Summer
Season

Summer

#Summer
Value: 0 pts

Peak 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.

Production Modifiers
💰 Gold Production +10%
📖 Research Production +10%
💎 Food Production +15%
💎 Wood Production +10%
💎 Herbs Production +10%
💎 Stone Production +10%
💎 Mineral Production +8%
💎 Gems Production +5%
💎 Coal Production -5%
💎 Marble Production +10%
💎 Mithril Production ±0%
💎 Dextronium Production ±0%
💎 Elixir Production +5%
Event Probability

Modifies chance of city events occurring

Famine -30%
Epidemic +25%
Mutiny -15%
Protests -15%
Corruption +10%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Peak production and military campaign season
Relevance All Stages
Type Unique

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

HumansMeadowCavalryTradeMarketBarracks
📈

Scaling

Global modifier applied multiplicatively with Race, Field, and Building effects.