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Ailments and Building Conditions
作者: schuylerkiki
A WIP which documents the various debuffs pips and buildings can get, as well as the resources needed to remove them.
   
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Intro
This guide starts with pip ailments and then moves on to building conditions.

What are ailments and conditions?
Temporary modifiers which may either last a certain number of days or indefinitely. They are usually caused by omens, negative unknown event rolls, or by random chance (usually in the setting of low stats in one of the domains).

Why they matter
Until ailments are removed, pips may be unable to work, and every afflicted pip usually causes -1 for the relevant domain. For example, distressed pips will cause -1 hope per turn. Buildings with a condition are typically unusable and indestructible until the condition is removed, taking up precious space in your town. Additionally, some conditions will add to a domain, which can be used to your advantage (for example, a frozen building adds +1 cold per turn, which is detrimental in the winter, but beneficial in the spring as cold is generated without pip labor)

How to remove ailments and conditions
Ailments can resolve on their own after a given amount of time but can be cured earlier with the proper resource, while conditions exist until they are removed.

How to read the tables:
KEY:
Ailment = what it's called in Agepedia
Effects = what happens while affliction is present
Duration = how long affliction lasts without curing it preemptively
Cure = treatment that resolves the affliction
Resources = resource(s) needed to make the cure
Buildings = building(s) needed to make the cure
Professions = profession(s) needed to make the cure
Tools = indicated whether no, basic (B), or advanced (A) tools are needed to train pip(s) into the profession(s) needed to manufacture the cure

Items in a bullet list are "either or" options.
Ordered lists have numbers corresponding across columns.

For example, let's look at the row for the ailment "distressed":
Ailment
Effects
Duration
Cure
Resources
Buildings
Professions
Tools
Distressed
+1 Fear/day
Indefinite
1.Infusion
2.Paper
1.Water + any veg
2.Paper
1.Relaxing Stand
2.Tissue Box & Papermaker
1.Watcher
2.Watcher & Knifemaster[/olist]
1.No
2.B

In this example, the ailment "distressed" lasts until the ailment is removed. Each distressed pip will generate +1 Fear per day. There are two ways you can cure a distressed pip:
1. Using water and a vegetable, a Watcher can create an infusion at a relaxing stand. Using one infusion, the Watcher can cure pips with the distressed ailment. No tools are needed to train a Watcher,
2. Using paper, a Watcher can cure a distressed pip at a tissue box. Paper is made by a Knifemaster at a papermaker. No tools are needed to train a Watcher, but a basic tool is needed to train a Knifemaster.

Notice that I don't list every single requirement - you need a water source such as a well to make water, wood to make paper, a workbench to make basic tools, etc. This is not a comprehensive breakdown of all requirements, but should have enough info for anyone to workout the basic requirements.
Pip Ailments
Ailment
Effects
Duration
Cure
Resources
Buildings
Professions
Tools

