Summer
#SummerPeak production season. Optimal for campaigns, highest epidemic risk.
Description
❖The sun blazes at its zenith, bringing warmth and abundance across the land. This is the season of greatest productivity: Food production peaks at +15%, wood and stone at +10%, minerals at +8%. Gold and research both increase by 10%. However, the heat breeds disease - epidemic risk is at its highest (+25%).
Full Encyclopedia Entry ▼
Summer is the optimal season for military campaigns and major construction projects. With roads dry, supplies abundant, and days long, armies can march further and strike harder. The -30% famine risk (lowest of all seasons) ensures supply lines remain stable. However, commanders must account for the +25% epidemic risk as crowded armies and hot conditions create breeding grounds for disease. The season's wealth also attracts corruption (+10%). Strategic empires launch their major offensives in Summer while maintaining strict camp hygiene to mitigate epidemic outbreaks.
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
- + +15% Food production - peak growing season
- + +10% Wood, Stone, Marble, Gold, Research - ideal conditions
- + +8% Mineral production - ground is workable
- + +5% Gems and Elixir - consistent output
- + -30% Famine risk - abundance reduces scarcity
- + -15% Mutiny/Protests - prosperity improves morale
Disadvantages
- - +25% Epidemic risk - heat breeds disease (highest)
- - +10% Corruption risk - wealth attracts greed
- - -5% Coal production - mine ventilation issues
Warnings
- ! Highest epidemic probability - assign Medics and stockpile Herbs
- ! Best season for launching military campaigns
Synergies
Scaling
Global modifier applied multiplicatively with Race, Field, and Building effects.