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== Population Health ==


Population health represent the health of you colonist with various factors determining how healthy they are. When the population is healthy, they continue to grow at a pace 0.01% for each 10 health. Meaning a colony with 20 health will grow 0.02% every month. Negative health leads to death of the colonists at -0.10% for each -1 health, e.g. at -3 health, your colony will lose 0.30% of your colonists each month.
Population health in ''Captain of Industry'' represents the overall well-being of your colonists, influencing population growth, mortality, and {{infoicon|Unity}}. A healthy population grows slowly, while negative health leads to colonist deaths. Health is affected by factors such as base health, services, pollution, and diseases. Managing health through {{infoicon|Clinic|text=clinics}}, {{infoicon|Medical Supplies}}, and proper settlement planning is crucial for a thriving colony.


The further you explore the map, the more sever diseases you will encounter, as your [[The Ship|ship]] brings them back to your colony. It seems that visiting other colonies triggers this.
=== Health Mechanics ===


= Positive health factors =
Population health is measured as a percentage (0% to 100%), with positive and negative values impacting growth and survival:
# Base health
# Food variability
# Edicts
# Water access
# Medical supplies


= Negative health factors =
* '''Population Growth''': When health is positive, the population grows by '''0.01% per 10 health points per month'''. Examples:
# Air pollution
** 20 health → 0.02% growth per month
# Water pollution
** 50 health → 0.05% growth per month
# Disease
* '''Population Loss''': When health is negative (below 0%), colonists die at a rate of '''0.10% per -1 health point per month'''. Examples:
#*-5 Cold
** -3 health → 0.30% loss per month
#*-8 Flu (mild)
** -10 health → 1.00% loss per month
#*-12 Flu (moderate)
 
'''Note''': Growth and loss are applied as a net change to the birth rate, calculated monthly. If housing capacity is full, growth is paused until space is available.
 
=== Unity Bonus/Penalty ===
 
Health affects {{infoicon|Unity}} production:
 
* '''Positive Health''': Grants a bonus of '''0.02 × Health + 0.2''' {{infoicon|Unity}} per month. Examples:
** 10 health → 0.4 {{infoicon|Unity}}
** 50 health → 1.2 {{infoicon|Unity}}
* '''Negative Health''': Incurs a penalty of '''0.02 × Health''' {{infoicon|Unity}} per month. Examples:
** -10 health → -0.2 {{infoicon|Unity}}
** -20 health → -0.4 {{infoicon|Unity}}
 
=== Disease Outbreaks ===
 
Diseases periodically afflict your colony, reducing health and potentially causing mortality. Outbreaks occur naturally or due to specific triggers (e.g., low water supply, waste accumulation). Most diseases unlock when [[The Ship]] travels a minimum distance, measured in distance units (e.g., Cold: 0, Flu (mild): 600, Flu (deadly): 1700). Infection and Cholera are triggered by settlement conditions, not exploration.
 
* '''Frequency''': Diseases occur every '''3 to 6 years''' on average, with a minimum gap of 36 months and a maximum of 72 months between outbreaks. Early game (first 20 years or population < 300) has fewer outbreaks.
* '''Difficulty Impact''': On the hardest difficulty, disease mortality rates are doubled (100% increase), making mitigation critical.
 
=== Positive Health Factors ===
 
Several factors contribute to positive health:
 
* '''Base Health''': +10% (default, modified by difficulty or edicts)
* '''Food Variability''': Diverse food types (e.g., {{infoicon|Vegetables}}, {{infoicon|Meat}}) provide a health bonus. See [[Settlement]] for details.
* '''Water Access''': Providing clean {{infoicon|Water}} via [[Settlement#List of services|water services]] boosts health. See [[Settlement]] for details.
* '''Edicts''': Certain [[Edicts]] (e.g., health-focused policies) increase health. See [[Edicts]] for details.
* '''Medical Supplies''': [[Clinic|Clinics]] with {{infoicon|Medical Supplies}} provide health bonuses and reduce mortality:
** Medical Supplies: +15% health, 0.6% mortality reduction
** Medical Supplies II: +20% health, 1.0% mortality reduction
** Medical Supplies III: +25% health, 1.4% mortality reduction
** Clinics prioritize the highest-tier supplies available, fully counteracting disease health penalties (e.g., -25% for Flu (deadly)) and mortality (e.g., 1.0% for Flu (deadly) on hardest difficulty) when using Medical Supplies III.
 
