The Plague is one of the possible
Crises that can occur during the Exploration Age in Civilization VII and its expansions. Its theme centers on the Black Death — a devastating pandemic that spread along trade routes in the late medieval period, reshaping societies, economies, and urban life across the known world.
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.
Unlike the Plague Crisis of the Antiquity Age, players can now recruit Physicians, who can use the
Treat the Sick action to immediately remove
Unrest from infected
Settlements. However, manually stopping the spread of the plague is impossible. Infected tiles may continue to spread the disease to adjacent tiles, causing further destruction — though the plague cannot spread beyond the borders of the infected Settlement. Additionally, any
Unit — whether
Military or
Civilian — that ends its turn on an infected tile will suffer randomized damage, typically ranging between 30 and 50
HP.
There are minor and major outbreaks, with the latter affecting more tiles and destroying a greater number of
Buildings and
Improvements. 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. The duration depends on the type of outbreak, as major outbreaks persist significantly longer than minor ones. Once a Settlement is cleansed, it exits
Unrest, and all surrounding plague tiles disappear.
As the
Crisis progresses through its phases, both the frequency of outbreaks and the likelihood of them being major steadily increase. However, while outbreaks are generally random, Settlements that follow your religion have a significantly lower chance of becoming infected. Additionally, once a Settlement has experienced and recovered from an outbreak, it becomes permanently immune to further infections for the remainder of the Crisis.
Crisis flow[]
| Phase 1 — | |
|---|---|
| A ship is seen, tacking to and fro outside the harbor where the wind will take it. The crew has died or abandoned it, but left expensive cargo from distant lands... and rats. Before the harbormaster can think to scuttle the ship, opportunistic looters from the shore have already carried off many things — some of which they did not intend. | |
| This plague is a divine punishment | +1 |
| This plague is a divine mercy | +1 |
| +5 | |
| Phase 2 — | |
| Trade made the great cities of the world great, bringing silks and spices, new ideas and wonders. But pestilence flows, too, through these routes. While physicians debate its causes, and monarchs seek to maintain order, it is the dockworker and the caravan hand who must lift each load of foreign cargo and wonder — will this crate contain my death? | |
| Continue the crisis | +1 |
| Gain | |
| Gain | |
| Phase 3 — | |
| Trained doctors flee plague-struck cities, while charlatans peddle false cures in their stead, drawing the desperate and naïve alike. Those neighborhoods that remain erect barricades to exclude the sick, but the plague seeps in regardless. The best administrators seek to aid where they can; the worst simply seek to survive. | |
| Continue the crisis | +1 |
| The end — | |
| As urban districts turned in on themselves in the face of the plague, new designs emerged. Choked urban streets are now replaced by broad avenues, sewage is no longer dumped into reservoirs — an unseen enemy requires constant vigilance, a lesson learned through grief. | |
| The Age of Exploration is ending. | Who will carry our legacy? |
Legacies[]
| Legacy Bonus | Requirement | Legacy point cost | Effect |
|---|---|---|---|
| Early Industrialization | Have at least a combination of 10 Sawmills and Gristmills. | 2 |
+2 |
| Contagion Theory | Have at least 4 Hospitals. | 2 |
Hospitals become Plague Hospitals (They retain their base yields, adjacency bonuses, and effects in the next Age). |
Strategy[]
|
Share your wisdom!
How do you use Plague (Exploration)? |
See also[]
- Plague (Antiquity) (Civ7)
- Plague in other games
| Civilization VII Crises [edit] | |
|---|---|
| Antiquity | |
| Exploration |
|
