Famine
City event

Famine

#Famine
Value: 0 pts

Food crisis weakens population. Import food supplies to resolve.

Description

Hunger devastates the city as food stores deplete. Food production drops 60%, all physical resources 30-50%, research 50%, gold 30%. Starving defenders fight weakly (-20% Attack, -25% Life, -15% Speed). Costs 200 Gold and 300 Food over 240 seconds to resolve.

📖 Full Encyclopedia Entry

Famine represents the existential threat of starvation. When food stockpiles fail - from winter scarcity, supply disruption, or overpopulation - the city enters crisis. Workers are too weak to farm (-60% Food), let alone perform physical labor (-30-50% resources). Scholars flee or starve (-50% Research), commerce halts (-30% Gold). Troops weakened by hunger cannot fight effectively (-20% Attack, -25% Life, -15% Speed). Resolution requires massive food imports (300 Food) and gold for emergency purchases (200 Gold) over 240 seconds (4 minutes). Autumn stockpiling and multiple food-producing cities are essential prevention.

Activation

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Costs

Consumed when used

Time 240000
4m
💰 Gold 200
Resources
💎 Food 300

Effects

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

Production Modifiers
💰 Gold Production -30%
📖 Research Production -50%
💎 Food Production -60%
💎 Wood Production -40%
💎 Herbs Production -30%
💎 Stone Production -50%
💎 Mineral Production -50%
💎 Gems Production -30%
💎 Coal Production -40%
💎 Elixir Production -40%
💎 Marble Production -40%
💎 Mithril Production -40%
💎 Dextronium Production -30%

Battle

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

Side Modifiers RATIO
Locals
⚔ Attack -20%
❤ Life -25%
🏃 Speed -15%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Severe food crisis event
Relevance All Stages
Type Unique

Disadvantages

  • - -60% Food production (severe - cannot recover without imports)
  • - -50% Stone, Mineral, Research production
  • - -40% Wood, Coal, Marble, Mithril production
  • - -30% Gold, Herbs, Elixir, Gems, Dextronium production
  • - -25% Life for defenders (severe)
  • - -20% Attack for defenders
  • - -15% Speed for defenders

Warnings

  • ! Resolution costs: 200 Gold, 300 Food, 240 seconds
  • ! Winter increases risk by 50% (highest modifier)
  • ! Stockpile food during Autumn before Winter
  • ! Dwarves have -10% base probability (hardy)
  • ! NoDeaths have -70% base probability (don't eat)
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Countered By

Harvesters reduce probability by 5%Tabern reduces probability by 5%Storehold cities have -30% riskCapital cities have -20% riskAutumn has -35% risk (harvest)Summer has -30% risk (abundance)
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Scaling

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