Summer
Season

Summer

#Summer
Value: 0 pts

Peak production season. Optimal for campaigns, highest epidemic risk.

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Description

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The sun blazes at its zenith, bringing warmth and abundance across the land. This is the season of greatest productivity: Food production peaks at +15%, wood and stone at +10%, minerals at +8%. Gold and research both increase by 10%. However, the heat breeds disease - epidemic risk is at its highest (+25%).

📖 Full Encyclopedia Entry ▼

Summer is the optimal season for military campaigns and major construction projects. With roads dry, supplies abundant, and days long, armies can march further and strike harder. The -30% famine risk (lowest of all seasons) ensures supply lines remain stable. However, commanders must account for the +25% epidemic risk . The season's wealth also attracts corruption (+10%). Strategic empires launch their major offensives in Summer while maintaining strict camp hygiene to mitigate epidemic outbreaks.

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Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

⚙ Production Modifiers
💰 Gold Production +10%
📖 Research Production +10%
💎 Coal Production -5%
💎 Dextronium Production ±0%
💎 Elixir Production +5%
💎 Food Production +15%
💎 Gems Production +5%
💎 Herbs Production +10%
💎 Marble Production +10%
💎 Mineral Production +8%
💎 Mithril Production ±0%
💎 Stone Production +10%
💎 Wood Production +10%
⚠ Event Probability

Modifies chance of city events occurring

⚡ Corruption +10%
⚡ Epidemic +25%
⚡ Famine -30%
⚡ Mutiny -15%
⚡ Protests -15%
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Strategic Context

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Advisory information only. Does not affect gameplay mechanics.

Role Peak production and military campaign season
Relevance ♾ All Stages
Type Unique
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Advantages

  • + +15% Food production - peak growing season
  • + +10% Wood, Stone, Marble, Gold, Research - ideal conditions
  • + +8% Mineral production - ground is workable
  • + +5% Gems and Elixir - consistent output
  • + -30% Famine risk - abundance reduces scarcity
  • + -15% Mutiny/Protests - prosperity improves morale
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Disadvantages

  • - +25% Epidemic risk - heat breeds disease (highest)
  • - +10% Corruption risk - wealth attracts greed
  • - -5% Coal production - mine ventilation issues
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Warnings

  • ! Highest epidemic probability - assign Medics and stockpile Herbs
  • ! Best season for launching military campaigns
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Synergies

HumansMeadowCavalryTradeMarketBarracks
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Scaling

Global modifier applied multiplicatively with Race, Field, and Building effects.