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when you don´t aford more than one symptome and spend all of your beginning DNA points into buying transmissions and immunities.
Only have your coming out, when at least all islands (and ideally more than 2/3 of total mankind) have been infected ;)
This also means to actively devolve any aditional symptomes that you might get via automatical mutations
1- grow number of infected people just upgrading infectiveness
2- when you have been discovered fight the cure and start to improve severity (but not lethality)
3- when all the countries have been tanken, become lethal and kill how many humans you can
Whaaat?! I just thought it was a set amount. This game needs more tooltips and to not obscure the effects of these things.
Get some genes.
Then try normal.
Not true. Let's do some math:
Say we need 100 points to cure, gentetic reshuffle will add 10 points.
If you have 10/100 it will say 10%, 10/110 will say 9% (-1)
If you have 90/100 it will say 90%. 90/110 will say 81% (-9)
So it appears much more but sill has the same effect.
The cure process is tracked via spent research money. The end amount of money needed is flexible Reshuffle, Insomia, Paranoia, severity add a fixed value to this stack.
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So I just made a test run with nano virus
Skilling genetic hardening and saved:
Run 1 - 3xReshuffle at 99% cure dates 17-09 ; 20-10 ; 16-11
Run 2 - as soon as possible. And: 17-09 : 20-10 : 16-11
---
I just found out something more interesting. Genetic hardening doesn't slow the research speed directly. It slowly increases the total amount of money needed (the effect is the same). Sadly the Effect starts on research begin and is based on the current research money. Would have been cool if you could have 'fortified' your plaque even before it was discovered.
ICure Device and I guess some other events reduce the amount of money needed.
Blue bubbles give extra money to the specific country if not popped and result in a minor speed bost