Sid Meier's Civilization V

Sid Meier's Civilization V

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

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
20 Aug, 2016 @ 11:18am
Cities won't grow
Emmeraldyne
4
8 Dec, 2013 @ 12:32pm
Is this compatible only for BNW?
The Longest Rose
2
8 Dec, 2013 @ 8:47am
Can adding a Mod be undone?
mdb10
346 Comments
Justin 17 Jun @ 11:26am 
could probably use an update but thanks for uploading
NETLIGH7 7 Apr @ 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 1 Mar @ 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 3 Mar, 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 27 Jan, 2023 @ 6:56pm 
is it compatible with vox populi?
Mr. Monday 22 Dec, 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 4 Jun, 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 12 Nov, 2020 @ 2:08pm 
Thank you for this mod, it seems quite good ^^
Any links with Paradroid's Sewers mod ?
It could be fine !
Tharnic 7 Sep, 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 11 Aug, 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!!