Welcome to our guide for Plague Inc. We hope it helps you in engineering your very own disease to unleash upon humanity.
NECROA VIRUS INFO WANTED
I’m not able to spend a lot of time gathering firsthand info on the Necroa Virus at present, but if you’d like your name in the Special Thanks section, then please share whatever info you have that fits the layout of this guide. Thanks, faithful readers!
*** UPDATES ***
2013-03-20: Necroa Virus Exclusive Transmission traits and Symptoms
2013-03-07: Necroa Virus Symptom Combos, Necroa Virus Genes
2013-03-03: Necroa Virus Symptom Combos
2012-12-31: Symptom Combos
2012-11-24: Disease Types, Abilities
2012-11-17: Disease Types, Symptoms, Abilities
2012-11-03: Added Modify Genetic Code
2012-09-23: Abilities, Disease Types, and Government Actions and Events
2012-09-08: Abilities, Disease Types, Symptom Combos, and Tips and Tricks
2012-09-01: Abilities and Tips and Tricks; added Government Actions
2012-08-18: Tips and Tricks
2012-08-11: Symptom Combos
2012-08-08: Added Follow the Developer
2012-08-05: Abilities, Symptom Combos, and Tips and Tricks; added Scoring
2012-07-19: Abilities and Disease Types
2012-07-15: Symptom Combos and Abilities
2012-07-11: Symptom Combos
2012-07-02: Added Ability Statistics, Cure Statistics, Symptom Combo Statistics, and Transmission Statistics
2012-07-01: Tips and Tricks; added Symptom Statistics
2012-06-24: Added Special Thanks
2012-06-23: Upgrade Chart: Abilities; added Symptom Combos
2012-06-09: Tips and Tricks, Upgrade Chart
2012-06-06: Tips and Tricks, Upgrade Chart; added Disease Types
2012-06-04: Tips and Tricks again, Upgrade Chart again
2012-06-04: Tips and Tricks, Upgrade Chart
2012-06-03: Upgrade Chart
2012-06-03: First version
FOLLOW THE DEVELOPER
|Ndemic Creations is a one-man team, so James Vaughan can use all the support and exposure he can get. If you love Plague Inc., be sure to follow him on Twitter and Facebook. You can also check out the Ndemic Creations website.|
ALL YOUR BURNING QUESTIONS ANSWERED
This is a summary of the “How to Play” info from the actual game, so that you can refer here while playing instead of quitting back to the title screen.
Start of Game
Select a Country: For easier transmission to other countries, pick a starting country with an aiport, seaport, and land neighbors. The poorer the country, the easier.
Middle of Game
News: Pay attention to the new blurbs at the top of the screen. Sometimes they’re silly, but often they’ll provide insight into which countries are recognizing the threat and how they’re reacting.
Deadliness: The more deadly your disease is, the more resistance you’ll get from governments. It’s up to you: play it cool and evolve lethality once your plague is widespread, or go for full-out carnage early and get a quicker victory, though with more resistance.
End of Game
Kill Everyone: Careful with your lethality, though, because there must be infected left at the end.
Check Statistics: See who is spending the most on a cure. Look for uninfected countries.
Infectivity: How quickly your disease transmits to other people.
Severity: How bad the symptoms are. Helps slow cure research and gives you more DNA points for upgrades.
Lethality: How easily it kills. Helps slow cure research and gives you more DNA points for upgrades. Don’t get this higher than your other attributes.
Transmission: Increases your Infectivity. Makes your disease more likely to mutate, which gives free upgrades.
Symptoms: Makes it harder for governments to research a cure.
Abilities: Customizes your disease against harsh climates, makes it harder to cure, etc.
How to Spread Your Disease
Inside a Country: Pretty much any evolution will help ramp up your disease within a country.
Between Countries: Spend DNA points on Transmission evolutions to help your plague cross borders.
Lockdown: Governments may close ports and borders, though animals can still cross. Island lockdowns are trouble.
Adapt to Different Countries
Country Overview: Touch a country’s name for info on climate, demographics, etc.
Country Climate: Evolve Transmission and Ability upgrades to counteract different climates.
Country Demographics: Evolve Transmission and Ability upgrades to counteract different demographics. Rich countries are harder to infect.
How to Stop the Cure
What It Is: The more scared a country gets, the more money they’ll spend on research.
Defense Against: Keep your disease from getting too scary too fast. Try to keep Severity and Lethality low until later in the game. Once your disease becomes really scary, evolve Abilities to help slow research for a cure.
Research Teams: Blue planes traveling between countries indicate research teams. Pop the blue bubbles that come up to stop them.
Mutations: Get free evolutions over time. Buying Transmission upgrades involving animals will increase mutation frequency.
Government Actions: Watch the news to see when governments take big notice of your disease. Also check out country overviews from time to time.
TIPS AND TRICKS
Here are things that I and readers like you have figured out by playing that are good to know from the start.
