The Plague is one of the possible
Crises that can occur during the Antiquity Age in Civilization VII and its expansions. Its theme centers on the Antonine Plague — a historical epidemic that claimed millions of lives during the classical period.
Theme[]
The Plague
Crisis centers around the spread of infection across
Settlements and tiles. At any point during the Crisis, a Settlement may become infected. When this occurs, the Settlement immediately enters
Unrest, and a random number of nearby tiles become afflicted — visually marked by a green, fog-like cloud hovering over them.
Each infected tile destroys any
Buildings or
Improvements on it upon impact. These must be repaired using
Production, as
Settlements in
Unrest cannot spend
Gold. Infected tiles may continue to spread the plague to adjacent tiles, causing further destruction, but cannot spread to tiles in other Settlements. Additionally, any
Unit — whether
Military or
Civilian — that ends its turn on an infected tile will take damage. This damage is randomized but typically ranges between 30 and 50
HP.
Each outbreak lasts for a limited number of turns, after which the player is notified that the
Settlement has been cleansed and the disease has been eradicated there. Once cleansed, the Settlement exits
Unrest and all plague tiles around it disappear. However, as the Crisis progresses through its phases, the number of infected tiles increases, and the likelihood of new outbreaks becomes higher.
Outbreaks are entirely random and cannot be prevented or influenced by any player action. However, once a Settlement has experienced and recovered from an outbreak, it is permanently immune to further infections during that Crisis.
Crisis flow[]
| Phase 1 — | |
|---|---|
| After the rains, harder and heavier than before, unusual verdure covers the fields. Rats and mice follow, and farmers who smiled at their earlier fortune now crease their brows in frustration. And, worse — at the fringes of the land, illness spreads. | |
| Continue the crisis | +1 |
| +5 | |
| +2 | |
| Phase 2 — | |
| The houses of healing, normally places of quiet whispers and muffled footfalls, overflow. The sick and dying stumble, or are carried, towards already overcrowded halls. Eventually, the healers seal the doors. Some evil grips the land. | |
| Continue the crisis | +1 |
| Gain 1 | |
| +5 | |
| +2 | |
| Phase 3 — | |
| Villages sit empty and lifeless. Grass pokes out of thatched roofs, and a tree sprouts from a treshold, with only a glint of bone tangled in the roots to show that once this was a place of human habitation. The few travelers pass by without a glance; these sights are commonplace. | |
| Continue the crisis | +1 |
| The end — | |
| The survivors cluster, their eyes filled with memories of what has been lost, but also what remains. Empty lands demand new owners, and fallow fields new plowings. From the ashes of this land will rise a new birth, and the plague's memories will fade, in time, like dreams. | |
| The Age of Antiquity is ending. | Who will carry our legacy? |
Legacies[]
| Legacy Bonus | Requirement | Legacy point cost | Effect |
|---|---|---|---|
| Minister the Sick | Have 4 Altars. | 2 |
Gain the Piety |
| Labor Shortage | Have at least 6 infected |
2 |
Gain the Machinery |
Strategy[]
|
Share your wisdom!
How do you use Plague (Antiquity)? |
See also[]
- Plague (Exploration) (Civ7)
- Plague in other games
| Civilization VII Crises [edit] | |
|---|---|
| Antiquity | |
| Exploration | |
