Segmented Genome throws a curve ball at that with its 250% mutation chance Clarifying last post. I had 1, yes ONE, forced mutation at around 3.5 billion, after that nothing. I got 6.68 infected waited a while, got bored and went for it. I usually get between 5 and 7 forced mutations in casual starting at 3.5 billion.
Do you remember what all you had purchased prior to the 3.5B mark? Just Drug 1/Hardening/GRS1/GRS2 like normal?
Tried to replicate that with the only difference being Saliva 1/2 and Water 1 instead of Air 1, and I still got a bunch of mutations, so there must be a random component to it as well unless there's something specific to Blood 1/Air 1.
I remember lots of frustration and emails back/forth to Ndemic during beta testing when I couldn't even beat Necroa on casual. No doubt he will remind me. Now if only we could work out NAZG
I don't know, but I'm still trying to get over the Justin Bibble trampling incident. Oh, and free Crazy Dave!
Thanks, I'll check Getting the hang of the game now. Actually paying attention to factors like severity and lethality and finally killed the whole world with bacteria on Causal. Now why wouldn't that strategy work on Normal or Brutal? What's the difference, between difficulties and disease types? ------- Nope, Extra Popups doesn't turn off tutorial messages, unless I overlooked something
I'm sure others will offer advice and equally if not more valid approaches, my advice below is obviously mine and not be any means definative. (more than one way to win, especially Neurax) Difficulty is how fast the cure goes up once you are noticed and how hard it can be to infect (read the difficulty descriptions at it becomes obvious, casual no one washes there hands, brutal everyone does) In general a strategy for casual works for brutal, you just have to be quicker/more lethal (or in my case sneakier). Couple of pointers 1) Spend enough time/DNA on transmissions but always save enough for lethal symptoms. 2) Be aware of what is/isn't lethal and importantly what is both infective and lethal (Necrosis/Dysentery) 3) Be aware of the cure slows (insomnia, paranoia, coma, paralysis and insanity) they do what it says on the tin - slow down the cure. Bacteria - basic disease, nothing fancy, unless going for the insane bolt achievement (bacteria win <= 365 days) get a couple of transmissions, infect the world - then kill it with lethal sympton overload (cysts up to coma via system infect, then total organ failure, branch of right into hemorrhage shock if you have spare DNA. Virus - this one mutates and it costs to devolve. Either go gung ho and focus on insect/blood/animal transmission to boost mutation, use the virus special to further boost mutation. Let the mutations handle the symptoms, pick up abilities as required and hope you infect the world before you kill all your infected. Or (my approach) hide use air/water to reduce the random mutation, devolve when you have too (watch severity too high and you are noticed) wait for 100% infect then evolve lethal symptoms. Fungus - difficult to spread, will have trouble with the islands (oh how I hate Greenland) may need more transmissions, but pick with care. Air/water do NOT increase mutation chance, the others do. A badly timed mutation and you are noticed before 100% infectivity, then as usual kill via symptoms of choice. Not the only way to do it but works for me. Parasite - my favourite original disease. Special ability allows you to reduce / hide a given amount of severity so you can evolve a few symptoms and not be noticed. Cough/Pneumonia to help get the cold climate countries, cysts/hyper sense to get the rich. Even skin lesions to get everyone. Other than that same approach hide, infect the world then kill it. Prion - haven't done that one lately - I'm sure others will post on this. Nano-Virus. The kicker, cure starts immediately but the virus specials allow you to slow it down. Anyone who handles virus gung ho can use the same approach here. I have trouble as I prefer the hide/infect approach. Bio Weapon. At some random point the disease will go lethal, the specials allow you to temporarily stop this, but it will eventually go lethal by itself. Focus on transmissions/infective symptoms, keep an eye on deaths and use the specials to control lethality, infect the world then use Unlock Annihilate Gene to go max lethal (get this from NAN3, DMG3 and GC3) Neurax - I won't spoil the fun, this one is loads of fun. Necroa - Same If in doubt ask in this forum or search youtube for Plague inc 1.4 <disease type>, loads of hits. Recommend getting comfortable with Bacteria, winning 25 times and getting all 25 of the Modify Genes (1 per win, any disease any difficulty) as they will make the other diseases easier.
My settings, sound yes, music no, auto pause yes, extra pop ups no. What type of message do you mean by Tutorial. Turning extra pop ups off should disable the "do this" / "do that" messages
Thanks for the tips, this'll help a lot. Got to try Neurax and Necroa earlier, when they was free for a while and I found Necroa a lot more fun. Definitely going to purchase that one and can't wait to see the other remaining two. My only pet peeve is the fact that you can devolve random mutations. Those are cool because they throw a monkey wrench in your strategy (or help you out) but if you can just devolve and remove the effect, it kind of loses the urgency IMO. @Kayg - Really? I'll try again
Yes and no. If you haven't done brutal yet you will not have noticed that it starts to cost a lot to devolve. To keep your precious DNA for what you want avoid devolving, but if you don't devolve you will be noticed, so handle being noticed. The game tasks you to develop different strategies for each disease type to handle the random events. I prefer the hide/infect/kill approach but have also developed "gung ho" style for most diseases. There isn't a one size fits all approach every time, that's what makes it so good. Once you complete the original 7 diseases on brutal you will get Neurax for free, complete it on brutal to get Necroa for free. You only have to buy if you can't wait. There are postings on youtube to help do brutal for all disease types, put 1.4 or 1.5 in the search to avoid the pre 1.4 strategies which i find don't tend to work anymore.
