Disasters
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Added by Xcal13Disasters got their own soundtrack called "World's End", which is especially played during a tornado.
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City Disasters
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NEW! If you have the Deep Ocean Expansion, there will be a new reward on each faction's Career Ladder which gives you a formula that will provide ALL your inhabitants complete protection against one of Crime, Fire, and Disease. However, to obtain these new rewards, you need 2100 Career points for each and every one of them when you start building up on the 13th and final step on the career ladders.
Added by Léo ZanchiFire
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If you have too few or no active Fire Stations in your city, your houses may catch fire. The houses will eventually burn until destroyed, sometimes they will also explode, initiating an Inferno (when a lot of houses burn together), or in a worst case scenario a Blaze, which means that more than 15 houses are burning all at once. The Blaze will continue until it either is extinguished by a fire station or the fire units of a Repair Dock, or it destroys gigantic parts of the city, sometimes up to 30 houses before it stops by itself. The houses can however be saved by a Fire Station. As with disease and crime, it is possible to reduce the risk of fire on your island by building multiple fire stations. For techs there is a special channel which reduces the risk of fire by 100%.
Added by Léo ZanchiDisease
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If you have too few or no active Hospitals in your city, your people may suffer from disease. Sick people will leave your city until no more people live in your residences. Sick people can be cured by a Hospital.
The rate of how likely disease will break out, depends on how many hospitals you have on your island. It is possible to bring the chance of this disaster down to 0%, but it requires a lot of hospitals. For Eco players, it is much cheaper to use their special Check Up channel in the Education Network.


Added by CrimsonphoenixcaCrime
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If you have too few or no active Police Stations in your city, crime can arise in your city. Robbed people will leave your city until there is just 1 citizen left in the house. The house won't turn into a ruin like it does with the disease disaster. However, criminality spreads quickly, so if you dont take care of it fast, you may risk that your entire city gets affected by it. Criminality can be cured by a Police Station. As with disease and fire, it is possible to reduce the chance of crime actually occurring in your city by building several police stations, but is extremely expensive in the long run. For Tycoon Players it will be much cheaper and space saving to prevent crime using their Ministry of Truth on the Tycoon's special crime-channel, which reduces the risk of crime to 0%.
Respiratory Ailment
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The Respiratory Ailment is caused by smog (which by itself reduces satisfaction) and it greatly reduces your Inhabitant's satisfaction and can be linked to an outbreak. It is mitigated by hospitals.
Civil Unrest / Rioting
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For the main article, see Uprise.
Caused by low satisfaction, high taxes, and/or high population levels, your civilians may go rioting. Sometimes you will also get an ultimatum to e.g. destroy your Nuclear Power Plant, and if you don't fulfill those conditions, your civilians will begin rioting.
Environmental Disasters
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Acid Rain
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See also: Ecobalance.
Acid Rain reduces the productivity of farms and production plants by 50%. Farm fields can be completely destroyed by the rain. This only occurs at disastrous a ecobalance(-500).
Acid Soil
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See also: Ecobalance.
Acid Soil is not really a disaster but it reduces productivity of farms by 1% for every 10 points below negative on the ecobalance. Acid Soil especially effects Eco farms such as the Tea Plantation.
Tornado
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While rare, tornadoes do appear in the game and cause devastating damage to buildings on the island. The damage inflicted by tornadoes can be effectively mitigated by the use of Eco Shield Generators.
After the 4th patch, tornadoes appear more rarely.
The chance a tornado might appear is affected by the global ecobalance of the map, however a positive or neutral ecobalance does not necessarily mean a tornado cannot happen. The probablity of a Tornado will significantly increase when one or more Islands drop below -200 ecobalance, or the ecobalance in a sector drops very quickly.
Tip: When a tornado appears, it will most likely go for the most polluted island in the sector. An island with -500 ecobalance is much more likely to get hit by it than a island with -100 ecobalance. Try to build some islands where you purposely decrease the ecobalance, just so that your able to distract the tornado from causing any damage on your main islands. However, the best way of avoiding the tornado is still raising the ecobalance above 0.
