Epidemic
City event

Epidemic

#Epidemic
Value: 0 pts

Disease 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

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Costs

Consumed when used

Time 200000
3m 20s
💰 Gold 350
Resources
💎 Herbs 100
💎 Elixir 50

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Production Modifiers
💰 Gold Production -50%
📖 Research Production -60%
💎 Food Production -50%
💎 Wood Production -50%
💎 Herbs Production +20%
💎 Stone Production -50%
💎 Mineral Production -60%
💎 Gems Production -40%
💎 Coal Production -50%
💎 Elixir Production +10%
💎 Marble Production -50%
💎 Mithril Production -50%
💎 Dextronium Production -40%

Battle

Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.

Side Modifiers RATIO
Locals
⚔ Attack -30%
❤ Life -35%
🏃 Speed -25%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Severe disease outbreak event
Relevance All Stages
Type Unique

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
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Countered By

Medics reduce probability by 20%Elves have -25% base probability (pure)NoDeaths have -90% base probability (cannot sicken)Atlanteans have -20% base probability (clean water)Winter reduces risk by 15% (cold kills pathogens)Warcamp cities have -10% risk (strict discipline)
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Scaling

Probability modified by Race, Season, City Category, Buildings, and Population types.