Famine
#FamineFood 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
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.
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)
Countered By
Scaling
Probability modified by Race, Season, City Category, Buildings, and Population types.