Plague Inc: Evolved

Plague Inc: Evolved

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Spore Hardening
what does spore hardening exactly do beside adding more infectivity
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Showing 1-15 of 18 comments
SlackerBoe Dec 18, 2015 @ 4:38am 
Everytime you take one of the ones in the outer circle it infects a random country, the one in the middle of each circle infects up to 3 random countries as well as increasing infectivity.
oh ok thanks cause i did not know how spore hardening exactly work thx
Serafine Dec 18, 2015 @ 5:39am 
It's good to get a kick start but keep some in reserve to infect those last troublesome islands (Greenland, Madagascar, etc.).
OverLordGoldDragon Dec 18, 2015 @ 11:13am 
What does the final one do - the one between the two spore trees? "Continuously releases new spores" - I think it does absolutely nothing.
ManBearChihuahua Dec 18, 2015 @ 11:47am 
Originally posted by OverLordGoldDragon:
What does the final one do - the one between the two spore trees? "Continuously releases new spores" - I think it does absolutely nothing.
That one pretty much forces every country to be infected. However, once you get to that upgrade you most likely already infected most countries, making it pretty useless.
OverLordGoldDragon Dec 18, 2015 @ 11:49am 
Originally posted by ManBearChihuahua:
Originally posted by OverLordGoldDragon:
What does the final one do - the one between the two spore trees? "Continuously releases new spores" - I think it does absolutely nothing.
That one pretty much forces every country to be infected. However, once you get to that upgrade you most likely already infected most countries, making it pretty useless.

I can confirm, through multiple re-plays on Mega-Brutal, that it has no noticible effect on infecting countries whatsoever. I can attest to this because I had all land countries infected - and just had to get the islands - the suckers, like Greenland, Madagascar, and New Zealand - NOTHING. They were NOT infected even after 200 days.
Last edited by OverLordGoldDragon; Dec 18, 2015 @ 11:49am
Белый Кот Dec 18, 2015 @ 11:50am 
(Based on plague editor)
Default chance to infect another country (land border, ship, plane) with fungus is very low. After researching the "Continuously releases new spores" chance increases by x100. But:
1) You have to take lots of "another country" traits, so most of countries should be infected already
2) You still need planes/ships to infect island countries, so if taken in late game everything can happen to be closed.
Maybe there are some events, linked to that trait, but sadly you cannot examine those with editor.
OverLordGoldDragon Dec 18, 2015 @ 11:52am 
Originally posted by ya.bym5:
(Based on plague editor)
Default chance to infect another country (land border, ship, plane) with fungus is very low. After researching the "Continuously releases new spores" chance increases by x100. But:
1) You have to take lots of "another country" traits, so most of countries should be infected already
2) You still need planes/ships to infect island countries, so if taken in late game everything can happen to be closed.
Maybe there are some events, linked to that trait, but sadly you cannot examine those with editor.

100x? On what evidence do you base this assertion? And what do you define as "chance" in this context - a 9,900% (100-fold) increase in base infectivity, or vector transmission success probability (air, water, etc.)? With either, I should be seeing much better results in-game - but I'm seeing virtually no improvement whatsoever.
Last edited by OverLordGoldDragon; Dec 18, 2015 @ 11:52am
Белый Кот Dec 18, 2015 @ 12:08pm 
Originally posted by OverLordGoldDragon:
Originally posted by ya.bym5:
(Based on plague editor)
Default chance to infect another country (land border, ship, plane) with fungus is very low. After researching the "Continuously releases new spores" chance increases by x100. But:
1) You have to take lots of "another country" traits, so most of countries should be infected already
2) You still need planes/ships to infect island countries, so if taken in late game everything can happen to be closed.
Maybe there are some events, linked to that trait, but sadly you cannot examine those with editor.

100x? On what evidence do you base this assertion? And what do you define as "chance" in this context - a 9,900% (100-fold) increase in base infectivity, or vector transmission success probability (air, water, etc.)? With either, I should be seeing much better results in-game - but I'm seeing virtually no improvement whatsoever.

Well, all that can be seen in editor are 3 parameters:
1) Land transmission rate
2) Air transmission rate
3) Sea transmission rate

For most plague types like Bacteria you start with "1" in each. Fungus starts with "0.0001". Maybe it means chances are 10000 times worse, but I cannot be sure about it. Practice shows that it's means "much lower chance".

Then we have some traits to increase those parameters.
Land transmission rate: Bird 1 = 9, Bird 2 = 90
Air transmission rate: Air 1 = 9, Air 2 = 90
Sea transmission rate: Water 1 = 9, Water 2 = 90
(Some not-standart plague types have quite different numbers, but same idea)

Spore Hardening gives you:
Land transmission rate: 900
Air transmission rate: 900
Sea transmission rate: 900
(Last time I launched the editor before it was 100)

Problem is - I don't know how exactly that work. I can say for sure, that after rising Land transmission rate/Air transmission rate/Sea transmission rate plague starts to expand with boosted method much faster, but correlation between parameter increase and chance to spread per day is unknown.
Last edited by Белый Кот; Dec 18, 2015 @ 12:10pm
OverLordGoldDragon Dec 18, 2015 @ 12:20pm 
Originally posted by ya.bym5:

Thank you for this data. This is some very useful information, if also true in Single/Multiplayer. I had no idea that getting the second level of a vector transmission increases its potency 10-fold. However, I cannot attest to the spore's effectiveness in-game. Maybe it does in fact do something - but to raise max transmission chance 10-fold, I don't know about that.
Last edited by OverLordGoldDragon; Dec 18, 2015 @ 12:21pm
yeah this is actually another usefull thing thanks
OverLordGoldDragon Dec 18, 2015 @ 12:51pm 
Originally posted by ya.bym5:

Do you also have the data on the effect of combined mutations? As in, when you evolve Cold and Warm 2 - then you get the one in the middle - and the combination of Birds, Rural, and Urban - any data on that?
Белый Кот Dec 18, 2015 @ 10:23pm 
Originally posted by OverLordGoldDragon:
Originally posted by ya.bym5:


Extreme Zoonosis:
Infectivity +5
Mutation chance +3
Land transmission +10
Urban eff +1
Rural eff +1

While:
Bird 1+Bird 2 gives you +9 and +90 Land transmission (some infectivity and mutation too)
Rodent 1 + Rodent 2 gives you +0.8 and +1.2 Urban eff (some infectivity and mutation too)
Livestock 1 + Livestock 2 gives you +0.8 and +1.2 Rural eff (some infectivity and mutation too)

Extreme Bioaerosol:
Infectivity +5
Air transmission +20
Sea transmission +20
Humid eff +1.3
Arid eff +1.3

While
Air 1+Air 2 gives you +9 and +90 Air transmission, +0.8 and +1.2 Arid eff (also some infectivity)
Water 1+Water 2 gives you +9 and +90 Sea transmission, +0.8 and +1.2 Humid eff (also some infectivity)

Environmental Hardening
Hot eff +1
Cold eff +1

While
Cold 1 +0.3 Cold eff
Cold 2 +0.6 Cold eff
Hot 1 +0.3 Hot eff
Hot 2 +0.6 Hot eff
Last edited by Белый Кот; Dec 18, 2015 @ 10:24pm
Originally posted by ya.bym5:

Thanks a lot!

So I'm guessing the "eff" values are more heavily weighted than the transmission vector values? (Why else is urban only going up to 2 and land up to 90?) Also, could you find the data on the combined temperature ability? The Cold 2 and Hot 2 unlocked ability.
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Date Posted: Dec 18, 2015 @ 4:32am
Posts: 18