Currently, the "Successful Treatment" range of modifiers mitigate the health and primary skill penalties of disease, but they do not restore the personal combat skill lost by them.
Surely, this is an oversight. It should be easier to fight with successfully-managed gout, than with unmanaged gout.
I suspect that this same oversight applies to the "Mild Illness" and "Severe Illness" range of modifiers.
Update: This same observation applies to the Fertility reduction effects of most diseases.
Additionally, one observes that the tooltips for successful experimental treatments show health increased by 3, while many diseases only reduce it by 2. The wiki claims that this is just a tooltip display, and treatments never make you healthier than you would be absent disease. However, it would certainly make the game less complex if the tooltips were accurate here.
Surely, this is an oversight. It should be easier to fight with successfully-managed gout, than with unmanaged gout.
I suspect that this same oversight applies to the "Mild Illness" and "Severe Illness" range of modifiers.
Update: This same observation applies to the Fertility reduction effects of most diseases.
Additionally, one observes that the tooltips for successful experimental treatments show health increased by 3, while many diseases only reduce it by 2. The wiki claims that this is just a tooltip display, and treatments never make you healthier than you would be absent disease. However, it would certainly make the game less complex if the tooltips were accurate here.
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