- Close all other apps. Plague Inc. eats memory like, uh, a memory-eating zombie, so give it your iOS device’s undivided attention. If you are running other apps, Plague Inc. may notify you that it needs to save and close because it doesn’t have enough memory.
- Use a fun name. While a serious disease name like DeathKill can make you feel more badass, it’s funny as hell to keep seeing news about the worldwide plague known as FartyButt.
- Game date. In the top-right corner is the date. Note that this is in Day Month Year format.
- Speed controls. Tapping the game date drops a box that allows you pause the game, play in fast mode, or return to normal time flow. While paused, you can research upgrades or check on countries without being concerned about things getting out of hand. Ignoring the dropdown box for a few seconds makes it disappear.
- Bubbles will pop when the game is paused. It just won’t look like it, because they won’t actually disappear until you unpause the game. Note that this is also true if you tap on a bubble while an alert is being displayed. UPDATE: A reader informed me that if you have auto-stop on, you can actually pop them while an alert is up.
- Upgrading pauses the game. Well, mostly. When you go into the Disease menu from the bottom-left button on the main screen or the World menu from the bottom-right button, everything will be paused except for scrolling news messages at the top. This is great, because it means you don’t have to manually pause the game before upgrading.
- Play in Fast-Forward. This may seem kind of scary, but since the game pauses whenever you go into the Disease or World menus, there’s really no reason not to accelerate your plague’s progress. The bubbles that pop up stay around just as long before fading in normal or fast-forward, so no worries there.
- Evolution prices go up. The price of each unpurchased disease trait goes up by 1 whenever you buy something else. See Transmission Statistics and Symptom Statistics below for starting costs. Note that free upgrades via mutation do not increase the costs of unevolved traits.
- You can devolve unwanted upgrades. If mutation gives you a trait you don’t want, such as something that increases Lethality before you’re ready for the masses to start giving up the ghost, you can devolve it from the appropriate evolution category. Doing so will give you a small amount of DNA points.
- You may be warned about mutations beforehand. When you get notification that scientists have increased their understanding of a particular trait, any unevolved traits near that one are now more likely to mutate.
- Focus on Transmission upgrades at first. Make your disease easy to spread before making it scary and lethal.
- Focus on evolutions specific to your starting country at first. If your starting country has an arid climate, get Air 1. If it is humid, get Water 1. After your plague has spread to numerous other countries, then you can get a broader spectrum of upgrades.
- Severity + Infectivity = More DNA Points. Severity and Infectivity affect the number of DNA points you get for infecting new countries.
- Don’t wait too long to start killing. Too much Lethality early on is bad, but waiting until near the end will leave too many people to help with the cure, and you’ll end up losing.
- Don’t ignore Transmission at the end. Yes, you need to kill a lot at the end, but you also need to make sure a solitary country isn’t going to hold out and prevent you from winning (annihilating all human life on the planet). Use the World menu to see which countries aren’t infected, look at their attributes, and evolve accordingly so that they can share in your armageddon.
- Countries have a limit of severity until your plague is detected. This means you can let symptoms mutate and just leave them until that country’s tolerance level is closing in. You can gauge this based on the infected rate of the host country. You can usually run with coughing and sneezing to about 90%, then you will have to cancel one symptom. All this time you will get accelerated points for infecting new countries. Once cancelled, you go back to earning 1 point per country.
- See user comments. Readers have dropped some solid strategy and info on getting achievements. Check it out!
Bacteria: Standard. No major strengths or weaknesses.
Bio-Weapon: Lethality increases as you play. Hard to transmit late-game because it kills so quickly.
Fungus: Bad spread. You’ll want to maintain strong focus on Transmission upgrades throughout the game.
Hidden Plague: Government will not do anything to stop your diesease from spreading.
Infinite Money: Start with 2000 DNA points.
Nano-Virus: Cure research begins as soon as the game starts.
Necroa Virus (ZOMBIES): Unclassified pathogen with extreme regeneration abilities, but the rest of its genetic code is a mystery. To win, you have to kill off the last human survivors OR turn them into zombies.
Neurax Worm: Burrows into brain and controls host. High Infectivity and Severity. Note: This disease type lets you win the game via the standard method of killing off humanity OR via enslaving humanity. Countries that worship the worm will stop all cure research.
No Cure: Cure research stops at 99%.
Parasite: No DNA points increase from infecting people.
Prion: Transmits more slowly. Symptoms decreased. Cure takes longer to research. Cure defense increased.
Virus: Mutates rapidly. You’ll get a lot of free upgrades, but you also may need to devolve some in order to maintain your strategy.
These are the evolutions on which you can spend DNA points. Tap “Disease” in the bottom-left corner, then click on the desired tab at the top. Each upgrade has a list of what traits are improved and indicates which other upgrades it unlocks, if any.
