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Make Apothecary and Hospital more useful

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2 years ago
Jan 11, 2023, 7:01:05 PM

Currently Apothecary and Hospital infrastructure offer respectively +1 and +2 Stability per Researchers, with a total of +3 once you'll have built both.

As quite costly infrastructure, they are not very profitable: they offer just (very) few stability and nothing else. What about adding them the ability to lower the Population consumption and allow to grow more than one pop per turn?

ex:

Apothecary 

  • +1 Stability per Researchers
  • -10% Population consumption
  • +1 max pop per turn

Hospital

  • +2 Stability per Researchers
  • -15% Population consumption
  • +1 max pop per turn


Another idea: what about lowering the Stability offered by the Public Fountain and the Aqueduct? together they offer +35 Stability, isn't that too much? Should't also them (in addition to limit their stability) offer to lower the Population consumption?

Updated 2 years ago.
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2 years ago
Jan 12, 2023, 3:55:19 AM

I like the ideas of providing different types of benefits to infrastratucture projects. But what you say can be applied to almost all infrastructure.... most of it is way overpriced for what you get. I usually don't start building any until medieval era when I don't want to build more districts. There's a few exceptions but they're heavily dependent on the resources near you (forest, river, etc.). In other words, I think the all infrastructure need to be looked at and rebalanced. The devs need to answer the question: Are all cities supposed to build all infrastructure, or should there be a trade-off, where you only build it if a city is in a highly favorable position? If all cities are supposed to build it, then it needs to be profitable for the least profitable city, etc...

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2 years ago
Jan 12, 2023, 1:37:03 PM
Dayvit78 wrote:
The devs need to answer the question: Are all cities supposed to build all infrastructure, or should there be a trade-off, where you only build it if a city is in a highly favorable position?

It would also nice if they reworked the meanining of "favorable position", to make the game (a little) more realistic. It would be nice if Harbours may just be built in "protected coast" instead of allowing its placement almost in the middle of the ocean, if building an outpost over a trade-route outpost would offer a little discount, if founding a city the player should not just think of the starting FIMS but also to take (even more) into consideration the future evolution of the urban centre and of the advantges to build on (military) favorable terrain.

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2 years ago
Jan 13, 2023, 3:13:18 AM

You know the apothecary and hospital would be very useful if they ever added a disease and epidemic mechanic. Dealing with health and disease are what apothecaries and hospitals are for but unfortunately Humankind doesn't really simulate or represent those. I suppose they could always give them bonuses for growth like most other 4X games these days, but having them play into a plague mechanic is a more interesting solution. 

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2 years ago
Jan 13, 2023, 6:11:16 AM
Fullscreen_Lurker wrote:

You know the apothecary and hospital would be very useful if they ever added a disease and epidemic mechanic. Dealing with health and disease are what apothecaries and hospitals are for but unfortunately Humankind doesn't really simulate or represent those. I suppose they could always give them bonuses for growth like most other 4X games these days, but having them play into a plague mechanic is a more interesting solution. 

Maybe they'll be fun when (or whether) they'll add a pandemic game-mode

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