For a continuous game you can minimize the chance of a tornado by doing the following:
- On the game settings tab, set environmental disasters to easy.
- On the game settings tab, set the ecobalance influences to positive.
- Don't play with Tori Bartok, Vadim Sokow or Thor Strindberg.
- Do not let your ecobalance drop fast, a fast dropping ecobalance will cause a tornado to occur nearly always.
- While Leon Moreau is an expanding player, he doesn't really expand in terms of population or infrastructure. All he really does is spawn Ozone Generators and Monitoring Stations on every island, which in fact makes him one of your best choices to play with. He greatly improves not only single islands but general ecobalance too. Don't hesitate to settle his islands: he will not complain and you can rent his buildings for a moderate (maintenance cost) fee.
- Whether you are a tycoon or eco player, make use of ecobalance buildings and keep your islands in stable or positive conditions.
Technological Disasters
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Oil Spill
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Added by EmeegeemeeSee also: Oil Rig.
An Oil Spill is caused by an accident on an Oil Rig. The Oil Rig will catch a fire as a consequence to the accident. After sustaining heavy damage from the Fire an Oil Spill will occur. The Oil Spill will slowly expand from the Oil Rig towards a nearby Island and will cause a Black Tide on that Island upon reaching, instantly causing -500 Ecobalance penalty. If left unattended the ecobalance will eventually sink to -999. The Oil rig will eventually burn until destruction.
You can prevent the Oil Rig from being destroyed by extinguishing the fire in time. Even if the Oil Spill already occured, but the Oil Rig hasn't been destroyed and you manage to put out the Fire, the Oil Spill will stop from spreading towards nearby Island and the disaster will not occur. In this situation the spilled oil will eventually clear by itself. If the Oil Spill reaches an Island and Causes the oil spill, you can clear the Oil Spill near the Island's shore by using the Effluent Pump module which can be researched (constructed) in a Laboratory. To put out a fire on an Oil Rig you need an Emergency Equipment module which can be researched (constructed) in a Laboratory as well.
In addition to the significant Ecobalance Penalty the Oil Spill Disaster will cause a significant Productivity Penalty to the affected Fisheries.
Several items (bought / found / created in the Academy) reduce the probability of this accident. For example the Maintenance Unit module, that can be researched (constructed) in a Laboratory will reduce the probability of an accident on an Oil Rig by 90% for duration of 2 hours.
Gallery
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Nuclear Accident
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See also: Nuclear Power Plant.



Added by Zazamuth3While rarely very serious, Nuclear Accidents may happen at an operational Nuclear Power Plant. There are three levels of Nuclear Accidents.
- A Minor Accident is the least severe Nuclear accident, and also the most common one. It has no influence on anything. The Power Station continues to operate normally and no Ecobalance or Energy values are affected, however it indicates that the Probability of an accident has been exceeded at that time.
- An Imminent Meltdown is the second level of Nuclear Accidents, and also the second-rarest accident. The Imminent Meltdown at a Nuclear Power Plant will cause a disaster condition on the Island the Power Plant is located on and will cause a -500 ecobalance penalty which will last for "some time". This disaster will also contaminate some residences causing the inhabitants to leave, until the residences are completely devolved (into ruins). This however can be prevented by Hospitals, they will clear the contamination from the residences. The Nuclear Power Plant will continue operating normally meaning no Energy values being affected.