Air 1: Infectivity in Arid Climates, Plane Transmission; [unlock] Air 2
Air 2: Infectivity in Arid Climates, Plane Transmission; [unlock] Extreme Bioaerosol if Water 2 upgraded
Bird 1: Infectivity, Land Transmission, Mutation; [unlock] Bird 2
Bird 2: Infectivity, Land Transmission, Mutation; [unlock] Extreme Zoonosis if Livestock 2 and Rodent 2 upgraded
Blood 1: Infectivity in Poor Regions, Mutation; [unlock] Blood 2
Blood 2: Infectivity in Poor Regions, Mutation; [unlock] Extreme Hematophagy if Insect 2 upgraded
Extreme Bioaerosol: Infectivity, Infectivity++ in Humid and Arid Climates, Plane and Ship Transmission++
Extreme Hematophagy: Infectivity, Infectivity++ in Poor Regions, Mutation
Extreme Zoonosis: Infectivity, Infectivity++ in Rural and Urban Regions, Mutation, Cross-Country Transmission++
Insect 1: Infectivity in Hot Climates, Mutation; [unlock] Insect 2
Insect 2: Infectivity in Hot Climates, Mutation; [unlock] Extreme Hematophagy if Blood 2 upgraded
Livestock 1: Infectivity in Rural Regions, Mutation; [unlock] Livestock 2
Livestock 2: Infectivity in Rural Regions, Mutation; [unlock] Extreme Zoonosis if Bird 2 and Rodent 2 upgraded
Rodent 1: Infectivity in Urban Regions, Mutation; [unlock] Rodent 2
Rodent 2: Infectivity in Urban Regions, Mutation; [unlock] Extreme Zoonosis if Bird 2 and Livestock 2 upgraded
Water 1: Infectivity in Humid Climates, Ship Transmission; [unlock] Water 2
Water 2: Infectivity in Humid Climates, Ship Transmission; [unlock] Extreme Bioaerosol if Air 2 upgraded
Necroa Virus Exclusive Transmission
Air 3: Virus replicates rapidly in aerosoled brain matter. Significantly increases risk of infection if interacting with zombie brains.
Bat 1: Host range broadens to include bats, which are hard to detect. Increases infectivity and mutation chance.
Bat 2: Partial genetic activation causes bats to mob and attack humans at night. Significantly increases infectivity, and attacks can be lethal.
Gastrointestinal Expansion: Virus can replicate in stomach and intestine, increasing infectiousness through feces and vomit.
Saliva 1: Virus replicates faster in salivary glands, increasing chance of infection through contact with saliva.
Saliva 2: Virus replicates directly in nasal cavity, significantly increasing chance of infection through contact with mucus.
Urogenital Expansion: Virus can replicate in kidneys and urinary tract, increasing infectiousness through urine and other bodily fluids.
Zoonotic Shift: Genetic shift in virus increases infectivity, mutation chance, and makes cross-species infection possible. Increases future research speed.
Infectivity is used in the game to describe how easily the disease spreads from person to person within a country.
Transmission refers the ability for the disease to spread from country to country. Nonetheless, enhancing Transmission traits will also enhance the Infectivity. The stats for this are listed below.
Transmission traits have an inflation system, where the cost of a trait increases by 1 DNA pt for each prior trait you’ve obtained.
Combo Base DNA Points Infectivity Air 1 9 4 Air 2 14 7 Bird 1 12 3 Bird 2 18 6 Blood 1 8 2 Blood 2 13 4 Extreme Bioaerosol 16 5 Extreme Hematophagy 24 5 Extreme Zoonosis 22 5 Insect 1 9 4 Insect 2 20 8 Livestock 1 7 2 Livestock 2 12 4 Rodent 1 10 3 Rodent 2 16 6 Water 1 9 4 Water 2 15 8
Early in the game, it is generally cheaper to enhance Infectivity with Symptoms than with Transmission traits. Note that Insect 1 & 2, Air 1 & 2, and Water 1 & 2 are generally more cost-effective than other traits with respect to Infectivity.