=== Negative Health Factors ===
 
Factors that reduce health include pollution, diseases, and other hazards:
 
* '''Air Pollution''': Health penalty based on {{infoicon|Air Pollution}} released. See [[Air Pollution]] for details.
* '''Water Pollution''': Health penalty based on {{infoicon|Water Pollution}} dumped. See [[Water Pollution]] for details.
* '''Landfill Pollution''': Health penalty based on {{infoicon|Waste|new=yes}} exceeding settlement capacity. See [[Landfill Pollution]] for details.
* '''Diseases''': See the [[#Factor of Disease|Factor of Disease]] section for specific health penalties.
* '''Radiation''': Health penalty based on radiation exposure. See [[Radiation]] for details.
 
=== Factor of Disease ===
 
Diseases are a major health threat, causing health penalties and, in severe cases, mortality. [[Clinic|Clinics]] mitigate these effects by consuming {{infoicon|Medical Supplies}} to provide health bonuses and reduce mortality. During a disease, medical supply demand increases by '''50%''', requiring robust supply chains.
 
The table below lists all diseases, their base effects, causes, and exploration distances. On the hardest difficulty, mortality rates are doubled (e.g., Flu (deadly): 0.5% → 1.0%). Medical Supplies II or III are recommended to fully mitigate mortality on harder difficulties.
 
{| class="wikitable sortable" style="text-align: center; width: 100%;"
|-
! style="text-align: left" | Disease
! {{infoicon|Health|text=Health Penalty}}
! {{infoicon|Mortality reduction|text=Base Mortality|link=Population#Losing population|new=yes}}
! {{infoicon|Mortality reduction|text=Hardest Difficulty|new=yes}}
! Duration (Months)
! Min Distance Traveled
! Demand for {{infoicon|Medical Supplies|link=Clinic#Medical supplies summary|new=yes}}
! style="text-align: left" | Cause
|-
| style="text-align: left" | Cold
| -5% || 0% || 0% || 8 || 0 || +50% || Naturally occurring
|-
| style="text-align: left" | Flu (mild)
| -8% || 0% || 0% || 6 || 600 || +50% || Naturally occurring
|-
| style="text-align: left" | Flu (moderate)
| -12% || 0.1% || 0.2% || 6 || 900 || +50% || Naturally occurring
|-
| style="text-align: left" | Flu (severe)
| -15% || 0.2% || 0.4% || 7 || 1100 || +50% || Naturally occurring
|-
| style="text-align: left" | Flu (very severe)
| -20% || 0.3% || 0.6% || 8 || 1430 || +50% || Naturally occurring
|-
| style="text-align: left" | Flu (deadly)
| -25% || 0.5% || 1.0% || 8 || 1700 || +50% || Naturally occurring
|-
| style="text-align: left" | Infection
| -15% || 0.3% || 0.6% || 5 || 0 || +50% || Settlement full of waste
|-
| style="text-align: left" | Cholera
| -20% || 0.4% || 0.8% || 4 || 0 || +50% || Low water supply
|-
|}
 
=== Mitigation Strategies ===
 
To maintain positive health and minimize mortality:
* '''Build Clinics''': Ensure clinics are fully stocked with {{infoicon|Medical Supplies|text=Medical Supplies III}} to maximize health (+25%) and mortality reduction (1.4%), fully counteracting severe diseases like Flu (deadly) and Cholera.
* '''Manage Pollution''': Reduce {{infoicon|Air Pollution}}, {{infoicon|Water Pollution}}, {{infoicon|Waste|new=yes}}, and radiation through recycling, treatment, and efficient production. See [[Air Pollution]], [[Water Pollution]], [[Landfill Pollution]], and [[Radiation]] for details.
* '''Ensure Services''': Provide clean {{infoicon|Water}} and diverse {{infoicon|Food}} to boost health. See [[Settlement]] for details.
* '''Monitor Exploration''': Limit early exploration with [[The Ship]] to delay severe diseases (e.g., Flu (deadly) at 1700 distance) until clinics are established.
* '''Adjust Edicts''': Use health-focused [[Edicts]] to offset penalties from pollution or diseases. See [[Edicts]] for details.

Latest revision as of 06:58, 18 April 2025

Population Health

Population health in Captain of Industry represents the overall well-being of your colonists, influencing population growth, mortality, and Unity. A healthy population grows slowly, while negative health leads to colonist deaths. Health is affected by factors such as base health, services, pollution, and diseases. Managing health through clinics, Medical Supplies, and proper settlement planning is crucial for a thriving colony.

Health Mechanics

Population health is measured as a percentage (0% to 100%), with positive and negative values impacting growth and survival:

  • Population Growth: When health is positive, the population grows by 0.01% per 10 health points per month. Examples:
    • 20 health → 0.02% growth per month
    • 50 health → 0.05% growth per month
  • Population Loss: When health is negative (below 0%), colonists die at a rate of 0.10% per -1 health point per month. Examples:
    • -3 health → 0.30% loss per month
    • -10 health → 1.00% loss per month

Note: Growth and loss are applied as a net change to the birth rate, calculated monthly. If housing capacity is full, growth is paused until space is available.

