Spring
#SpringSeason of growth. Bonus to organic resources, slightly increased disease risk.
Description
❖The world awakens from winter dormancy. Rivers swell with snowmelt, forests regain their verdant canopy, and new growth pushes through the thawing earth. Food production increases by 12%, herbs by 15%, and elixir by 10%. Wood and gold production rise by 5%. Coal extraction drops slightly (-5%) as workers leave the mines.
Full Encyclopedia Entry ▼
Spring represents the annual renewal cycle when organic resources flourish. Agriculture rebounds after winter scarcity, making this an optimal time to rebuild food stockpiles depleted during the cold months. The thaw also brings increased disease transmission (+15% Epidemic probability) as dormant pathogens reactivate. However, the psychological lift of the new season reduces civil unrest (-10% Mutiny, -10% Protests) and the returning harvests dramatically lower famine risk (-15%). Strategic empires use Spring to recover and prepare for Summer campaigns.
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Modifies chance of city events occurring
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Advantages
- + +12% Food production - organic growth season
- + +15% Herbs production - medicinal plants flourish
- + +10% Elixir production - magical energies renew
- + +5% Gold and Research - economic activity resumes
- + -15% Famine risk - new growth provides abundance
- + -10% Mutiny/Protests - hope of new season boosts morale
Disadvantages
- - +15% Epidemic risk - thaw spreads dormant diseases
- - -5% Coal production - workers prefer surface work
Warnings
- ! Prepare medicine stockpiles for increased epidemic risk
- ! Medics reduce epidemic probability by 20%
Synergies
Scaling
Global modifier applied multiplicatively with Race, Field, and Building effects.