Abscesses: Transmission; [unlock] Systematic Infection, Tumors
Anemia: Infectivity, Severity; [unlock] Hemophilia
Coma: Lethality, Cure Defense++; [unlock] Paralysis, Systematic Infection, Total Organ Failure
Coughing: Transmission in Urban Regions; [unlock] Pneumonia, Sneeze
Cysts: Transmission; [unlock] Abscesses, Hyper Sensitivity
Diarrhea: Transmission, Transmission++ in Poor Regions, Lethality, Lethality++ in Poor Regions; [unlock] Dysentery, Pulmonary Edema, Vomiting
Dysentery: Transmission, Lethality; [unlock] Diarrhea, Insanity
Fever: Infectivity, Lethality; [unlock] Immune Suppression, Skin Lesions, Sneezing, Sweating
Hemophilia: Transmission; [unlock] Internal Hemorrhaging, Tumors
Hemorrhagic Shock: Lethality; [unlock] Internal Hemorrhaging, Necrosis
Hyper Sensitivity: Severity, Severity++ in Rich Regions; [unlock] Inflammation, Paralysis
Immune Suppression: Mutation, Lethality; [unlock] Fever, Sneezing, Total Organ Failure
Inflammation: Lethality; [unlock] Hyper Sensitivity, Paralysis, Paranoia, Seizures
Insanity: Cure Defense++; [unlock] Dysentery, Seizures
Insomnia: Severity; [unlock] Paranoia
Internal Hemorrhaging: Lethality; [unlock] Hemophilia, Hemorrhagic Shock, Tumors
Nausea: Severity, Transmission; [unlock] Vomiting
Necrosis: Lethality, Transmission; [unlock] Hemorrhagic Shock, Skin Lesions
Paralysis: Cure Defense++, Lethality; [unlock] Coma, Hyper Sensitivity, Inflammation
Paranoia: Severity; [unlock] Inflammation, Seizures
Pneumonia: Severity in Cold Climates; [unlock] Pulmonary Edema, Pulmonary Fibrosis
Pulmonary Edema: Lethality, Transmission; [unlock] Diarrhea, Pneumonia, Pulmonary Fibrosis, Vomiting
Pulmonary Fibrosis: Lethality; [unlock] Pulmonary Edema, Pneumonia, Total Organ Failure
Rash: Infectivity; [unlock] Sweating
Seizures: Lethality; [unlock] Inflammation, Insanity, Paranoia
Skin Lesions: Transmission++; [unlock] Fever, Necrosis, Sweating
Sneezing: Infectivity++; [unlock] Fever, Immune Suppression
Sweating: Transmission, Transmission++ in Cold Climates; [unlock] Fever, Skin Lesions
Systematic Infection: Transmission++, Lethality; [unlock] Abscesses, Coma, Tumors
Total Organ Failure: Lethality++; [unlock] Coma, Immune Suppression, Pulmonary Fibrosis
Tumors: Lethality; [unlock] Abscesses, Hemophilia, Internal Hemorrhaging, Systematic Infection
Vomiting: Transmission; [unlock] Dysentery, Pulmonary Edema
Necroa Virus Exclusive Symptoms
Acidic Reflux: Extreme laryngopharyngeal reflux causes acidic saliva. Increases severity and gives zombies a combat advantage.
Acute Encephalitis : Multiple inflammatory lesions in the brain cause severe neurological damage, resulting in death.
Adrenal Surge: Mutation of the adrenal cortex causes adrenaline over-production, increasing alertness and aggression of zombies.
Anabolic Boost: Surges of testosterone significantly increase muscle mass and weight of some zombies. Severity significantly increased.
Anaerobic Resuscitation: Infected braincells switch to anaerobic respiration. Lactic acid buildup is lethal and destroys higher brain processes and personality.
Autolytic Delay: Virus slows release of digestive enzymes from cells’ lysosomes, slowing decomposition of corpse.
Autophagia: Compulsion to bite or partially devour own body, typically fingers or skin. Increases infection rates.
Autothysis: Explosive mix of hydrogen sulphide and methane collects inside zombie. Significantly increases severity and zombie combat advantage.
Bone Dysplasia: Increased bone density provides enhanced protection against trauma. Gives zombies a significant combat advantage.
Cannibalism: Extreme compulsion to bite and eat other humans, significantly increasing infectivity as well as lethality.
Cathemeral Shift: Stimulation of primary visual cortex improves vision in bright sunlight. Significantly increases severity.
Cranial Elephantitis: Adenoma triggers mutated growth hormones, which encourage bone growth in the skull. Gives zombies a combat advantage.
Cytopathic Reanimation: Formation of complex neural structures enables re-animation of damaged cells and restoration of low-level vitals. Turns dead into zombies.
Delirium: Reduction in cognitive function causes irrationality and paranoia. Can be fatal and significantly slows future research speed.
Dermal Calcification: Mutations in the endocrine system cause parts of skin to harden and calcify. Gives zombies a combat advantage.
Enhanced Motor Control: Nutrient flow to the parietal lobe increased, improving movement and coordination. Increases severity, particularly in urban environments.
Enhanced Sensory Integration: Nutrient flow to the occipital and temporal lobes increased. Enhanced sight and hearing increase severity.
Gastroenteritis: Inflammation of the GI tract causes frequent vomiting. Significantly increases infection rates.
Hyper Salivation: Inflammation of the submandibular gland increases saliva production and infection rates.
Hyperosmia: Thinning of the nasal epithelium significantly heightens zombie sense of smell. Increases severity.
Liquefactive Resistance: Virus denatures hydrolytic enzymes, slowing liquefactive necrosis and decomposition of the corpse.
Lumbrical Hypertrophy: Significantly strengthens zombie grip, making it nearly impossible for prey to break free. Severity significantly increased.
Masticatory Tension: Masticatory muscles become engorged, allowing zombie to bite through thick clothing. Severity increased.
