Sid Meier's Civilization V

Sid Meier's Civilization V

46 ratings
Health & Plague for GnK
   
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92.839 KB
1 Mar, 2015 @ 4:40pm
9 Mar, 2015 @ 3:49pm
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Health & Plague for GnK

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 health stores). Cities with negative Health are also more likely to spawn and spread Plagues.

Features:
* A 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.
* Several health-focused religious beliefs
* Stagnant cities can no longer grow from surplus health food conversion.

In-Game Help CIVILOPEDIA … CONCEPTS … CITIES

Compatibility:
* Will conflict with mods that change: CityBannerManager, CityView, PlotMouseOverInclude, or TopPanel.
* Requires Gods & Kings Expansion.
* Will unload BNW, if installed.

* BNW version available here.
18 Comments
Justin 17 Jun @ 11:25am 
could probably use an update but thanks for uploading
Cheesepizza2 5 May, 2020 @ 11:26am 
Is mod compatibility with Make Spies Great Again possible? If so, some of the covert operations like Poison Wells and Spread Plague could be overhauled to work with this
framedarchitecture  [author] 16 Dec, 2016 @ 3:51pm 
@alex.eyler Feel free to change the mod in any way you like.
Mokpo Alex 16 Dec, 2016 @ 3:13pm 
not comprehensive enough. There were only a very few affecting health modifiers... Also, I was unsure how to properly manage the affecting health on the tiles. It seemed like adding a source didn't improve the health. And moreover, this mod completely devastates any civ that happens to be placed in the desert to begin with, putting them at a disproportionately huge disadvantage.
Caraabonn 1 Sep, 2016 @ 1:38pm 
@framedarchitecture by any chance have you updated this G&K version in regards to city death? many thanks.
lycanz 14 Aug, 2015 @ 5:15am 
Good job FRAMEDARCHTECTURE,you just released a mod that really make civ 5 more realistic.
PsiCorps 1 Jun, 2015 @ 1:29pm 
Thank you for the reply and the fix framedarchitecture.
framedarchitecture  [author] 1 Jun, 2015 @ 12:32pm 
@PsiCorps The way I handle city death in the Gnk version is wrong, though I did it properly in the BNW version. You can solve the bug you describe by changing the following in Plague_Main.lua from

Players[pCity:GetOwner()]:Disband(pCity);

To

pCity:Kill()
Events.SerialEventCityDestroyed(ToHexFromGrid(Vector2(iX, iY)), ownerID, cityID, -1)
Events.SerialEventGameDataDirty()


You can see how I did this in context in the BNW version. I may update this GnK version, but it will be some time yet.
PsiCorps 1 Jun, 2015 @ 11:22am 
Hi, I've been playing the Mod Saga of Man which has this Mod incorporated into it and have run into a problem that UnCivilized Guy suggested I ask you about.

I recently played a game with plagues selected to kill off cities. I was unfortunate enough to have this happen to a city of my own (3 times in fact). What I noticed was that the first time I founded the city the Culture required for a new civic went up (as it should) but when the new city died off due to the plague the culture requirement didn't drop back to what it had been before the founding of the city, As this happened to me 3 times I was waiting an incredibly long time to get a new civic because of the increase for founding a city.
Is there a known problem with this occurring or is it possible there is something within Saga of Man affecting how this aspect works?
juju 10 Mar, 2015 @ 12:46pm 
health shouldnt give food bonus