Winter
#WinterSeason of scarcity. Surface production collapses, underground thrives.
Description
❖Bitter cold blankets the land as winter descends. Surface production plummets: Food drops by 30%, wood by 20%, herbs by 35%. The frozen ground halts stone quarrying (-15%). However, miners retreat underground where coal production rises +15% and mithril +10%. Famine risk spikes to +50% - empires live or die by their autumn stockpiles.
Full Encyclopedia Entry ▼
Winter tests the preparedness of every empire. Surface resources become scarce as fields lie dormant under snow and forests freeze solid. Food production drops 30%, forcing reliance on stockpiled reserves. Wood and herbs suffer even greater penalties (-20% and -35% respectively). The desperate conditions drive unrest: Mutiny risk increases 25%, Protests spike 35%. However, winter has silver linings - epidemic risk drops 15% as cold kills pathogens, and underground operations thrive (+15% Coal, +10% Mithril and Dextronium) as workers prefer warm mines to frozen fields. Dwarves excel in winter with their mining bonuses compounding.
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% Coal production - workers prefer underground
- + +10% Mithril and Dextronium - deep mining continues
- + -15% Epidemic risk - cold kills disease
- + Research stable (0%) - scholars continue work indoors
Disadvantages
- - -30% Food production - nothing grows (severe)
- - -35% Herbs production - plants dormant (severe)
- - -20% Wood production - forests frozen
- - -15% Stone and Marble - ground frozen
- - -10% Gold and Elixir production
- - +50% Famine risk (highest of all seasons)
- - +25% Mutiny risk - desperation breeds rebellion
- - +35% Protests risk - population suffers
Warnings
- ! Stockpile food and wood during Autumn or face collapse
- ! Assign Priests to reduce Mutiny (-10%) and Protests (-15%)
- ! Tabern building reduces event probabilities
- ! NoDeaths race nearly immune to winter events
Synergies
Countered By
Scaling
Global modifier applied multiplicatively with Race, Field, and Building effects.