Naja Mortis: Muscle growth around submandibular duct lets some zombies projectile-spit at prey. Increases severity and zombie combat advantage.
Peptide Surge: Growth hormone production triggers extreme metabolism of fat to build muscle. Enhanced strength increases severity.
Photophobia: Sensitivity and pain when eyes exposed to sunlight. Slows future research speed, but slightly reduces infection rates.
Polyphagia: Compulsive hunger forces continuous eating. Lack of hygiene increases risk of infection.
Psychosis: Psychotic episodes lead to occasional bursts of extreme violence, which can be lethal. Increases infectivity and slows future research speed.
Putrefactive Resistance: Virus prevents anaerobic microorganisms from digesting proteins, slowing decomposition of corpse.
Segmented Genome: Virus splits its genome into smaller molecules, increasing the likelihood of a viable mutation during transmission.
Temporal Lobe Manipulation: Zombies attracted to movement and will abandon victims once dead. Prey more likely to remain intact and become a zombie.
Vampiric Hunger: Zombie prefers to suck the blood from its prey rather than eat the flesh. Prey more likely to remain intact and become a zombie.
Symptoms have an inflation system, where the cost of a trait increases by 1 DNA pt for each prior trait you’ve obtained.
Symptom Base DNA Points Infectivity Severity Lethality (nothing) 00 04 01 00 Abscesses 02 04 04 00 Anemia 02 01 01 00 Coma 21 00 15 02 Coughing* 04 03 01 00 Cysts 02 02 02 00 Diarrhea 06 06 04 01 Dysentery 19 08 15 08 Fever 09 04 03 03 Hemophilia 03 04 03 00 Hemorrhagic Shock 23 00 15 15 Hyper Sensitivity 02 01 02 00 Immune Suppression 12 02 06 04 Inflammation 05 02 02 02 Insanity 18 06 15 00 Insomnia 02 00 03 00 Internal Hemorrhaging 12 00 09 07 Nausea 02 01 01 00 Necrosis 27 10 20 13 Paralysis 10 01 05 01 Paranoia 04 00 04 00 Pneumonia* 03 03 02 00 Pulmonary Edema 07 05 04 02 Pulmonary Fibrosis 06 03 03 02 Rash* 03 02 01 00 Seizures 04 01 07 03 Sking Lesions* 08 11 04 00 Sneezing* 05 05 01 00 Sweating* 03 02 01 00 Systematic Infection 17 06 07 06 Total Organ Failure 28 00 20 25 Tumors 11 02 00 04 Vomiting 03 03 01 00
* Particularly good at spreading infection with limited severity.
Total Organ Failure is the most deadly symptom by far.
Necrosis is great for killing while remaining infectious.
Oops: Sneezing + Diarrhea: Lowers productivity and increases awareness
Profuse Bleeding: Hemophilia + Skin Lesions: Infectivity++
Projectile Vomiting: Coughing + Vomiting: Infectivity
Public Defecation: Diarrhea + Insanity: Increase Research Speed (*** BEWARE ***)
Swine Flu: Nausea, Pneumonia, Vomiting, Diarrhea, Coughing, Sneezing, Insomnia, Paranoia, Livestock 1 & 2: Decrease Research Speed (10% increase in budget required for cure)
Walking Dead: Anemia + Insomnia: Decrease Research Speed
Necroa Virus Symptom Combos
Bath Time: Polyphagia + Autophagia + Cannibalism: Severity
Blood in the Air: Delirium + Hyperosmia: Severity
Boomer: Liquefied Organs + Authothysis: Severity
Cranial Dispersion: Cranial Elephantitis + Air 3: Transmission (?)
Tank: Anabolic Boost + Bone Dysplasia: Severity
Spitter: Naja Mortis + Enhanced Sensory Integration: Severity
Sprinter: Enhanced Movement Control(?) + Engorged Quadriceps: Severity
Walking Contradiction: Photophobia + Cathemeral Shift: Severity Decreased
Vampire Bat: Bat 2 + Vampiric Hunger: Severity; alerts zombies of nearby humans
Symptom Combo Statistics
Combo Infectivity Severity Lethality Profuse Bleeding 4 4 2 Projectile Vomiting 4 1 0 Public Defecation 2 0 0 Swine Flu ? ? ? Walking Dead 0 0 0
Symptom combos are not reversible, even if you devolve the symptoms that led to them.
Walking Dead slows cure research, but doesn’t do anything else.
