Health Care
Health care will be measured in what will be called "HCUs" or Health Care Units. Health care units will be provided by medical professionals in your civilization. The amount of need for medical services will be determined by the size of different portions of your civilization. The amount provided will be compared to the amount needed. Surplus will have beneficial effects on your civilization. Deficits will have negative repercussions.
To make matters a bit more complicated, there will be four classes of HCUs. They are as follows.
Class AA HCUs- Class AA HCUs only come from great magics and are very rare. They are generally only produced by powerful masters of life magics. Class AA healing can produce phenomenal effects that are said to restore youth, cure blindness, make the infirm well and even save those with deadly wounds. Normal populations are never considered to "need" Class AA HCUs, but can always benefit from them. The presence of Class AA HCUs will have dramatic effects on population that are left to the discretion of the Game Master.
Class A HCUs- Class A HCUs are produced by the best trained healers available. Their art is generally a mixture of minor magics, herbal remedies and surgical practices. Generally speaking, Class A HCUs are used to treat the most serious maladies and injuries, helping to reduce the population's mortality and infirmity rates. Class A HCUs are superior to Class B and C, and as such can be used instead of them if necessary.
Class B HCUs- Class B HCUs represent somewhat advanced medical treatment, generally in the form of herbal and semi magical powders, salves, potions and elixirs. Class B HCUs are great for treating serious bacterial, viral and fungal infections, and even have some success with serious maladies. Consider class B HCUs similar, but less effective, than modern pharmaceutical medicine. Class B HCUs are superior to Class C, and as such as be used instead of them if necessary.
Class C HCUs- These units represent basic medical care for simple things like keeping down fever and preventing dehydration from flu and cold. It also includes tending to wounds to prevent infection and very simple medical procedures like setting broken limbs or providing CPR. Class C HCUs are quite similar to what any person from the modern world could do medically with some basic modern first aid training.
How much medical attention does a civilization need?
That depends on your standards I guess. The measure of central tendency we will use will be called the civilization's "Base Health Care Demand". If your civilization meets this level of demand, it will move along in a roughly average way in terms of mortality, sickness, efficiency and infirmity. The more health care provided, the less the civilization will be plagued by those problems. The more the civilization falls short of this level of care, the more seriously these problems will rear their ugly heads.
This is how Base Health Care Demand is determined.
The civilization will require 1 Class C HCU per person in it's general population and Children's pool. It will require 2 for each person in it's Infirm pool.
A civilization will require 1 Class B HCU per every two people in it's general population and Children's pool. It will require 1 for each person in it's Infirm pool.
A civilization will require 1 Class A HCU per every 10 people in it's general population and Children's pool. It will require 1 for every 5 people in it's Infirm pool.
How Professionals Provide Health Service Units
Barbers- Having a barber practicing in your civilization produces Class C HCUs. For a barber to do this, he must have a set of "Barbers tools". A building with at least 100 square feet is also necessary for each barber practicing. A barber provides 25 Class C HCUs per rank above "new" he has. Thus a "Poor" barber would produce 25 Class C HCUs per month, and a Grand Master would provide 100 class C HCUs per month.
Healers- Healers are medical practitioners best at what today would be considered first aid and urgent care. They are skilled at effectively treating most injuries as well as providing long term care for those suffering the likes of fever, dehydration and shock. Each 100 units of HCUs a healer produces requires 1 unit of "Healing Supplies"
Apothecaries- The apothecary uses all manner of herbs and chemicals to craft medical poultices, potions, elixirs and salves. Apothecaries are best at treating infections like viruses, bacteria and fungal infections. For an Apothecary to work, he requires a set of "Apothecary's Implements", and at least 100 square ft of space in a building. Each 100 HCUs produced by an Apothecary requires the expenditure of 1 unit of "Healer's Herbs".
Churgeon- The best trained, educated and skilled of the healing professions. Churgeons use surgical techniques and apothecary medicines to treat the most dire of injuries and maladies. Though highly skilled, they also require good tools and facilities. For a Churgeon to practice and produce HCUs, he requires at least 100 square foot of building space. He also requires a full "Churgeon's Kit". For every 50 HCUs a Churgeon produces, he expends 1 unit each of "Healer's Herbs" and "Healing Supplies".
Herbalist- A herbalist is not completely a healer per se. Rather they gather and produce many of the herbs that Apothecaries utilize in their craft. This does not mean they are lacking in medical knowledge, they are generally quite capable of doing the same work as an Apothecary, but generally in a much less efficient manner. When a herbalist chooses to spend a month producing HCUs and practicing as a medicine man rather then producing and preparing "Healer's Herbs" or spices, he may do so using the same "Herbalist Tools" which he uses for his other crafts. Like when producing and preparing herbs, the herbalist requires at least 100 square foot of building space. A herbalist can not act in a month as part time medicine man and part time herb grower. He must act as one or the other full time. Each 50 HCUs produced by a herbalist requires the expenditure of 1 unit of "Healer's Herbs".