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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