Cold Resistance 1: Cure Defense in Cold Climates; [unlock] Cold Resistance 2
Cold Resistance 2: Cure Defense in Cold Climates; [unlock] Environmental Hardening if Heat Resistance 2 upgraded
Drug Resistance 1: Cure Defense in Rich Regions; [unlock] Drug Resistance 2, Genetic Hardening 1
Drug Resistance 2: Cure Defense in Rich Regions; [unlock] Genetic Reshuffle 1
Environmental Hardening: Cure Defense++ in Hot and Cold Climates
Genetic Hardening 1: Decrease Future Research Speed; [unlock] Genetic Hardening 2, Genetic Reshuffle 1
Genetic Hardening 2: Decrease Future Research Speed; [unlock] Genetic Reshuffle 2
Genetic Reshuffle 1: Decrease Completed Research; [unlock] Genetic Hardening 2, Genetic Reshuffle 2
Genetic Reshuffle 2: Decrease Completed Research; [unlock] Genetic Reshuffle 3
Genetic Reshuffle 3: Decrease Completed Research
Heat Resistance 1: Cure Defense in Hot Climates; [unlock] Heat Resistance 2
Heat Resistance 2: Cure Defense in Hot Climates; [unlock] Environmental Hardening if Cold Resistance 2 upgraded
Bacterial Resistance 1, 2, and 3: Cure Defense in All Climates
Armageddon Gene: Lethality+++, Infectivity and Severity bars moved up to half-way point; [requires] Deactivate Genes 3, Gene Compression 3, and Nucleic Acid Neutralization 3
Deactivate Genes 1, 2, and 3: Slow Lethality growth
Gene Compression 1, 2, and 3: Reset Lethality and slow Lethality growth
Nucleic Acid Neutralization 1, 2, and 3: Reduce Lethality and slow Lethality growth
Spore Burst 1, 2, 3, 4, 5, and 6: Infectivity++; Random country infected; [unlock] Spore Eruption
Spore Eruption: Transmission++; ~5 random countries infected
Spore Hardening: If you get all Spore Burst and Eruption abilities, this is unlocked; Random country infected every ~1 minute; Transmission+++, Infectivity+
Code Fragment Interception: Works like a Genetic Hardening; 10% increase to finding cure, +3 to Infectivity
Code Segment Interception: Works like Genetic Hardening 2; 30% increase to finding cure
Factory Replication Overload: Drastically increases Infectivity for a short time (time period varies as does the Infectivity increase); Infectivity +50 to +110; Once this time has expired, the disease’s Infectivity goes back to what it was, but with -5 Infectivity
Radical Elements Stabilized: Works like a Genetic Reshuffle on steroids; 100% increase to find cure
Encryption Breached: Same as Radical Elements Stabilized: 100% increase to find cure
Broadcast Interceptor Overload: Temporary 200% increase to finding cure (about 3 weeks); Once time is up the cure picks up where it left off, with time left for full cure slightly reduced; Tip: If you use this right before you win the game you can decrease the cure progress before it has a chance to reset and increase your score by a lot of points! When there are about 500-5000 people still alive, activate this!
Drug Immunity Ability: Infectivity++ in wealthy countries (requires Drug Resistance 2 for sure, and may require Code Fragments and/or Radical Elements)
Neurax Worm Abilities
Trojan Planes 1, 2, and 3: Increases likelihood of Trojan Plane bubble (ability to make a plane go wherever you want); note that when playing the Neurax Worm, you will sometimes get these bubbles even without purchasing the abilities
Trojan Roamers 1, 2, and 3: Increases Infectivity/Severity; increases ability of transmission by person to another country through land borders
Trojan Destroyers 1 and 2: Increases Infectivity/Severity; better likelihood of infection and death in the country in which the Trojan Plane lands
Symbiosis 1, 2, and 3: Decreases Severity by 4, 8, and 10 pts; Symbiosis 3 also increases Infectivity by 2 pts
Neural Atrophy 1, 2, and 3: Cure Defense+ for 1 and 2, ++ for 3
Viral Instability 1, 2, and 3: Mutation++
Abilities have an inflation system, where the cost of a trait increases by 1 DNA pt for each prior trait you’ve obtained.
Combo Base DNA Points Cold Resistance 1 7 Cold Resistance 2 12 Drug Resistance 1 11 Drug Resistance 2 25 Environmental Hardening 30 Genetic Hardening 1 7 Genetic Hardening 2 22 Genetic Reshuffle 1 17 Genetic Reshuffle 2 21 Genetic Reshuffle 3 25 Heat Resistance 1 11 Heat Resistance 2 22
Genetic Hardening 1 slows research by 10%, which means the number of days to until the cure is increased by 11% (assuming no other changes).
Genetic Hardening 2 slows research by 40%, which means the number of days to until the cure is increased by 67% (assuming no other changes).
As mentioned below in Cure Statistics, each Genetic Reshuffle increases the amount of research required for a cure by 25%. This 25% corresponds to 4.75m in brutal mode, and 6.25m in normal mode.