- Nuclear Fallout is the most severe Nuclear Accident, it is also the most rare Nuclear Accident off all the accidents possible, occuring after a very long operation time in a Nuclear Powerplant, though the time may vary. A Nuclear Fallout accident will cause the Nuclear Powerplant to explode similiarly to a Long-range (Nuclear) Missile strike. The explosion will immediately destroy nearby structures and the Power Plant itself, as well as damaging buildings outside the influence area of the nuclear powerplant. The Nuclear Fallout will also cause a disaster condition on the Island causing the -500 ecobalance penalty and contamination. In addition, the Power Plant will turn into a Nuclear Power Plant Ruin which cannot be removed. The Nuclear Power Plant Ruin will cause additional (permanent) ecobalance penalty (-100) on the Island. The surroundings of a Nuclear Power Plant Ruin (equivalent to a Depot Influence Area) may not be built upon before a long time has passed. (In a test game, it was possible to build inside the area after more than 30 hours of gameplay, but it is likely to take longer for other players.)
The probability of a Nuclear Accident can be reduced by usage of appropriate Warehouse or Ark Items (e.g. the Maintenance Unit). Note that the probability of an accident can be reduced to 0%, meaning that no accident may occur. Even though this isn't written anywhere in the game, having a power failure also dramatically increases the chance of having a accident. The probability of a severe Nuclear Accident like a Fallout actually occuring is never the less very small and its rare a Fallout occurs, and even if the accident occurs, you will probably have to demolish the powerplant before this because of an ultimatum from your population or an NPC.
The game settings affect the probability of accidents meaning that you will receive fewer and less severe accidents on the Easy difficulty (specifically on the Technological Disasters setting) than on Hard difficulty settings. On hard it has been proved that each powerplant would experience at least 1 accident per hour, where 1 out of 10-30 accidents is a Meltdown, and 1 out of 50-100 is a Fallout. Note that these statistics may have changed since this was only proved with the 1.03 Patch-Note. The easier you have on the Technological Accident, the rarer a Fallout will occur.
Protection of the Nuclear Power Plant is possible by building (two) Eco shield generators near it. This will prevent some of the devasting effects of a "Nuclear Fallout" disaster, making it comparable to an "Imminent Meltdown", by giving the -500 ecobalance penalty but not reducing the plant to a ruin. Also the surroundings may still be build upon.
It is also noteworthy that if a "Nuclear Fallout" takes place in a Nuclear Power Plant that is not in a influence area of a Warehouse, you can still build upon the surrounding area.
When a Nuclear Fallout occurs for the first time, the player will receive an Achievement:
Gallery
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Research Accident
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See also: Laboratory.
A Research Accident can happen at a Laboratory during a research. The probability of an accident is indicated by the Development Risk value (![]()
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- The Evacuation is the least severe research accident. This however will not cancel any pending research projects. Inhabitants will become ill in the proximity of the evacuated Laboratory.
- The Fire is the second least severe research accident and will cause the Laboratory to catch a fire. Inhabitants will become ill in the proximity of the Laboratory. The Laboratory will burn until destruction unless the fire is extinguished by a Fire Station.
- The Explosion is the most severe research accident and will cause the Laboratory to explode, causing any pending research project to be cancelled. Inhabitants will become ill in the proximity of the Laboratory. Nearby houses may be destroyed or catch a fire. In the worst case scenario, it may also cause a Blaze.
Tsunami
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Deep Ocean Expansion Required!
You require the Deep Ocean expansion to unlock this content.
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Added by Tomy12t


Added by ExakenThe Tsunami is a disaster only available in the Deep Ocean expansion. A Tsunami is created when a Geothermic Power Plant collapses. The power plant is destroyed in the process. The resulting wave moves outward in an expanding circle, so the islands affected aren't chosen randomly. The Tsunami is able to destroy harbors and ships near the coast, while ships and submarines in the deep sea are unaffected. The wave is blocked by mountains, so rocky islands may be shielded from the full effect. When a Tsunami has flooded the land, it becomes temporarily unbuildable (much like nuclear fallout, only with a shorter duration). You must wait until the water recedes in order to rebuild.
You receive a 10-15 second warning of an impending Tsunami. This time should be used to move ships away from the shoreline, saving them from certain death. It may be possible to build your Geothermic Power Plants and settle islands strategically in order to minimize damage from a Tsunami. Simply choose building sites that put mountains between your settlements and the power plant.