Epidemic
#EpidemicDisease devastates population. Supply medicine to resolve.
Description
❖Plague spreads through the city. Physical production collapses 50-60%, gold 50%, research 60%. Medical production is prioritized (+20% Herbs, +10% Elixir). Sick defenders can barely fight (-30% Attack, -35% Life, -25% Speed). Costs 350 Gold, 100 Herbs, 50 Elixir over 200 seconds to resolve.
Full Encyclopedia Entry ▼
Epidemic represents the most devastating crisis - disease sweeping through the population. Workers sicken and die, production collapses (50-60% reduction to physical resources, 50% Gold, 60% Research), and the army becomes incapacitated (-30% Attack, -35% Life, -25% Speed - the worst combat penalties). Only medical production increases as healers prioritize treatment (+20% Herbs, +10% Elixir). Resolution requires substantial medical supplies (100 Herbs, 50 Elixir) and gold for healers (350 Gold) over 200 seconds. Medics (-20% Epidemic), maintaining herb stockpiles, and avoiding overcrowding are essential prevention.
Activation
Costs
Consumed when used
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Battle
Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Advantages
- + +20% Herbs production - medical priority
- + +10% Elixir production - potion demand
Disadvantages
- - -60% Mineral, Research production (severe)
- - -50% Food, Wood, Stone, Coal, Marble, Mithril, Gold production
- - -40% Gems, Dextronium production
- - -35% Life for defenders (most severe)
- - -30% Attack for defenders
- - -25% Speed for defenders
Warnings
- ! Resolution costs: 350 Gold, 100 Herbs, 50 Elixir, 200 seconds
- ! Summer increases risk by 25% (highest seasonal modifier)
- ! Spring increases risk by 15% (thaw spreads disease)
- ! Dwarves have +15% base probability (cramped mines)
- ! Humans have +10% base probability
- ! Migrants increase probability by 10%
- ! Stockpile Herbs and Elixir for emergency response
Countered By
Scaling
Probability modified by Race, Season, City Category, Buildings, and Population types.