You start a game with the base level of research that is required for the cure (19m for brutal, 25m for normal). The amount of research required to achieve the cure is then modified based on the symptoms and abilities you gain:
Symptoms (% of base)
Total Organ Failure: +0%
Any other symptom: +1%
Abilities (% of base)
Genetic Reshuffle 1: +25%
Genetic Reshuffle 2: +25%
Genetic Reshuffle 3: +25%
MODIFY GENETIC CODE
ATP Boost: 8pt bonus DNA boost at the beginning
Cytochrome Surge: Popping orange DNA bubbles now worth 4 pts
Metabolic Jump: Popping red biohazard bubbles now worth 4 pts
Catalytic Switch: Popping blue cure bubbles now worth 2 pts
Metabolic Hijack: Orange and red bubbles are auto-popped (really useful if you have end up spreading your plague so fast that you can’t pop the bubbles fast enough)
Teracyte: + chance of plague spread by land
Aerocyte: + chance of plague spread by air
Aquacyte: + chance of plague spread by sea
Suppression: Plague more likely to cross a closed land-border
Native Biome: + Infectivity in your starting county
Ionised Helix: Bonus DNA when devolving = +4
Translesion: Costs to devolve don’t increase
Sympto-Stasis: Symptom costs don’t increase but disease is easier to cure
Patho-Stasis: Ability costs don’t increase but disease is easier to cure
Trans-Stasis: Transmission costs don’t increase but disease is easier to cure (good if you are the type to buy your abilities and transmission first to let your plague spread and then strike, as you’ll have a whole lot of DNA points left to spend!)
Darwinist: + chance of mutation
Creationist: – chance of mutation
Genetic Mimic: Plague harder to cure
Base Oxidisation: Plague can mutate transmissions but disease is easier to cure
Base Hydrolysis: Plague can mutate abilities but disease is easier to cure (mutation genes need a kick-start; they are slow to react unless you buy transmission/symptoms/abilities that also encourage mutation, then they can take off)
Xerophile: Gives plague bonus in arid climates
Hydrophile: Gives plague bonus in humid climates
Rurophile: Gives plague bonus in rural environments
Urbophile: Gives plague bonus in urban environments
Extremophile: Gives plague a minor bonus in all environments
Necroa Virus Genes
Autolytic Reduction: Slightly reduces zombie decay speed
Cytopathic Boost: Increases chance of infected corpses reanimating as zombies
Dopamine Inhibitor: Zombie victims are more likely to become zombies
Spliced Activation: Active abilities cost less DNA to use
ThermoNecro: Reduces zombie decay speed in hot countries
GOVERNMENT ACTIONS AND EVENTS
Ban Livestock Movement: slows Livestock Transmission
Blood Test: slows blood Transmission
Burn Corpses: stops Necrosis
Corp Disposal: slows Necrosis
Cull Livestock: stops Livestock Transmission
Cure Research: speeds up cure
Curfews: slow Infectivity
Distribute Insect Repellent: slows Insect Transmission
Exterminate Birds: stops Bird Transmission
Exterminate Pigeons: slows Bird Transmission
Exterminate Rats: slows Rodent Transmission
Exterminate Rodents: stops Rodent Transmission
Face Masks: stops Coughing, Sneezing, etc; slows air Infectivity
Fallen Government: stops cure for country
Health Care: slows plague in general (??)
Hot Water Bottle: stops Infection via water drinking
iCure Device: speeds up research; counter with Sweating, which breaks device
Insecticide Spraying Campaign: stops Insect Transmission
Martial Law: stops water Transmission
Shut Borders: stops cure from getting in or out via people
We don’t have definitive data on this yet, but here is what commenter UGA1998 has come up with:
From the best I can tell it is a combination of:
- Quickness (days)
- Cure Percentage Rate
- Strength of Plague (infectivity, severity, and lethality)
I tracked this for a while and came up with these scores. The first number in the series is infectivity, then severity, lethality, days, cure percentage and finally score:
(91,113,91,1075,8%) 122,740 5 star “biohazard symbol” plague
(118,93,87,785,51%) 18,170 3 star plague
(92,126,57,449,53%) 29,750 3 star plague
(60,91,89,772,10%) 80,690 4 star plague
(84,92,84,722,19%) 43,440 4 star plague
(91,102,91,626,10%) 103,410 5 star plague
(110,100,94,596,22%) 44,350 4 star plague
(86,95,89,932,5%) 190,600 5 star plague
(94,103,89,1405,8%) 99,350 4 star plague
I haven’t analyzed these numbers to see how a score is derived and there may be other factors I haven’t considered, but I think this is pretty close. I’ve also noticed if you disable symptoms at the end of the game to get enough DNA points to buy something else, you seem to get penalized in the final score.
Here’s some more info from TO_Asylum:
Getting a high score is a separate objective from winning the game – you can win, but getting a high score requires additional work. Some basic regression shows that score depends almost entirely on two factors: cure % at the end and difficulty level. These two factors correlate most strongly, with high statistical significance. In the data I collected (see below) other factors such as days and virus type do not correlate, although I’ve only looked 2 plague types in detail (bio-weapon and virus). The data from UGA1998 support the dominant relationship with cure; however, that data doesn’t include difficulty level. UGA’s data also shows some correlation with days (wasn’t the case in my data), and a weak correlation with infectivity/severity/lethality (not statistically significant).