Got up to 200 DNA on a base oxidation run, even with all bird 2/rat 2/bat 2 and zoo devolved and all lethal symptoms I still only killed 2.5B. Do bird 1/bat 1/rat 1 speed the cure?
Few questions: 1) I've played quite a few times with bacteria and I usually end up with the issue of the whole world infected, a cure being worked on, but not enough DNA points to do much about it. I get a few lethal symptoms, then not enough points to get anything else and few if any points coming in, and can only watch as the cure is conpleted. Advice? (Not disease strategies, but how to get DNA late game) Do traits play a factor in getting DNA? 2) Is it wasting points to get cure-slowing abilities before the world starts working on a cure? Do the effects kick in when the cure research begins or not? Haven't actually tried it, just curious 3) About transmission: for example, the rodent-bird vector eventually links up and allow for cross species/water-air for cross-substance travel. If I devolve prerequiste vectors like Bird 1 or Air 1, do you still maintain the effect of the more advanced traits? (Also applies to lethal symptoms, etc.) 4) I read in another forum about some traits "increasing the research goal." What does that mean exactly? And some traits say they slow the cure research but the progress only goes back like 1% then continues as normal. Do those trait have other effects? (Basically what effects do traits have cure development?)
1) Try saving up DNA. When you're infecting the world, you can get some Transmissions or Abilities, but don't spend all your DNA, and when you get 100% infected, get [Total Organ Failure]. There are also symptoms that slow down the cure, [Coma], [Insanity], etc.. You can also try killing as you infect, [Necrosis] is wicked. 2) Nope. Numbers were made up on the spot, but it's like this. Imagine the world needs 1000 points to cure your disease, and they are researching at a rate of 10 points a day. That means they will cure it in 100 days. If you get an ability that slows the cure research speed, then the rate at which they research at drops to, say, 8 points a day, which means they now need 125 days to cure your disease. If you get these before they start or right as they start working on a cure, you're getting the full benefit. The further along the cure is when you get cure research speed slowers, the less useful they are. If you get one of these at 90% cure, it'd be basically useless. 3) Nothing happens when you devolve a prerequisite If you evolve [Air II] and then devolve [Air I], you still keep [Air II]. Also, if you have, for example, [Air II] and [Water II], you can evolve [Extreme Bioaerosol], even if you devolved [Air I] and/or [Water I]. 4) Re-using my numbers back in 2), if they need 1000 points to cure and research at a rate of 10 per day, evolving something that increases the cure research goal would increase the 1000 to say..1200? Then they would take 120 days to cure it, so it still slows down the cure. The main difference between slowing the cure research speed VS increasing the research goal is that increasing the research goal has the same effectiveness no matter what percentage the cure is at. So, increasing the research goal slows the cure if you add it before the cure research starts, after the cure has reached halfway, or 90%. Even if the cure just reached 100%, increasing the research goal could drop it down to 90% or something. One thing though is that the cure "points" actually keep increasing even after reaching 100%, so if you increase the research goal like a week after the cure is finished, it won't do anything. Hopefully I've managed to answer your questions xD I fail at explaining things in a simple way T_T
Background There a several sources of DNA, and each is limited somewhat so the best advice is do NOT overspend in the early game. Caveat - what follows ignores the DNA bonus genes, keeping it simple Each country infected gives 1 DNA Random Orange bubble give between 1 and 4 DNA Infection milestones give DNA Death milestones give DNA. Thus prior to going lethal there is a limit/maximum amount of DNA you will get. If you overspend getting unnecessary transmission/abilities then you will run out and not be able to be lethal enough to get the "death" DNA. The answers to your questions are 1) Don't overspend, you should not need more that 4 (5 tops) transmissions to infect the world (I generally do it on 2). Play by all means, find favourites but be aware of costs. Zoonosis is very costly needing 6 other transmissions first. Yes you can devolve but it is better not to spend in the first place, especially as devolving costs on brutal. Get DNA in the late game by keeping enough early game DNA to be lethal. 2) Haven't seen the code so can't be precise. Gene Hard 1&2 definately best before hand as they slow down the cure rate. Coma etc add to the amount of work the achieve the cure, so can be evolved either before or after the cure starts. The effect of gene shuffle is based on how far the cure is along, so it may take abitarily 1% from a cure of 10% but 4% from a cure of 50%. 3) Asked and answered by King140196. You keep level 2 if you devolve level 1 but with proper DNA management you should not need to do this, and devolving costs at brutal level (lots in virus on brutal) 4) Asked and answered by King140196. Somethings slow the rate of increase of the cure others move the finishing line further away. Be aware that some Genes speed up the cure. Basic strategy tweek to suit your style Start in China (big place, frontloads the early game DNA, balanced climate not much trouble infecting cold/hot) Get air 1, water 1, drug 1, heat 1 and cold 1. Hit the fast speed button and collect DNA whilst infecting the world. Respond to random events, such as hot getting hotter/cold getting colder, ignore urban/rural/arid/rain - do not overspend. (my personal approach, others may disagree) Wait until considerable portion of world infected then you can either wait for 100% (no healthy people pop up) or start to go for symptoms like cough/pneumonia, cysts/hyper sense or rash/sweating/skin lesions. All these combos are highly infective. They are also along the path to Dysentery (left and down from Pneumonia), Necrosis (next to Skin lesions) and total organ (up from hyper through paralysis/coma - two birds one stone - go lethal whilst picking up cure slows. Basically do not overspend, use the speed button and you will infect the world in a relatively short space of time with enough DNA to go lethal and have spare. Rinse and repeat 25 times to get all 25 basic disease Modified Genes. These tweak the game allowing you to make it easier/harder as you see fit