ELF 010 Session 2
About 1 hr
Plague Inc. is a ‘Casual’ game which means it is relatively simple, easy to learn, and the games are short. However, Plague still has a realistic mathematical model of infectious disease. Random events ensure each game is different. For example, the “Ships use new sterilising cleaning techniques” random event prevents transmission(spread) of disease by ship if the disease has not evolved the Water 1 transmission trait. (Which makes it very difficult to infect island countries that only have ports, like Greenland, Madagascar, and the Caribbean)
Plague, Inc has collaborated with the US Centers Disease Control (CDC) on infectious disease education.
In our first 2 plays we will to compare different ‘strategies’ in Plague. While pathogens (disease causing agents) do not have strategies (or brains) this play will explore the balance between infectivity and severity/lethality that exists in real disease.
In Plague Inc, our objective is to wipe out humanity. So in our first play, we will focus on rapidly developing lethal symptoms and abilities. We need to kill if we are going to eliminate the human scourge, right? Here is how:
Start the game
“Play”
“New Game”
“Bacteria”
“Normal” Difficulty
Name Your Plague “B Chi L” – short for Bacteria China Lethal
At “Modify Genetic Code” select nothing.
Hit “Start”
Start your Plague in China.
Note the start date (in the upper right in DD/MM/YYYY format) is today
Below see “Evolve these” to guide what to Evolve when, and then the “Milestones to see how you are doing compared to a typical game. If you can remember, pause play every 6 months to see how you are doing.
Max Severity Play | ||
Start Country | China | |
Evolve these: | Focus on Symptoms:
(roughly this order-from the outside edges of the “Symptoms” chart toward the center – the outside is minor symptoms, and the center is the lethal symptoms) Coughing, Sneezing, Rash, Anaemia, Nausea, Pulmonary Oedema, Immune Suppression, Diarrhoea, Dysentery, Insomnia, Paranoia, Haemophillia, Tumors, Total Organ Failure, Seizures As cure approaches 100% evolve abilities: Drug Resistance 1, Genetic Hardening 1, Genetic ReShuffle 1, Genetic ReShuffle 2 |
|
Devolution of Symptoms | Never – free symtoms are great! | |
Milestones you will Probably Observe | ||
First Disease Detection | 6 months | |
First Cure Attempt | 7 months | |
First Borders Shut | 7 months | |
“Global Research Focused on Cure” | 15 months | |
Pause Play every 6 months and see how you are doing | ||
6 months after start | 10 % of population infected, significant number of deaths
Disease has been detected Disease Graph shows Severity and Infectivity increasing |
|
12 months months after start | 50% infected, 50% healthy
Cure Started Disease Graph shows high infectivity and severity |
|
18 months | 80% infected or dead, 20% healthy,
Several countries uninfected Global research focused on a cure Air and ship traffic greatly reduced. Disease Graph shows severity higher than infectivity |
|
24 months | 90% infected or dead
Several countries uninfected No Air or Ship traffic except blue cure planes |
|
Game End | 1000 days | |
Score | 60 | |
Result | Loose – infected are all dead, but not everyone was infected |
If you are really feeling motivated, make notes of your actuals results so you can compare them to other games later.
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