Here is the supporting data. Difficulty is Casual=1, Normal=2, Brutal=3. Plague Types are Virus=2, Bio-Weapon=7.
(Difficulty, Plg type, Days, Cure%, Score, Star)
(2, 2, 940, 57%, 6050, 3)
(3, 2, 1138, 80%, 6660, 3)
(1, 7, 641, 20%, 7850, 3)
(3, 2, 1198, 49%, 13010, 3)
(1, 7, 428, 10%, 14590, 3)
(3, 7, 883, 57%, 16130, 3)
(2, 7, 797, 24%, 18080, 3)
(2, 7, 573, 21%, 20610, 3)
(3, 7, 587, 37%, 28190, 3)
(3, 7, 641, 25%, 32810, 4)
(3, 7, 632, 10%, 79670, 4)
(3, 7, 526, 8%, 81280, 4)
(3, 7, 637, 8%, 90510, 4)
(3, 7, 676, 8%, 92650, 4)
(3, 7, 573, 7%, 125530, 5)
As you can see in both data sets, you have to get under 10% to get close to or above 100k. As far as stars go, they seem to line up pretty clearly with score: you’re stuck at 3* until you break 30k, and no 5* until after 100k.
In terms of strategy, I followed a mix of felix and UGA’s. The general notion was:
- Transmit under the radar (devolving all but cough) using air1,2 and water 1,2, sometimes throwing in something else (e.g., bioaerosol, or cold 1,2 if starting in a hot climate, or needles when Africa is slow)
- If playing on bio-weapon, use all the abilities on the right (gene compression, etc) to unlock annihilate
- Kill as fast as possible when the whole world is infected (e.g., annihilate on bio-weapon, or rushing to total organ failure on others)
And some more from Mike:
To crack a score in hundreds of thousands and even millions, First u need to play on brutal, Second u need a cure rate of 4% or less. days doesn’t matter. However complexity of disease is huge. First it lets you get a low cure rate, second it increases your score by rewarding you for evolving your disease.
To accomplish this, u need to infect the entire world, and then evolve every symptom and all drugs, gene hards and reshuffles. you’ll score even bigger by evolving every transmission and ability, but you likely won’t have enough DNA for that. The more complex ( more evolved traits) your disease, the higher your score and the lower your cure rate.
The last factor, will take your score from hundreds of thousands to millions is leftover DNA. You won’t have any in parasite. But you will in worm and nano virus. Worm because you can keep sending Trojan planes indefinitely. And nano virus because of DNA loophole.
My gratitude goes out to these individuals that commented below with tips and other info:
Andrew Staley: Prion abilities
Anonymous: Coughing goes unnoticed
anwipe: Popping bubbles during alerts
Big Irms: Alternate method for victory with Neurax Worm, strategy, Modify Genetic Code, Necroa Virus Symptom Combos
BWrabbitgirl: Swineflu combo clarification
Cadogan: Swineflu combo
Carter: Symptom combos, Extreme Hematophagy
Derkurnen: Nano-Virus: Drug Immunity Ability
DonJacobo: Strategy, “second wave” idea
Donovan Haupricht: Necroa Virus Symptom Combos, Necro Virus Genes, Necro Virus Description
EzioAuditore59: Necroa Virus Exclusive Transmission traits and Symptoms
FahrenheitBlack: Oops symptom combo
Felix: Strategy (a lot)
Gwarthon: Bio Aerosol
grasscid: Corrections to Disease Types, Symptoms, and Abilities
Hedrax: Necroa Virus Symptom Combos
HighlandRose: Sneezing goes unnoticed for a good while
IanXO4: The data for all the Statistics sections!!
Kusanagi: Symbiosis and Parasite
LapisChocolate: Disease-specific abilities (partial info)
loox: Bio-Weapon, strategy
Mike: Strategy, scoring
Mike Y.: Clarification on Genetic Hardening and Reshuffle
oilman: Swineflu combo (partial info)
oli the plague: Bio-Weapon abilities, mutation info, Government Actions, Neurax Worm abilities, disease types
Plague: Extreme Zoonosis
PlagueMakuta: Symptom combos, nukes, space mission, added to DonJacobo’s “second wave” idea, special plagues
RejectionHurts: Disease types
RushJet1: Spore Hardening
Rob: Symptom combos
Sophia: iCure Device event
TofuCurry: Clarification on Trojan Planes
tomtortoise: Symptom combos
Trinity: Symptom combos
UGA1998: Swineflu combo, DNA point, countries’ limits of severity until plague detected, scoring (partial info), strategy, Nano-Virus abilities, achievements
What the french toast: Achievements
About the Author
|Markham Asylum is a founding member of Delta Attack. His tier-1 favorite genres are role-playing, puzzle, and strategy. His tier-2 are adventure, shooter, and platformer. He strives to provide spoiler-free postings whenever possible.
Markham Asylum has written 398 posts on Delta Attack.