Homeless
+2 Fear/day
Indefinite
Build or upgrade a dwelling
Wood or leather
Any dwelling
N/A
No
Hungry
+2 Sickness/day
Indefinite
Food of any kind
Food of any kind
N/A
N/A
No
Rebellious
Can't work
10 days
Soft bread
Flour
Festival + any food mill + any bakery
Knifemaster + Miller
B
Distressed
+1 Fear/day
Indefinite
1.Infusion
2.Paper
1.Water + any veg
2.Paper
1.Relaxing Stand
2.Tissue Box & Papermaker
1.Watcher
2.Watcher & Knifemaster
1.No
2.B
Bleeding
Pip will die if not cured
4 days
Bandage
1.Hemp
2.Paper
1.Physician Table
2a.Bandage Desk + Papermaker
2b. Bandage Desk + Papyrus Cutter
1.Healer
2a.Healer + Knifemaster
2b. Healer + Watcher
1.No
2a.B
2b.No
Injured
Can't move,
Can't work,
+1 Sickness/day
20 days
???
???
???
???
???
Depressed
Can't move,
Can't work,
+3 Fear/day
Indefinite
Beer
1.Fruit
2.Cereal + Water
3.Oil
1.Pub + Still
2.Pub + Brewery
3.Pub + Grog Brewery + Oil Extractor
1.Innkeeper + Brewer
2.Innkeeper + Brewer
3.Innkeeper + Fisher
A + B
Mourning
Can't move,
Can't work,
+1 Fear/day
10 days
Flower
Flower
Burial site or Grave
Gravedigger?
B if you need Gravedigger
Burning
Can't work,
+2 Heat/day,
Pip will die if not cured
3 days
Water
Water
Any water source (wells, springs), pool, puddle, or pond
Watcher if building is tier 2 or 3
No
Sick
Can't work,
+1 Sickness/day
10 days
Infusion
1.Hemp + Water
2.Fruit + Water
1.Pharmacist's Stand
2.Fruit Infuser
Healer
No
Poisoned
Can't work,
+1 Sickness/day,
Pip will die if not cured
10 days
Antidote
1.Medicinal Herb + Water
2.Medicinal Herb + Beer
3.Medicinal Herb + Cereal
1.Apothecary
2.Grog Apothecary + (Beer producer - see Depressed row for details)
3.Pharmacy
1.Herbalist
2.Brewer +/- Fisher
3.Herbalist + Farmer
1.A
2.A +/- B
3.A + B
Frozen
Can't move,
Can't work,
+1 Cold/day
Indefinite
Fabric
1.Hemp, leather, or feathers
2.Leather or feathers
1.Clothmaker +/- Cloakcraft Workshop
2.Cloakmaker +/- Cloakcraft Workshop
Artisan
A
Stunned
Can't move,
Can't work
3 days
No cure, must wait
N/A
N/A
N/A
N/A
Drunk
Can't work,
+1 Hope/day
10 days
No cure, must wait
N/A
N/A
N/A
N/A
Building Conditions
Condition
Effects
Duration
Cure
Resources
Buildings
Professions
Tools

Abandoned
Nobody can live here,
Cannot produce
Permanent
N/A
N/A
N/A
N/A
No
Unreachable
Cannot Produce
Indefinite
Expand borders of town to include building
Wood
Signpost
N/A
No
Burning
Nobody can live here,
Nobody can work here,
Cannot produce,
Expands to neighbors,
Damaged each turn,
+2 Heat/day
Indefinite
Water
Water
Any water source
N/A
No
Flooded
Nobody can live here,
Cannot produce,
Adds 'Wet' ailment
Indefinite
Paper
1.Wood
2.Hemp
1.Papermaker
2.Papyrus Cutter
1.Knifemaster
2.Watcher
1.B
2.No
Frozen
Cannot produce,
Nobody can work here,
+1 Cold/day
Indefinite
Fabric
1.Leather, fathers, or hemp
2.Wool
3.Leather
1.Clothmaker
2.Loom + (Woolen Mill or Rabbit Shearer)
3.Leatherworks
1.Artisan
2.Shearer
3.Knifemaster
1.A
2.A
3.B
5 件のコメント
ZeroCtrl 2024年1月31日 6時52分 
add the number of healed people to this list ;)
SketchyGalore 2023年11月3日 11時33分 
I believe Injured is cured in the doc house, which makes it one of the more brutal ones as it can pop up early game, long before you have the many many prerequisites to make a doctor.
schuylerkiki  [作成者] 2023年10月25日 4時29分 
@rogwe the wet ailment doesn't have any effects that I could tell, except that I think there is higher chance for becoming frozen.
Rogwe Klotu 2023年10月22日 19時37分 
what does the wet ailment do?
schuylerkiki  [作成者] 2023年10月22日 6時21分 
Help me fill this out - what blanks have you been able to fill in your Agepedia?