unit can be plagued again once it is over?
Thanks a lot!!
Mission Impossible Force Jul 18, 2020 @ 5:55pm 
All of my specialist became doctors also
My writers guild cant produce any writers
Same for my markets
British Sisyphus Jun 27, 2020 @ 5:54pm 
Maybe add Units and Buildings that could add health and treat plagues
also maybe could add bio weapons which like nukes can be banned on the world congress
DTPhenom Mar 25, 2020 @ 1:45pm 
When played with Civ V Vox Populi CBO it won't allow your starting city to select production. Plz fix cause I greatly enjoyed this mod
DTPhenom Mar 12, 2020 @ 7:12am 
Needs an update for the new virus :steamhappy:
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
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.
The360MlgNoscoper 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.
Kohna_401 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!
Serene 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.
sarasosio 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" ?
Indiaman_At_Sea Mar 3, 2018 @ 6:27pm 
Nevermind.
Indiaman_At_Sea Mar 3, 2018 @ 6:26pm 
Does the plague promotion ever go away..?
brother Jan 30, 2018 @ 12:21pm 
Is there any chance that this mod will make it to Civ 6?
him Jan 30, 2018 @ 7:46am 
pretty damn nice
Gwizzz Jan 2, 2018 @ 5:01pm 
Just wanted to chime in and say this is a great mod especially in the beginning of the game. It reminds me how harsh things were before we learned about microbes and basic sanitation. I pick my early city upgrades carefully to avoid accumulating those pesky negative health effects. When I see the messages stating a disease has broken out somewhere in the world I know some civ, somewhere, is having a really bad time of it.
Anvbyss 🔜 Megaplex Oct 14, 2017 @ 8:05am 
Very brilliant concept! Though I don't like it very much. Why is there % and also Health Points? Either one would be more understandable. Remember, basic, can always be more effective. Also health beliefs, they don't affect later stages of the game, where plagues are more rare. I would not reccomend this mod, but I would definitely reccomend the idea. Brilliant fella, thanks for your work!
Wameme Sep 25, 2017 @ 9:08am 
This mod is pretty neat i guess
Kelpie Jul 18, 2017 @ 9:48am 
Theres a bug that keeps happening when i start a game and i believe it is linked to your mods. So when i start playing for a few turns the tile outline breaks and icons break or turn into black squares (http://prntscr.com/fx91o1)

Mods i use: Economics, Global Warming (Congress), Health and Plague BNW, Militia Defense, R.E.D. DLL for BNW (include Revolutions and Cultural Diffusion), R.E.D. Modpack, Historical Religions Edit (BNW or GK), Beyond the Future, and lastly InfoAddict.
EmpressJess Jul 16, 2017 @ 1:20pm 
I have a possible bug related to this mod being active, as saves without it dont have the same issue. When this mod is active, after a few turns in game, icons will start to be replaced by black squares, grey spaces, etc., which most likely indicates some issues finding the icon images. I was wondering if anyone else is having this issue and if they know a fix? I do not have any UI mods active, so Im not sure thats the issue. Thanks
framedarchitecture  [author] Apr 16, 2017 @ 5:44am 
@Rollin Stoner Sorry I don't generally do any cross-modding unless it's between my own.
Rollin Stoner Apr 14, 2017 @ 4:15pm 
is there any chance for compatability with the Reform and Rule mod? It alters all the social policies and so you lose any health benefits added by this mod. it would be cool if there was any way to patch this? but I'm not sure how these things work on steam
plpond Apr 8, 2017 @ 12:03pm 
Are all of your mods compatible with eachother, im trying to craft the perfect, realistic like civ game.
brother Mar 31, 2017 @ 3:40pm 
Will there be a mod like this for Civ VI?
MrAlfiePoo Jan 2, 2017 @ 12:16pm 
@framedarchitecture do you know which one of these is the mod that is the EUI?
framedarchitecture  [author] Jan 2, 2017 @ 8:49am 
@MrAlfiePoo You're using another mod that is not compatible with this mod, maybe EUI. Uninstall mods that change the city view or top panel.
MrAlfiePoo Jan 2, 2017 @ 12:43am 
I have the same problem as @cape, after I create my first city, the "Choose Production" icon is broken, every time I klick it, nothing happens. Then I do it manually by going into the city screen and nothing happens again. I'm using Advanced Civ, Promotions Ancient Ruins, Promotion Expansions pack, Ultimate Eras, Germany Wilhelm II, Legendary Earth, some of the JFD's civ, Health and Plague, Fortress Borders, Immigration, Earth 2014 civs, Advanced Air-Ground-Naval units, and finally Leugi's Barbarian Immersion Enhancements mod. Is it possible that your mod is conflicting with any of these? @cape are you using any of these with this mod?

If you respond @framedarchitecture, then I thank you for reading through this. Cheers and happy new year.
Narrelama Dec 3, 2016 @ 2:07am 
OMG
U want plagues more often? Just send off more caravans.
But hell, this adds some serious concerns to the game.
campbellmc14 Nov 1, 2016 @ 11:49pm 
Question: is there a way to adjust it so that plagues occur just a little bit more often?
framedarchitecture  [author] Oct 12, 2016 @ 2:35pm 
@cape None of my mods are compatible with EUI, as I never use it.
cape Oct 12, 2016 @ 9:29am 
The city screen is broken when I use this mod (can't build anything). Looks like a mod conflict. Is this mod compatible with the Enhanced user interface? (and if not is there an easy way for me to make them compatible)
framedarchitecture  [author] Oct 10, 2016 @ 9:37am 
@Cptn_Jawa Certainly possible, but I'm no longer updating my mods.
Qua Oct 10, 2016 @ 12:07am 
Is it possible for you to add a sewer like this one, https://steamcommunity.com/sharedfiles/filedetails/?id=288363589&searchtext=sewers , that helps alleviate some of the penalties for having a lot of citizens.
AGC94 Oct 7, 2016 @ 4:33pm 
How do I manage to get the old resource top panel view back? I mean, I'd love to see all resources at the same time instead of hovering the mouse...
正面大炅 Sep 22, 2016 @ 2:55am 
Korean language please.
Konaido Sep 1, 2016 @ 4:02pm 
I'm not sure if you still update these mods, but I love them. An idea for this mod, maybe something at the end of the game or in the additional info tab, a tab that ranks the plauges that have happened, like most devistating, or least.
Blackstorm Aug 20, 2016 @ 11:34am 
ok thanks