I think those values represent the amount of $ in billions of dollars needed to develop the cure Blue might be the amount already used for the research White might be the reserve they have Black means they've lost that money and with it the hope to develop the cure
Simple question: Is there a way to know if you have beaten a virus on a certain difficulty? I'd like to know which one I have beaten on brutal but I'm not sure which one I have already! Thank you for answering!
When you select the plague type watch carefully in the upper right corner: there should be 3 stripes. 1 stripe means you have beaten it on casual. 2 stripes-normal 3 stripes-brutal
First off, you can get anarchy with necroa, but it's only in one country, so it's quite useless. Secondly, I'm wondering exactly how we could prevent governments from acting, or how to make them act less severely... Maybe if you get the virus barely noticed, and then mutate it radically once or twice if possible? Maybe these spontaneous lethal mutations would cause the public to go berserk? I'm still thinking that there is something that we are missing about this achievement though. Maybe it's a reference to something?
Cannot for the life of me get the dead end achievement for DarkWater. I have the other two but it never says they have found a weakness and when the pop up comes up saying they have successfully analysed it I add a load of Zombie symptoms in and it gives me Z-rest. I've followed around 2-3 step by step guides so if anyone can replicate this a few times and run me through it, I would appreciate it A LOT!
That's the last one right? EDIT: Never mind, it's the middle. You just need genetic hardening if I remember right. The ability that slows cure speed. The whole Darkwater is a reference to the game Protoype which I spoil in the following text. Spoiler Blackwater is the main government agency against you, Alex Mercer (Main character) was a geneticist that escaped with a vial of the virus [Like the starting text], the virus was originally a bioweapon gone bad and made infected/zombies because they fail to properly understand it's properties [Like Dead End], and the ending was him destroying the nuke they were gonna use on New York (Blowing himself to tiny bits in the process) then regenerating off a pidgeon. [Like Big Bang]
Start Darkwater, collect DNA (75+ IMO) go zombie (evolve CR, I prefer from insomnia but not required) You will get the DarkWater created pop-up = do nothing You will get the DarkWater successfully analyses pop-up = evolve Gene Hard You will get the DarkWater failed pop-up = achievement "Dead End"
Someone thinks that they are accurate otherwise why would the CDC ask the developer to do some talks.
It isn't really hard to look up known diseases and symptoms. And to find what kills people in how many percent of cases to determine lethality. Find how easily a symptom can spread a disease for infectivity. And find how much a symptom will affect a person's daily life for severity. It takes some studying, but I say the symptoms at least seem like they act like real life versions. Of course, if you mean DLC symptoms well...I don't think modern brain control worms work exactly like the neurax. Some bits may be made up. And I've never seen a zombie with some of the traits on the far left side. Like what kind of zombie only drinks blood, or enjoys bright sunlight?
The reason i'm asking is because i did some research about psychosis and delirium in order to find a way to achieve nazg. If that's true then you should know that side effects should occur but the game acts like they don't occur.
People experiencing psychosis may exhibit personality changes and thought disorder. Depending on its severity, this may be accompanied by unusual or bizarre behavior, as well as difficulty with social interaction and impairment in carrying out daily life activities.
NAZG facts NAZG: what we know. Need to infect and kill 100 %. All a/t/s not enough to kill humanity or slow the cure. Almost impossible on brutal. We can not cause enough anarchy to slow government research to slow the cure. The only logical solution left is to reduce or stop government action to slow the cure. Issue: the moment the virus is spotted, governments take action. Even when devolving the symptom after the virus is spotted, before the governments promise action pop-up, they still take action. The moment action begins, it's pretty much an unstoppable train. Conclusion, a specific sequence of evolves is required when making the virus spotted, that will stop or reduce the amount of government action, so cure spending will be low enough for us to do damage. This can be a combo of some sort or an origin event sequence, even if no pop-up. The sequence must be performed before the virus spotted or creating the virus getting spotted. Otherwise the government actions can not be overcome.
2 Challenges Given the wall we hit with NAZG, i'm throwing down the gauntlet on 2 other challenges. High score - 542,510 Insane Bolt - 350 days
I still believe that there must be a combo somewhere. If you look at the symbol of Insomnia,the eye, you will notice that it's somehow related to the one from Delirium. The fever one also seems to be related to the one from coma.
I believe in the combo as well. Just saying it must come before or during the virus getting spotted. I run a game with all symptoms evolved all right hand transmissions evolved, and most of the abilities evolved, yet same outcome, 3.2b dead. If there was a combo, i would have had it. Also tried some variations that included left hand transmissions, pill 2, and heat/cold, yet nothing. That is why I believe the combo needs to happen before or during virus spot and not evolving everything at same time at 100% infection. Following your point, you also notice that there are transmissions that have the same attributes as symptoms, saliva 1 & 2 with hyper salivation, gastrointestinal expansion with gastroenteritis. still haven't had luck in nailing anything down though.
score is influenced by order of priority 1. difficulty level 2. cure amount 3. disease complexity 4. leftover DNA