Sid Meier's Civilization V

Sid Meier's Civilization V

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Health & Plague for BNW
   
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2013 年 11 月 25 日 上午 11:12
2015 年 3 月 26 日 下午 12:18
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Health & Plague for BNW

在 framedarchitecture 的 1 个合集中
Components by FramedArchitecture
11 件物品
描述
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].
热门讨论 查看全部(3)
4
2016 年 8 月 20 日 上午 11:18
Cities won't grow
Emmeraldyne
4
2013 年 12 月 8 日 下午 12:32
Is this compatible only for BNW?
The Longest Rose
2
2013 年 12 月 8 日 上午 8:47
Can adding a Mod be undone?
mdb10
348 条留言
Frikster 11 月 4 日 上午 10:55 
This mod makes bonus resources tradable between cities or have I just not played in a long time and it has always been like that?
Bati 7 月 12 日 上午 1:01 
Really nice ideas, but I don't understand the calculation. On the one hand, if a city produces 2 food and has a health of 1, 3 food is added to the food store. So far, so good, this is what I would expect from the help "healt is added to city food stores each turn". But on the other hand, if a city produces 2 food and has a health of -1, 2 food are nevertheless added to the food store. In case of a health of -2 or -3, only 1 food is substracted, not 2 respectively 3 as I would have expected. Also, how does empire health exactly influence city health? No matter if I have +1%, +2% or +3% empire health, all my cities only get +1 from empire health.
Justin 2024 年 6 月 17 日 上午 11:26 
could probably use an update but thanks for uploading
NETLIGH7 2024 年 4 月 7 日 下午 3:27 
@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 2024 年 3 月 1 日 上午 2:26 
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 2023 年 3 月 3 日 上午 9:15 
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 2023 年 1 月 27 日 下午 6:56 
is it compatible with vox populi?
Mr. Monday 2022 年 12 月 22 日 上午 4:42 
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 2021 年 6 月 4 日 上午 6:29 
@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 2020 年 11 月 12 日 下午 2:08 
Thank you for this mod, it seems quite good ^^
Any links with Paradroid's Sewers mod ?
It could be fine !