Unity Bonus/Penalty

Health affects Unity production:

  • Positive Health: Grants a bonus of 0.02 × Health + 0.2 Unity per month. Examples:
  • Negative Health: Incurs a penalty of 0.02 × Health Unity per month. Examples:
    • -10 health → -0.2 Unity
    • -20 health → -0.4 Unity

Disease Outbreaks

Diseases periodically afflict your colony, reducing health and potentially causing mortality. Outbreaks occur naturally or due to specific triggers (e.g., low water supply, waste accumulation). Most diseases unlock when The Ship travels a minimum distance, measured in distance units (e.g., Cold: 0, Flu (mild): 600, Flu (deadly): 1700). Infection and Cholera are triggered by settlement conditions, not exploration.

  • Frequency: Diseases occur every 3 to 6 years on average, with a minimum gap of 36 months and a maximum of 72 months between outbreaks. Early game (first 20 years or population < 300) has fewer outbreaks.
  • Difficulty Impact: On the hardest difficulty, disease mortality rates are doubled (100% increase), making mitigation critical.

Positive Health Factors

Several factors contribute to positive health:

  • Base Health: +10% (default, modified by difficulty or edicts)
  • Food Variability: Diverse food types (e.g., Vegetables, Meat) provide a health bonus. See Settlement for details.
  • Water Access: Providing clean Water via water services boosts health. See Settlement for details.
  • Edicts: Certain Edicts (e.g., health-focused policies) increase health. See Edicts for details.
  • Medical Supplies: Clinics with Medical Supplies provide health bonuses and reduce mortality:
    • Medical Supplies: +15% health, 0.6% mortality reduction
    • Medical Supplies II: +20% health, 1.0% mortality reduction
    • Medical Supplies III: +25% health, 1.4% mortality reduction
    • Clinics prioritize the highest-tier supplies available, fully counteracting disease health penalties (e.g., -25% for Flu (deadly)) and mortality (e.g., 1.0% for Flu (deadly) on hardest difficulty) when using Medical Supplies III.

Negative Health Factors

Factors that reduce health include pollution, diseases, and other hazards:

Factor of Disease

Diseases are a major health threat, causing health penalties and, in severe cases, mortality. Clinics mitigate these effects by consuming Medical Supplies to provide health bonuses and reduce mortality. During a disease, medical supply demand increases by 50%, requiring robust supply chains.

The table below lists all diseases, their base effects, causes, and exploration distances. On the hardest difficulty, mortality rates are doubled (e.g., Flu (deadly): 0.5% → 1.0%). Medical Supplies II or III are recommended to fully mitigate mortality on harder difficulties.

Disease Health Penalty File:Mortalityreduction.png Base Mortality File:Mortalityreduction.png Hardest Difficulty Duration (Months) Min Distance Traveled Demand for Medical Supplies Cause
Cold -5% 0% 0% 8 0 +50% Naturally occurring
Flu (mild) -8% 0% 0% 6 600 +50% Naturally occurring
Flu (moderate) -12% 0.1% 0.2% 6 900 +50% Naturally occurring
Flu (severe) -15% 0.2% 0.4% 7 1100 +50% Naturally occurring
Flu (very severe) -20% 0.3% 0.6% 8 1430 +50% Naturally occurring
Flu (deadly) -25% 0.5% 1.0% 8 1700 +50% Naturally occurring
Infection -15% 0.3% 0.6% 5 0 +50% Settlement full of waste
Cholera -20% 0.4% 0.8% 4 0 +50% Low water supply

Mitigation Strategies

To maintain positive health and minimize mortality:

  • Build Clinics: Ensure clinics are fully stocked with Medical Supplies III to maximize health (+25%) and mortality reduction (1.4%), fully counteracting severe diseases like Flu (deadly) and Cholera.
  • Manage Pollution: Reduce Air Pollution, Water Pollution, Waste, and radiation through recycling, treatment, and efficient production. See Air Pollution, Water Pollution, Landfill Pollution, and Radiation for details.
  • Ensure Services: Provide clean Water and diverse Food to boost health. See Settlement for details.
  • Monitor Exploration: Limit early exploration with The Ship to delay severe diseases (e.g., Flu (deadly) at 1700 distance) until clinics are established.
  • Adjust Edicts: Use health-focused Edicts to offset penalties from pollution or diseases. See Edicts for details.