Sid Meier's Civilization V

Sid Meier's Civilization V

Health & Plague for BNW
347 Comments
Bati 12 Jul @ 1:01am 
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 17 Jun, 2024 @ 11:26am 
could probably use an update but thanks for uploading
NETLIGH7 7 Apr, 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 1 Mar, 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 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!!
John Mission Impossible Force 18 Jul, 2020 @ 5:55pm 
All of my specialist became doctors also
My writers guild cant produce any writers
Same for my markets
British Sisyphus 27 Jun, 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 25 Mar, 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 12 Mar, 2020 @ 7:12am 
Needs an update for the new virus :steamhappy:
Era 15 Dec, 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 18 Oct, 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 7 Oct, 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 24 Sep, 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 21 Aug, 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 6 Aug, 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 5 Aug, 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 23 May, 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 11 Mar, 2018 @ 12:27am 
ehm, community patch I mean..
Mazzini 6 Mar, 2018 @ 8:43am 
greetings, is there a compatible version to go together with "vox populi" ?
Indiaman_At_Sea 3 Mar, 2018 @ 6:27pm 
Nevermind.
Indiaman_At_Sea 3 Mar, 2018 @ 6:26pm 
Does the plague promotion ever go away..?
brother 30 Jan, 2018 @ 12:21pm 
Is there any chance that this mod will make it to Civ 6?
him 30 Jan, 2018 @ 7:46am 
pretty damn nice
Gwizzz 2 Jan, 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 14 Oct, 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 25 Sep, 2017 @ 9:08am 
This mod is pretty neat i guess
Kelpie 18 Jul, 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 16 Jul, 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] 16 Apr, 2017 @ 5:44am 
@Rollin Stoner Sorry I don't generally do any cross-modding unless it's between my own.
Rollin Stoner 14 Apr, 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 8 Apr, 2017 @ 12:03pm 
Are all of your mods compatible with eachother, im trying to craft the perfect, realistic like civ game.
brother 31 Mar, 2017 @ 3:40pm 
Will there be a mod like this for Civ VI?
MrAlfiePoo 2 Jan, 2017 @ 12:16pm 
@framedarchitecture do you know which one of these is the mod that is the EUI?
framedarchitecture  [author] 2 Jan, 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 2 Jan, 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 3 Dec, 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 1 Nov, 2016 @ 11:49pm 
Question: is there a way to adjust it so that plagues occur just a little bit more often?
framedarchitecture  [author] 12 Oct, 2016 @ 2:35pm 
@cape None of my mods are compatible with EUI, as I never use it.
cape 12 Oct, 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] 10 Oct, 2016 @ 9:37am 
@Cptn_Jawa Certainly possible, but I'm no longer updating my mods.
Qua 10 Oct, 2016 @ 12:07am 
Is it possible for you to add a sewer like this one, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=288363589&searchtext=sewers , that helps alleviate some of the penalties for having a lot of citizens.
AGC94 7 Oct, 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 22 Sep, 2016 @ 2:55am 
Korean language please.
Konaido 1 Sep, 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.